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Inkompetent
Jan 26 2010, 13:45
Is there any way for me to put more mods in the shortcut using the updater?
Because my shortcut is full and i wish to put more mods in the list.
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Best regards
Afraid that due to the length limit of the path line in shortcuts you are either limited to an addon manager, or you'll have to start bunch addons together, like making a single "islands" folder and so on. I'm starting to suffer from the same problem.. =/
DMarkwick
Jan 26 2010, 13:48
Yep, I have a "@<hidden>" folder for all ArmA2 maps. @<hidden> is for ArmA1 maps (CAA1).
I also have:
@<hidden>
@<hidden>
@<hidden>
etc :)
Banderas
Jan 26 2010, 13:52
...Its more difficult to find reports of RPG7 survivability of T72s.
I think accounts on the recent Russian-Georgian conflict could be a good source, or even experiences from the two Chechen wars.
I've read that in the first Chechen war at the battle of Grozny, Russians sent armor into the city without proper infantry support, and the Chechens were able to immobilize/heavily damage T-72s with several RPGs fired simultaneously from "high ground". On which version of PG rockets were, I don't know.
scubaman3D
Jan 26 2010, 13:52
@<hidden>
One thing you can try is shooting the top of the tank and see if this makes a difference.
I will say that once you start talking about the bigger systems (Javelin, RPG29, etc) - nothing is really safe from them - not even the mighty T90 (which is said to be a super-upgraded T72 rated lower RHA than M1).
http://ajaishukla.blogspot.com/2008/08/more-pictures-from-georgia-of-t-72-and.html
The sad truth is that --- in the ninety-year-old contest between tank and anti-tank --- armour-piercing technology is currently ahead of armour technology.
jasonnoguchi
Jan 26 2010, 13:58
@<hidden>, yes indeed, no tanks should be safe from a good top down attack from any missile systems and so far, ACE system is faithful to that. :)
I do noticed after a couple of hours of heavy armor vs AT testing that the turrets do tend to get more of the damage even when hits visually explode along the hull. I aimed a couple of HEDP at the hull of a TUSK at about 50m range, hopped onto the TUSK and saw the turret turn red. Body was ok. One thing I liked was the fact that one hit to the engine of the TUSK from behind set the engine burning! That is VERY cool indeed! I also noticed that if you leave it burning for long enough... maybe about 10 mins, the tank eventually explodes... is that a feature? cos its very cool as well!
Oh yes, how should we handle 3rd party armor? do we put their classnames in the config somewhere?
Banderas
Jan 26 2010, 14:00
Returning to the Armor system...is that possible to make a replacement config for 3rd party armored vehicles, so they get ACE penetration values/armor ratings, and I don't have to change the original config?
Edit: did anyone tried the difference between the M829 SABOT and the 3BK29 HEAT-FS-T ? Seems that the latter is superior against heavy armor, at least it destroys a T-72A with less rounds
King Homer
Jan 26 2010, 15:09
Edit: did anyone tried the difference between the M829 SABOT and the 3BK29 HEAT-FS-T ? Seems that the latter is superior against heavy armor, at least it destroys a T-72A with less rounds
The M829A3 is as stated a very deadly shell, how deadly we just can guess and estimate from values we get on the internet. Same goes for the modernized 3BK29M HEAT shell fired from T-90.
And again, it's not about complete destruction of any armored vehicle ingame - you have to get rid of the old way of thinking. Every well placed HEAT or APFSDS shell can disable a tank and make it useless. You don't have to waist your ammo anymore.
I do noticed after a couple of hours of heavy armor vs AT testing that the turrets do tend to get more of the damage even when hits visually explode along the hull. I aimed a couple of HEDP at the hull of a TUSK at about 50m range, hopped onto the TUSK and saw the turret turn red. Body was ok. One thing I liked was the fact that one hit to the engine of the TUSK from behind set the engine burning! That is VERY cool indeed! I also noticed that if you leave it burning for long enough... maybe about 10 mins, the tank eventually explodes... is that a feature? cos its very cool as well!
The armor system is dependent on the models hit selections. For many vehicles they're not accurately placed or at least do not work as they should. This leads to the major problem you and me encounter: You definitely hit the side hull (cover of tracks) but turret is damaged. Somehow the hit selections seems to be overlapping.
But you're correct about vehicles may explode when engine is on fire. There is a lower or higher probability, depending on the vehicle, the engine fire will set off a fuel explosion and destroy the complete vehicle.
Manzilla
Jan 26 2010, 15:16
The M829A3 is as stated a very deadly shell, how deadly we just can guess and estimate from values we get on the internet. Same goes for the modernized 3BK29M HEAT shell fired from T-90.
And again, it's not about complete destruction of any armored vehicle ingame - you have to get rid of the old way of thinking. Every well placed HEAT or APFSDS shell can disable a tank and make it useless. You don't have to waist your ammo anymore.
The armor system is dependent on the models hit selections. For many vehicles they're not accurately placed or at least do not work as they should. This leads to the major problem you and me encounter: You definitely hit the side hull (cover of tracks) but turret is damaged. Somehow the hit selections seems to be overlapping.
But you're correct about vehicles may explode when engine is on fire. There is a lower or higher probability, depending on the vehicle, the engine fire will set off a fuel explosion and destroy the complete vehicle.
There in lies the beauty of this new system. How the hell you guys worked it out is a mystery to me. I'm just amazed you got it to work.
Beautiful!
---------- Post added at 10:16 AM ---------- Previous post was at 10:15 AM ----------
I have an odd issue. None of the laser range finders work.
I have a battrie I look into them and "re-load" "Fire" nothing happens ideas?
Make sure the .hpps in the userconfig\ACE folder are current.
jasonnoguchi
Jan 26 2010, 15:20
Make sure the .hpps in the userconfig\ACE folder are current.
Good thing is the latest updates actually reminds you when the userconfig isn't updated. GOOD WORK! :)
By the way, I had hellavu time playing against tanks today and it felt so much more realistic! I had to do more thinking as an infantry on how and where to hit the tank in order to complete my objective of disabling it. For the first time, tanks feel threatening to me! hahahaha
Are you saying get rid of command view and 3rd person? No way. There's still some SP players around plus those view have tremendous use for ordering around troops.
Or are you talking about being able to move the head while driving? That's free look and can be done.
Not sure what you are really asking though. My apologies.
Rid of command view and 3rd person, these options should be disabled by default in ACE, as they lack realism.
I told you about the view when you click "Num0", the left and right buttons could be done to switch between the embrasures.
jasonnoguchi
Jan 26 2010, 15:33
Personally, I would say keep the 3rd person view and tactical view. They compensate for the lack of situation awareness and perception of a gaming environment.
Well, this discussion is as pointless as the crosshair discussion (which I am for having off).
I do not want to argue, it will drag on for many posts. Personally, I have enough buttons "Alt" for situation awareness and perception of a gaming environment.
In any case, the proposal would not prevent me functions available and diversify the game.
Evil_Echo
Jan 26 2010, 15:43
Those views can be easily disabled in your game config right now.
Banderas
Jan 26 2010, 15:48
The M829A3 is as stated a very deadly shell, how deadly we just can guess and estimate from values we get on the internet. Same goes for the modernized 3BK29M HEAT shell fired from T-90.
And again, it's not about complete destruction of any armored vehicle ingame - you have to get rid of the old way of thinking. Every well placed HEAT or APFSDS shell can disable a tank and make it useless. You don't have to waist your ammo anymore.
Of course I'm thinking out-of the old hitpoint system, the case is that with the M829 SABOT I usually get the crew of a T72A killed with the first or second shot, and the tank itself gets damage to a certain degree (rarely it stays functionable, and another crew can take the past ones place), and with a 3BK29 HEAT (from another T-72) in most cases blows up the T-72A with the very first shot (sometimes even from the front- lucky shot) so that gave me the impression that it is more devastating than the M829.
King Homer
Jan 26 2010, 16:01
Of course I'm thinking out-of the old hitpoint system, the case is that with the M829 SABOT I usually get the crew of a T72A killed with the first or second shot, and the tank itself gets damage to a certain degree (rarely it stays functionable, and another crew can take the past ones place), and with a 3BK29 HEAT (from another T-72) in most cases blows up the T-72A with the very first shot (sometimes even from the front- lucky shot) so that gave me the impression that it is more devastating than the M829.
Okay I get your point. I got a bit confused because you're using "M829" but meaning the M829A3.
Manzilla
Jan 26 2010, 16:07
Personally, I would say keep the 3rd person view and tactical view. They compensate for the lack of situation awareness and perception of a gaming environment.
Well, this discussion is as pointless as the crosshair discussion (which I am for having off).
They better. That's one of the nice things about OFP/A1/A2, they aren't FPS's. Removing these views would turn this game into that. It can be turned off in the options anyways. If someone doesn't like it, then don't use it. It's that simple. I have no doubt the ACE2 devs would never take away the 3rd person and command views. That would be foolish.
maturin
Jan 26 2010, 16:53
I just shot a lot of javelins at M1s from long range.
Shooting a javelin head-on has a tendency to do nothing, but killing some of the crew or firepower kills are common.
Shooting the rear reliably takes out the engine and sometimes the turret, but I never harmed the crew. Thing is, I can achieve these results with a well-placed RPG, against a T-90 at least.
The side hit is more effective than the other two, usually killing crew and putting most components in the red. It seems better than a rear armor shot, actually.
We really need a top-down attack option, as that would be a guaranteed kill, I think. Right now, turning into a javelin can make it bounce off.
I also like how many GAU-8 rounds it takes to disable a tank. The BTR-90 survived two (inept AI) passes, though. Shots penetrated, disabled the turret and killed some crew, but I would have expected more damage.
Sneaker-78-
Jan 26 2010, 17:44
I just shot a lot of javelins at M1s from long range.
Shooting a javelin head-on has a tendency to do nothing, but killing some of the crew or firepower kills are common.
Shooting the rear reliably takes out the engine and sometimes the turret, but I never harmed the crew. Thing is, I can achieve these results with a well-placed RPG, against a T-90 at least.
The side hit is more effective than the other two, usually killing crew and putting most components in the red. It seems better than a rear armor shot, actually.
We really need a top-down attack option, as that would be a guaranteed kill, I think. Right now, turning into a javelin can make it bounce off.
I also like how many GAU-8 rounds it takes to disable a tank. The BTR-90 survived two (inept AI) passes, though. Shots penetrated, disabled the turret and killed some crew, but I would have expected more damage.
Use this mod http://forums.bistudio.com/showthread.php?t=89912
And you get an top down attack with the javalin
Javelins are always considered top-attack by the script. It's the part that gets hit that makes the difference.
I noticed something else with tanks in the new version. Only some ammo makes the tanks wobble when shooting the main gun. Is that how its supposed to be? They dont move an inch - not even a mm. I liked the ARMA2 vehicle wobble when firing big guns. :)
On the M1A1 i think the HEAT round is the one making it wobble but not the AP round. The T90 or T72 didnt wobble no matter what ammo i think.
Manzilla
Jan 26 2010, 18:18
I just shot a lot of javelins at M1s from long range.
Shooting a javelin head-on has a tendency to do nothing, but killing some of the crew or firepower kills are common.
Shooting the rear reliably takes out the engine and sometimes the turret, but I never harmed the crew. Thing is, I can achieve these results with a well-placed RPG, against a T-90 at least.
The side hit is more effective than the other two, usually killing crew and putting most components in the red. It seems better than a rear armor shot, actually.
We really need a top-down attack option, as that would be a guaranteed kill, I think. Right now, turning into a javelin can make it bounce off.
I also like how many GAU-8 rounds it takes to disable a tank. The BTR-90 survived two (inept AI) passes, though. Shots penetrated, disabled the turret and killed some crew, but I would have expected more damage.
You don't even need the Mando AddOn do you? I use the Javelin and it let's me select attack style with out MMA active. You can select different modes.
Is it just me who gets freezes that last several seconds or more but when they go away everything is fine until it happens again? It has been plaguing me since mondays update.
maturin
Jan 26 2010, 18:30
You don't even need the Mando AddOn do you? I use the Javelin and it let's me select attack style with out MMA active. You can select different modes.
Eh? What button?
Banderas
Jan 26 2010, 18:35
I also like how many GAU-8 rounds it takes to disable a tank. The BTR-90 survived two (inept AI) passes, though. Shots penetrated, disabled the turret and killed some crew, but I would have expected more damage.
So shall we prepare the ticket on dev-heaven for a more powerful GAU-8/A?
maturin
Jan 26 2010, 18:37
So shall we prepare the ticket on dev-heaven for a more powerful GAU-8/A?
It would be nice if it blew apart APCs, but the tank damage seemed fair.
Edit: On further tests, 210 GAU-8 rounds to the front to the front of a T-72 killed everyone inside but did not component damage. It probably took less hits than that because the casualty reports were delayed. It's hard to test because parking a tank in front of an A-10 and then shooting sprays shrapnel into your windshield. I couldn't damage the tank even when shooting at the rear hull, but shots at the turret consistently hit the crew.
Just loaded up a mission after updating to find all the ammocrates and the UH-60 have gone. Any official word on this?
EDIT: Fixed the UH-60 cfg change, still clueless on the invisible ammo crates on our server.
Disregard.
DarkEclip
Jan 26 2010, 19:28
Why i don't have radio sound with my team when i use ACE
Someone can help me pls?
Simon C
Jan 26 2010, 19:31
Why i don't have radio sound with my team when i use ACE
Someone can help me pls?
Ok, this is about the ten-thousandth time someone has asked this. Please, use the Search function for once.
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F
Meatball0311
Jan 26 2010, 19:39
Why i don't have radio sound with my team when i use ACE
Someone can help me pls?
or even simpler... read the first post
DarkEclip
Jan 26 2010, 19:41
Ok, this is about the ten-thousandth time someone has asked this. Please, use the Search function for once.
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F
Thank you vry much.:)
wildone_106
Jan 26 2010, 19:51
Ok now I get this error message when I try to run ace
'addon 'acex_c_men_usarmy' requires addon 'ace_c_gear''
and
Include file x\ace\addons\main\script_macros.hpp not found
I tried to re-update everything but it wont do it as Im current. I tried to uninstall but it wont let me do that either...
I didnt do anything between last night and today grrr
Manzilla
Jan 26 2010, 20:03
Ok now I get this error message when I try to run ace
'addon 'acex_c_men_usarmy' requires addon 'ace_c_gear''
and
Include file x\ace\addons\main\script_macros.hpp not found
I tried to re-update everything but it wont do it as Im current. I tried to uninstall but it wont let me do that either...
I didnt do anything between last night and today grrr
I think this is a known issue. The answer may lay here. Not familiar with that one though. Haven't seen it often around here.
wildone_106
Jan 26 2010, 20:11
I dont know what I did to screw it up, previously to this happening I tried to play it and the screen was freeking out with grey polygons..so I tried to update it and now this. If I could uninstall/re-install I would but it wont let me.
I think this is a known issue. The answer may lay here. Not familiar with that one though. Haven't seen it often around here.
kMaN_(KYA)
Jan 26 2010, 20:28
I am not having the issue but two of our teammates updated their ACE, ACEX, ACE_PLA, ACE_SM & CBA using Yoma's Addon Sync and now they cannot load ARMA 2 with the ACE 2 mod activated. They both get an error that says, "arma2 invalid crew civilian" and there game crashes to desktop.
I have searched the ACE dev forums but didn't find anything on it.
-=Grunt=-
Jan 26 2010, 20:53
I'd love the Footmunch/eddyD F-16 in ACE2. :D
maturin
Jan 26 2010, 20:54
Ok, this is about the ten-thousandth time someone has asked this. Please, use the Search function for once.
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F
Search for what? radio sound? voices? and to find it on the wiki you need to divine ACE's wordchoice in the config. definenovoice? what else could it be?
or even simpler... read the first post
First post has 22 links and nothing about voices.
Banderas
Jan 26 2010, 21:11
Okay I get your point. I got a bit confused because you're using "M829" but meaning the M829A3.
Oh I just came to realize that there are M829A1/A2/A3 in the mod -also M830 and M830A1. I tried to add these ammo to the Abrams in the editor to test them, but I couldn't. Anyway after some more play, I was able to instantly blow up T-72As using HEAT in the Abrams (like with the T-72Bs 3BK29, T-72A's HEAT round is much more weaker).
How are these subversions distributed? Seems all Abrams are carrying M829A1s in the ACE_30rnd_120mmSABOT clip, or is it only for the A1? Can I add these other version to the tank manually in the editor, or shall I wait for an update for this?
kMaN_(KYA)
Jan 26 2010, 21:20
I am not having the issue but two of our teammates updated their ACE, ACEX, ACE_PLA, ACE_SM & CBA using Yoma's Addon Sync and now they cannot load ARMA 2 with the ACE 2 mod activated. They both get an error that says, "arma2 invalid crew civilian" and there game crashes to desktop.
I have searched the ACE dev forums but didn't find anything on it.
***Update***
The guys that were having the issues were using Yoma's were updating the ACE userconfig files. The new one had read "//#define ACE_NOINTRO" which caused their game to crash with the error arma2 invalid crew civilian.
They changed the first entry in the ACE userconfig to "#define ACE_NOINTRO" and their came loaded with no problems.
A friend of mine just updated his ACE through six updater, and now he is getting this error:
File x\ace\addons\setitings\crosshair\config.cpp,line 36: /ACE/: Missing
Does anyone knows how to fix it?
maturin
Jan 26 2010, 22:16
Did he move the userconfig files from the ACE directory to the main one?
He deleted the old ACE folder inside the userconfig, so the updater could create a new one. Because he was getting a message of outdated files.
The updater created a new folder. But know he is getting this error.
Best regards
maturin
Jan 26 2010, 22:28
The Abrams cannister shot knocks wrecked tanks around like bowling pins.
Steakslim
Jan 26 2010, 22:29
The Abrams cannister shot knocks wrecked tanks around like bowling pins.
Those worked great in ACE1 for moving wrecks off the runway in a hurry lol.
maturin
Jan 26 2010, 22:33
Those worked great in ACE1 for moving wrecks off the runway in a hurry lol.
waaaiiiit a minute... :butbut:
Aircraft carrier Shilka hockey!!!!
He went back to the old version and it is working again. But he is getting a message about outdated files.
By the way, he didnt edit the userconfig inside the @<hidden> folder. He edited the userconfig inside Arma main folder.
Best regards
What you do is delete the files inside ARMA2/userconfig/ACE and replace them with the new ones that comes down into the ARMA2/@<hidden>/userconfig. Thats how i and everyone i know does it. When you update to new ACE version the ones inside the modfolder @<hidden> are updated as well.
Remember to add your name and set the keys again if you had that changed.
I tested the RPG-7VR against the side armor of an Abrams and a T-72. The T-72 would take only one round to the side and went fubar skyhigh while the Abrams took 5 hits and sustained turret and mobility kill only. I repeated the test 3 times with consistent results... is the RL armor between the T-72 and M1A1 so different?
How do you want to balance that if one team starts with a tank which gets destroyed with the first hit and the other team has 5x more armor as a standard tank ? Is this anyhow balanced ?
Dont get me wrong i love how you improve the dmg modell of vehicles, since i see so many us based features i just want some hints about balance.
@<hidden> RPG-7VR can penetrate 600-700mm even after reactive armor due to wiki, in an optimal distance it should penetrate the m1a1 aswell. Yeah probably you did hit the "ammunition" in the t-72.
Major_Walnut
Jan 26 2010, 23:45
What you do is delete the files inside ARMA2/userconfig/ACE and replace them with the new ones that comes down into the ARMA2/@<hidden>/userconfig. Thats how i and everyone i know does it. When you update to new ACE version the ones inside the modfolder @<hidden> are updated as well.
Remember to add your name and set the keys again if you had that changed.
I just tried that and i stll receive the "invalid crew civilian crew" error.
Any more help on this problem would be greatly appreciated.
The July 1997 issue of Jane's International Defence Review confirmed that after the collapse of USSR, US and German analysts had a chance to examine Soviet made T-72 tanks equipped with Kontakt-5 ERA, and they proved impenetrable to most modern US and German tank projectiles; this sparked the development of more modern Western tank ammunition, such as the M829A2 and M829A3. Russian tank designers responded with newer types of Heavy Reactive Armour, including Relikt and Kaktus.
The 829 ammunition was introduced a lot later btw....does the t-72 get also any upgrades or did i miss that maybe ? The 829 is a superior and very late introduced ammunition for abrams, almost 20 years after they were introduced. How to balance this.
On further tests, 210 GAU-8 rounds to the front to the front of a T-72 killed everyone inside but did not component damage
The Gau-8 is a 30mm ...wonder if you can even penetrate a battle tank from the front, roof maybe only.
GAU-8 Armor penetration:
* 69 mm at 500 meters
* 38 mm at 1000 meters
Kramxel
Jan 27 2010, 00:35
I don't have a link, but I've seen many documentaries on Gulf War I and they all stated that T-72s lighted up pretty easily... and their turrets would fly on many occasions.
maturin
Jan 27 2010, 00:44
I don't have a link, but I've seen many documentaries on Gulf War I and they all stated that T-72s lighted up pretty easily... and their turrets would fly on many occasions.
Did Saddam's tanks have ERA?
The Gau-8 is a 30mm ...wonder if you can even penetrate a battle tank from the front, roof maybe only.
GAU-8 Armor penetration:
* 69 mm at 500 meters
* 38 mm at 1000 meters
I was firing point blank, and with Arma's low rate of fire, 240 rounds is the equivalent of many, many successful passes.
jasonnoguchi
Jan 27 2010, 00:49
I seriously don't care about "game balance".
This is a simulation, not an arcade. In real life, no militaries play fair and balanced. Its always having that overwhelming edge that wins! That's the US army! i did some more research... the M1A1's armor is light years ahead of the T-72. Too bad for those who play head to head using russian side but that's reality for you there.
Flash Thunder
Jan 27 2010, 01:10
I seriously don't care about "game balance".
This is a simulation, not an arcade. In real life, no militaries play fair and balanced. Its always having that overwhelming edge that wins! That's the US army! i did some more research... the M1A1's armor is light years ahead of the T-72. Too bad for those who play head to head using russian side but that's reality for you there.
Exactly people here are too use to balanced and fair play.
Come on this is war, nothing is fair!
Cant wait until the actual release of the MOD, see waiting for it to get out of Beta, have very crappy internet connection for downloading.
jasonnoguchi
Jan 27 2010, 01:23
My new suggestion... http://dev-heaven.net/issues/show/8560 :) Vote if you like it.
Soldier of Anarchy
Jan 27 2010, 02:00
How close is ACE from getting out of beta? Been noticing most of the low ping servers are now dropping ACE until the beta is over.
Steakslim
Jan 27 2010, 02:31
How close is ACE from getting out of beta? Been noticing most of the low ping servers are now dropping ACE until the beta is over.
currently in RC stage now as of the last few updates, so it's close.
jasonnoguchi
Jan 27 2010, 02:33
How close is ACE from getting out of beta? Been noticing most of the low ping servers are now dropping ACE until the beta is over.
Check out their roadmap in devheaven. Estimated timings are all there.
I just tried that and i stll receive the "invalid crew civilian crew" error.
Any more help on this problem would be greatly appreciated.
Well "invalid crew" doesnt sound like it has to do with userconfig files(?). Sounds more like your missing an addon or part of it. Is that when you just start the game or is it in a mission? Do you have ALL addons updated to very latest?
I think this one is for the ACE team to help you with if everything else failed. Im updating ACE plus using a lot of other addons (even all my friends) and we have never encounter this problem. Apart from ages ago pre ACE2 (ArmA1) where we used addons that required other addons with the crew units. So check that all your addons are up to date. Only help i can give im afraid.
Major_Walnut
Jan 27 2010, 03:01
Well thanks for the help anyway at least i can get an opinion of what to do. Thanks again, I really appreciate it.
kMaN_(KYA)
Jan 27 2010, 03:36
I just tried that and i stll receive the "invalid crew civilian crew" error.
Any more help on this problem would be greatly appreciated.
Originally Posted by kMaN_(KYA)
I am not having the issue but two of our teammates updated their ACE, ACEX, ACE_PLA, ACE_SM & CBA using Yoma's Addon Sync and now they cannot load ARMA 2 with the ACE 2 mod activated. They both get an error that says, "arma2 invalid crew civilian" and there game crashes to desktop.
I have searched the ACE dev forums but didn't find anything on it.
***Update***
The guys that were having the issues were using Yoma's were updating the ACE userconfig files. The new one had read "//#define ACE_NOINTRO" which caused their game to crash with the error arma2 invalid crew civilian.
They changed the first entry in the ACE userconfig to "#define ACE_NOINTRO" and their came loaded with no problems.
Meatball0311
Jan 27 2010, 03:53
Search for what? radio sound? voices? and to find it on the wiki you need to divine ACE's wordchoice in the config. definenovoice? what else could it be?
First post has 22 links and nothing about voices.
Ok Mr. smarty pants.... how about looking at the first post and lets see that question seems pretty simple and using ones mind would probably think others have had the same issue... so how bout looking under the "Frequently Asked Questions" link.
or even better let me spoon feed you a little.....
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F
maturin
Jan 27 2010, 04:50
Ok Mr. smarty pants.... how about looking at the first post and lets see that question seems pretty simple and using ones mind would probably think others have had the same issue... so how bout looking under the "Frequently Asked Questions" link.
or even better let me spoon feed you a little.....
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F
Those are frequently asked questions. The voices are more like an always asked question, since most clientside tweaks usually start off and most players can accomplish it with the ingame audio options, so it seems like a glitch.
Johan S
Jan 27 2010, 05:09
How do you want to balance that if one team starts with a tank which gets destroyed with the first hit and the other team has 5x more armor as a standard tank ? Is this anyhow balanced ?
The Abrams is vastly superior to the T-72, that's a fact, it has nothing to do with "balancing" of the units, a gamey concept that has no relevance for a simulation type game.
Balancing in Arma is up to the mission designer. For instance, you could balance your mission by putting in a larger number of T-72:s, or give that side some other advantages to compensate for it being a much weaker tank.
CarlGustaffa
Jan 27 2010, 05:24
Rid of command view and 3rd person, these options should be disabled by default in ACE, as they lack realism.
No thanks. These are needed for singleplayer due to lack of proper communications with the AI, and for singleplayer and multiplayer mission editing and testing.
Some also prefer 3rd person in certain vehicles due to lack of visual data that in real life would be easy to obtain, i.e. turret direction but you can't because you're forced into optics view. These issues should be addressed first.
I hate 3rd person as well, because of the "cheats" it enables. But I wouldn't want this to become forced, unless mission driven.
TristanYockell
Jan 27 2010, 05:24
The Abrams is vastly superior to the T-72, that's a fact, it has nothing to do with "balancing" of the units, a gamey concept that has no relevance for a simulation type game.
Balancing in Arma is up to the mission designer. For instance, you could balance your mission by putting in a larger number of T-72:s, or give that side some other advantages to compensate for it being a much weaker tank.
Agreed, 1 on 1 unit balance has no place in realism games. Realism isnt about balance, thats why we develop weapon systems, to defeat other weapon systems.
Rexxenexx
Jan 27 2010, 06:21
I lost the USP rounds since the last update. Did the classname change?
I lost the USP rounds since the last update. Did the classname change?
Same here.??
Sickboy
Jan 27 2010, 06:54
I have searched the ACE dev forums but didn't find anything on it.
***Update***
The guys that were having the issues were using Yoma's were updating the ACE userconfig files. The new one had read "//#define ACE_NOINTRO" which caused their game to crash with the error arma2 invalid crew civilian.
They changed the first entry in the ACE userconfig to "#define ACE_NOINTRO" and their came loaded with no problems.
Search no more, check http://dev-heaven.net/wiki/ace-mod2/Bugz, write up a bug report with required details, and I bet we'll find you are running ArmA 2 Patch 1.04, or Beta Patch, instead of the 1.05, or maybe some outdated or incompatible mod :)
King Homer
Jan 27 2010, 06:58
I lost the USP rounds since the last update. Did the classname change?
Same here.??
Yes. ACE_12Rnd_45ACP_USP / ACE_12Rnd_45ACP_USPSD .
TOTAL22
Jan 27 2010, 07:16
Any future plans on incorporating Mando Missile ArmA into ACE2 once its finished the beta stage(ACE2 and MMA)?
By that, I mean When the MMA is out of its beta stage, is there any plans to include the MMA package in the future ACE2 beta/milestone releases?
Rexxenexx
Jan 27 2010, 07:20
Thx Homer
SilverBlue
Jan 27 2010, 07:33
Any future plans on incorporating Mando Missile ArmA into ACE2 once its finished the beta stage(ACE2 and MMA)?
By that, I mean When the MMA is out of its beta stage, is there any plans to include the MMA package in the future ACE2 beta/milestone releases?
I think that depends on the creator of MMA. If you want it in ACE, ask Mandoble to get in touch with the devs so they can cook something up.
Trracer
Jan 27 2010, 07:41
I saw that the ability to repair tanks with repair trucks was removed.
http://dev-heaven.net/issues/show/8550
Is it the same with aircrafts?
[HA]badger
Jan 27 2010, 07:48
Trracer no, it is only with Tanks, APS and armor vehicles.
ACE Team, please return the ability to repair tanks with repair trucks, as soon as it possible!!!
Johan S
Jan 27 2010, 08:00
Have to agree with the ACE team here. In RL, even simple things like changing a tire could take 10-15 minutes. Anything more than very light damage will take hours to fix in the field, and many things require salvaging and taking the vehicle back to a proper repair depot.
Being able to fix vehicle damage in seconds by just getting close to a repair truck, as it was before, is totally unrealistic.
Sickboy
Jan 27 2010, 08:02
I think our answers are pretty clear in the tickets badger. We're working on it.
If you want to make it go faster, contribute constructive ideas instead?
Trracer
Jan 27 2010, 08:03
badger;1555279']Trracer no, it is only with Tanks, APS and armor vehicles.
ACE Team, please return the ability to repair tanks with repair trucks, as soon as it possible!!!
Nah, I could live with that. But if it's for realism purposes then I think it should be removed for all vehicles (aircraft and ground vehicles). Maybe refueling and rearming times when near a fuel/ammo truck (and vehicle ammo box) could be longer too. As it is now, you can park a tank/arty gun near an ammo truck/box and have unlimited, almost instant, rearm.
jasonnoguchi
Jan 27 2010, 08:05
Voted negative to the tank repair. Never seen tanks being repaired out in the field by some trucks before in RL. Sorry but no "tank medics" in my world.
Put up a request for some kind of crosshair when in grenade throwing mode... right now, grenade throwing, especially "Precision Throw" is anything but precise as there is no indication where it might be going. (of course unless you take the aim in your primary weapon and then switch to grenade for the throw, which is not realistic either). Vote if you like.
Johan S
Jan 27 2010, 08:07
I remember having a dot that could be used for aiming when using grenades. It was just a tiny dot and easy to miss, but it was there. But maybe it's removed now?
jasonnoguchi
Jan 27 2010, 08:09
Yup, was playing just 5 mins ago and didn't see it.
Johan S
Jan 27 2010, 08:12
I just tested it, and it is still there. A small green dot.
EDIT: Maybe it depends on your settings if you can see the grenade aiming dot. I have the ACE nocross function active in the config file, and crosshairs enabled in the game difficulty settings.
Trracer
Jan 27 2010, 08:13
Maybe this can open for vehicles like the M88 Recovery Vehicle and M1 Grizzly for armored recovery.
http://en.wikipedia.org/wiki/File:M1_Grizzly_2.jpg
http://en.wikipedia.org/wiki/File:AGT1500_engine_M1_tank_and_M88_Recovery_Vehicle.JPEG
I would model them, if I could :)
Nonkel Mich
Jan 27 2010, 08:18
For the grenade;
You could use an animation with the left arm raised in front of you so your fingers are the aimpiont, just like you would throw a grenade in RL.
I have a problem with the eject button on the a 10.
I can push it but it says; eject.sqf not found.
However the ai does eject from A 10
Anyone the same problem or is it just me?
Tanks;
You could use a trailer or a recovery tank to drag the disabled tabk to a recovery piont
jasonnoguchi
Jan 27 2010, 08:23
@<hidden>, I am playing with all crosshair off... maybe you are right, I need to enable the default crosshair? Any ACE dev to confirm this?
@<hidden>, animations are a no-no-no-out-of-bounds-sacred-zone in Arma2 modding. Nobody does it, not even ACE2.
[HA]badger
Jan 27 2010, 08:25
Sickboy im trying to understand ace_sys_vehicledamage now. But I cant find where you removed ability to repair.
So if it is removed from tank (not repair track), all is simple: just remove it only when tank is burning or have a critical dammage.
But if this ability is removed from repair track by watching at class of repairing vehicle (I think that it is so) i mast have some "flags" for damaged vehicle, but i cant find them in you scripts now.
---------------
I think that big dammage, like turret penetration cant be repaired in field Also burning vehicle can not be repaired. But why i can not repair damaged truck or wheel?..
Johan S
Jan 27 2010, 08:26
@<hidden>, I am playing with all crosshair off... maybe you are right, I need to enable the default crosshair? Any ACE dev to confirm this?
Could be it, also make sure to look really carefully. It's not a crosshair or a circle, just a small dot that is easily missed.
Trracer
Jan 27 2010, 08:27
Ammo trucks are a bit flawed anyway, since they don't rearm magazines for the commanders MG for example, will only reload 100 round if the MG is totally empty.
A quick rearm/refuel/repair point could be made with 3 triggers, something like:
detected bluforce timeout 60 sec (or more)
activation thisList select 0 setVehicleAmmo 1;
make 2 more for damage and fuel.
... Just drive into the trigger and you have a repair/arm/fuel point. It still won't fully rearm the commanders MG tho.
Banderas
Jan 27 2010, 08:56
@<hidden> RPG-7VR can penetrate 600-700mm even after reactive armor due to wiki, in an optimal distance it should penetrate the m1a1 aswell.
One has to note that these penetration values are based on RHA (rolled homogenous armor) values, which type of armour is very rare since the end of WW2. Most modern tanks's armor are made of different materials composed together (see Cobham armor or Combination K) from cheramic plates through fiberglass to depleted uranium (latter's tensile strength is much higher than steel), and other tricks like empty. air filled layers in the armor.
Furthermore most of these compositions are classified, so we can only guess how much punishment they can take. I highly doubt a single PG-7VR could penetrate the front of an M1A1 Abrams, side very unlikely too (although not impossible), the back and top armors might be able from close distance, but I'm not sure.
Once again I have to refer to what I've read about the Battle of Grozny in the First Chechen War, Chechen soldiers made coordinated attacks on unescorted Russian armor from side-back-top, an tanks, even IFVs needed several close-range RPG hits for the crew to bail out (I know they most probably weren't use too many PG-7VRs)
EDIT: on the GAU-8A debate: the 30mm round probalby won't penetrate the front side of a tank, but with an A-10 you most probably will attack from the upper portion :rolleyes:
When i connect to ACE server i receve error message: "No entry 'bin\config.bin/CfgWeapons.ACE_Put'"
What does it mean?
Johan S
Jan 27 2010, 09:15
A quick rearm/refuel/repair point could be made with 3 triggers, something like:
detected bluforce timeout 60 sec (or more)
activation thisList select 0 setVehicleAmmo 1;
make 2 more for damage and fuel.
... Just drive into the trigger and you have a repair/arm/fuel point. It still won't fully rearm the commanders MG tho.
That's a great idea. It would be much more realistic to have stationary rearm/refueling points like this than having support trucks following you around giving you practically unlimited ammo and fuel.
jasonnoguchi
Jan 27 2010, 09:29
My new realism suggestion (some of you will kill me for this)...
Never seen foot soldiers or non-pilots jump into aircrafts and fly like pilots in Real Life? Well, then don't allow it to happen ingame too. Lock aircrafts by default from non-pilot class and lock tanks from non-crewman class.
Vote at http://dev-heaven.net/issues/show/8578
Rejected in a jiffy...sigh... 3 positive votes for yes in just 5 mins... surely that means something...sigh... who in the world would ever choose a pilot or crewman class character to play with at all?
Just disappointed that if this is a crap suggestion, please let the public vote say it is, not a dictatorial, communist style REJECTION without listening to what the people has to say. Disappointing.
Listening to what your users want is part and parcel of being a good modder. If I am wrong, let the public say I am, not just one dictator style NO.
Sickboy
Jan 27 2010, 09:40
It is dictatorial. Is the public working on the mod, are you? No they are not. We are.
Time to sign up and type scripts instead of suggestions all day ?
This attitude is really starting to piss me off. Keep at it guys, maybe one of these days there won't be a public discussion thread or bug tracker at all.
Sneaker-78-
Jan 27 2010, 09:40
Aint this better to do for the mission makers,
Domination has that option to only allow pilots in the choppers.
Johan S
Jan 27 2010, 09:44
Confirmed by testing now. If you have crosshairs enabled in the diffiuculty settings, and the ACE nocross function active in the config file, you can see the tiny green dot for aiming with when you have grenades selected. It is not visible if you have crosshairs disabled in the difficulty settings.
jasonnoguchi
Jan 27 2010, 09:45
Aint this better to do for the mission makers,
Domination has that option to only allow pilots in the choppers.
Yes, it may be so, then let the public vote my suggestion away, thats what the voting is there for. An outright rejection like this is totally communistic. Furthermore, the interesting thing is that for the 5 mins it is there, it already had 2 other positive votes! doesn't that say something?
Anyways, this will be my final post on the ACE2 thread. I know I will not be missed. Good riddance and good luck to the rest of you who sincerely wish to help the mod improve... they don't need it!
(I hope you guys get that my problem (sad most of you still don't see the core of the issue) isn't with the rejection but the attitude behind it. I had lots of my suggestions rejected by many modders... too bad I have a burning passion for the game and the potential in these modders, but I never had a problem with being rejected, only the style it is done and the attitude behind it. In fact, i would be amused and happy to see that suggestion go deep into negative votes and then kicked in the ass in a fun way by the modders. Everyone has their "soft spots". For me, its obviously anything that's done in a dictatorial way and for sickboy, its obviously the "disappointing etc etc" term. In a way, we hit each other's spot. Anyways, this thing has gone far enough. I have removed sickboy's quote from my signature and my presence from this thread. I know I won't be missed.)
*TCF*Jackal
Jan 27 2010, 09:51
I understand where you are coming from Jason, but that would break many an existing mission. I can understand why it would be rejected.
It should be left to the mission designers to restrict the classes (easily done) which can use certain vehicles. Defining restrictions in the mod itself would make ACE too inflexible and could be a major PITA for mission designers.
I dont think using phrases like "dictatorial" or "communist" is very helpful. I know you're just making suggestions to improve the mod and thats great to see. But there is a right way to do it. Just my opinion. Just remember how much the ACE devs have had to put up with already. Their time is precious, so I wouldnt be so quick to take offence if they havent responded how you would like. They are approaching the release of 1.0 so perhaps dont have time.
Its great to see everyone so passionate about a community mod :)
EDIT, Jason I just read your latest reply. Bang out of order. Its people like you who make talented mod makers throw in the towel.
mrcash2009
Jan 27 2010, 09:52
@<hidden> ... I don't think you have done yourself proud in the last few posts mate, I have had rejections too (with things I think are worth having too and I don't disagree to a point) you wont be the first nor the last on that score, but that's cool its not my show, you can have a point but make do with what comes, also you might realise BIS reject what we want, and people actually paid for that.
For someone who has been here about 3 months and has racked up more posts than I have in 2 years maybe you should take a chill pill and realise that you are not the one creating and coding it.
Hate to sound personal but, me thinks your getting post fatigue :)
ACE2 isn't a one man show and a much larger project than GL4 of which you are getting great feedback, treat them separate mate, I would :)
HateDread
Jan 27 2010, 09:52
I'm with Jason - there was no need to speak to him like that.
But hey, I only make suggestions, not scripts, right? I don't have any value or opinion...
strongbird
Jan 27 2010, 09:54
the Fastrope box in ACE with like 14 m 26 m 36 m what are the Unit names of them i want to add them manualy cant seem to find it
Banderas
Jan 27 2010, 09:54
@<hidden>
Sorry but I vote no on this one. A module, maybe, but no way to do it default.
No need to go rampant if they reject a suggestion, decision is theirs. So far I added about a dozen suggestions on dev-heaven, two of it were accepted and made, the rest were rejected, big deal, search for other things. Getting many votes for a suggestion doesn't mean it is good idea -in my view the much-talked ACOG-CQB sight, suggestions for ACR rifle and such are getting many points, but are unnecessary.
@<hidden>
You have, even I had (M1028 Canister addon and M1A2 TUSK added to US Army faction were my suggestions). Only you don't have to take everything too personally, and listen to the cons of your pros, in an acceptable manner.
HateDread
Jan 27 2010, 09:59
Guys, whilst I don't agree with Jason's suggestion, the reaction to it was unnecessary.
The point of a discussion thread is to discuss. Some of the guys have been discussing it... good, that's the sorta thing you do. But at what point does discussion = personal attacks? Sickboy's comment obviously offended Jason, and rightfully so. It appears as an attack, not a rejection.
A simple "Thanks, but no thanks, Jason. That wouldn't exactly work. And please try to refrain from over-posting suggestions - there's only so much we can handle. Thanks." would have worked.
I just don't see how Sickboy's hurtful comment was justified.
Sickboy
Jan 27 2010, 10:02
It's rather simple, any creator of custom works has the full right to do with the product what he wants.
We as a team have a vision on what ACE is and what it isn't, what can go in it, and what can not, and what should be handled by mission makers and what not.
We use votes and tickets to see what the public opinion is, and we will take that into our consideration, but that's it.
Most of you have not a single clue how much work, effort, sweat, tears and what not is put into the mod,
if anyone believes you can dictate what we work on, or how we go about doing our business, I am very sorry, but you live in a dreamworld :)
It's very nice there are addon makers out there who will build what the public desire; respect!, but it isn't us.
All this bloody politics going on here in the BIF, and sometimes on the issue tracker too, is a bloody waste of time.
Thank you for your suggestions and feedback, but they're only that, no need to go Guerilla warfare on our asses, just because your suggestion doesnt fit in our vision!
Re discussion: You can discuss in here all you want, most of us will not participate in it though. We enjoy working, instead of discussing :)
Re my reaction: My reaction came after Jason went all "Disappointed, you must do this, you must do that" guerilla tactics.
All I did was reject the ticket with that it is up to the mission maker, as it is outside the scope of ACE.
If you wonder why the reactions can be heavy, you should consider what a waste of time most of the 285 pages of this thread, and the 400 pages of the previous thread represent :)
HateDread
Jan 27 2010, 10:05
Sickboy, I know you weren't talking to me, but I just want to say I completely understand that it is your teams' work, and you have -complete- control over it.
I just think that your reply to Jason hit a nerve, as it was directed at him, and it was rather... unpleasant, and in a way, mocking. It seems like his main reaction is to what you said, not the actual rejection itself.
Just my two cents.
EDIT: Disregard. Sickboy answered in previous post.
Regards,
HateDread.
Defunkt
Jan 27 2010, 10:05
I honestly do not understand how Sickboy et al remain as civil as they do, I know for a fact I couldn't.
mrcash2009
Jan 27 2010, 10:07
I think the whole devheaven "suggestions" thing is getting mixed with bug reports, as in devheaven and bug reports are very important and are needed, suggestions are just that, only suggestions. So to slam devheaven and tickets for suggestions is wrong, in a way suggestions are not priority and the be all end all of the existence of ticketing.
no need to go Guerilla warfare on our asses
:638::soldier::)
Sneaker-78-
Jan 27 2010, 10:08
the Fastrope box in ACE with like 14 m 26 m 36 m what are the Unit names of them i want to add them manualy cant seem to find it
search this topic on ropes :
ACE_Rope_M_50
ACE_Rope_M_60
ACE_Rope_M_90
ACE_Rope_M_120
pigglywiggly
Jan 27 2010, 10:46
Love your mod ACE team don't let em get on your nerve! Thanks for everything and love the way it is going now. Jason if you want to change it then join the team and start scripting.
papoose244
Jan 27 2010, 10:51
what do I have to add to the shortcut to play Ace and CAA1?
stephsen
Jan 27 2010, 11:02
i cant use the red defrag grenade from the russians AE special ammo crate ...Why not ??:(
Stephsen
Banderas
Jan 27 2010, 11:24
what do I have to add to the shortcut to play Ace and CAA1?
It depends on how is your addon folders are organized. I use the two at the same time, although they have some little conflicts with each other.
Manzilla
Jan 27 2010, 11:46
@<hidden>
Sorry but I vote no on this one. A module, maybe, but no way to do it default.
No need to go rampant if they reject a suggestion, decision is theirs. So far I added about a dozen suggestions on dev-heaven, two of it were accepted and made, the rest were rejected, big deal, search for other things. Getting many votes for a suggestion doesn't mean it is good idea -in my view the much-talked ACOG-CQB sight, suggestions for ACR rifle and such are getting many points, but are unnecessary.
@<hidden>
You have, even I had (M1028 Canister addon and M1A2 TUSK added to US Army faction were my suggestions). Only you don't have to take everything too personally, and listen to the cons of your pros, in an acceptable manner.
Yes let's not get to over board with the realism. It's easy enough to set this type of thing in the missions. It's important to keep in mind that the devs have responded to many, many votes and have added a lot of stuff. Ultimately it's their mod. Honestly they could be really bad and never listen to the community, allow us to vote, etc. Overall the ACE2 devs are doing a great job taking suggestions, bug reports, etc into consideration but obviously they can't look at every thing that's brought up by the community.
Nonkel Mich
Jan 27 2010, 11:48
Does anyone have a problem with the eject in an A10?
Says script not found
Manzilla
Jan 27 2010, 11:48
I honestly do not understand how Sickboy et al remain as civil as they do, I know for a fact I couldn't.
Me neither. I tend to go ballistic myself. It's really an amazing feat how much they can take.
Sickboy
Jan 27 2010, 12:03
Does anyone have a problem with the eject in an A10?
Says script not foundPlease try to update the Mod, it got hotfixed just after release I believe :)
Me neither. I tend to go ballistic myself. It's really an amazing feat how much they can take.
It's a tricky thing. Usually the issue isn't one person, or a single situation, but the whole. It's like pissing in the wind :) (There's just too many of THEM, and too few of US! :D)
Depending on personal stress and state of mind, these things are either handled, ignored, or makes you go ballistic.
Counting to 10 helps most of the time, and trying to understand the situation too, but in the end we're only human too, and do all our work in our free time, for no payment of any form :)
Don't get me wrong though, we do that with a lot of love, like many other addon makers out there i'm sure :)
Manzilla
Jan 27 2010, 12:11
Please try to update the Mod, it got hotfixed just after release I believe :)
It's a tricky thing. Usually the issue isn't one person, or a single situation, but the whole. It's like pissing in the wind :) (There's just too many of THEM, and too few of US! :D)
Depending on personal stress and state of mind, these things are either handled, ignored, or makes you go ballistic.
Counting to 10 helps most of the time, and trying to understand the situation too, but in the end we're only human too, and do all our work in our free time, for no payment of any form :)
Don't get me wrong though, we do that with a lot of love, like many other addon makers out there i'm sure :)
Well you guys do an amazing job. Thanks for spending all the free time it takes to get this mod running/updated, etc.
papoose244
Jan 27 2010, 13:02
It depends on how is your addon folders are organized. I use the two at the same time, although they have some little conflicts with each other.
I have dld both ace and Caa1 threw addon sync I want to know what I have to add to the shortcut to play ace alone caa1 alone and both together.
Thanks in Advance
Manzilla
Jan 27 2010, 13:21
I have dld both ace and Caa1 threw addon sync I want to know what I have to add to the shortcut to play ace alone caa1 alone and both together.
Thanks in Advance
Create a few different shortcuts and name them for the different set ups you want to have.
Then add this to the end of the shortcut target location:
-mod=@<hidden>;@<hidden>@<hidden>;@<hidden> this is for ACE2 + CAA(I'm not sure what the actual CAA mod folder name is so you may need to change it.)
-mod=@<hidden> For CAA1(Again you may need to change the CAA mod folder name)
-mod=@<hidden>;@<hidden>;@<hidden> For only ACE2
Here's a link that explains the mod folder set up:
http://www.armaholic.com/plug.php?e=faq&q=18
jasonnoguchi
Jan 27 2010, 13:22
Ok, I am back in the thread again.
Much apologies for being worked up and as a classic chinese saying goes "you know someone better only after a fight" and that truly applies to this situation.
We both got heated up and we both said things we don't mean half the time. Sickboy and I had a good talk in PM and now we understand each other better.
Apologies also to the community for racking up such a fuss here and thanks to Hatedread for understanding exactly where its all coming from. :)
*edit... sorry wrong post
The Abrams is vastly superior to the T-72, that's a fact, it has nothing to do with "balancing" of the units, a gamey concept that has no relevance for a simulation type game.
Balancing in Arma is up to the mission designer. For instance, you could balance your mission by putting in a larger number of T-72:s, or give that side some other advantages to compensate for it being a much weaker tank.
I disagree that balance should have no place in games, even in hardcore simulation mmos there is a certain balance with types and time periods. First arma2 is only a simulation of combined arms but not a simulation of vehicles, air units and certain weapons. The ACE2 mod tries to get closer to a real sim and I appreaciate that. The m1a1 is far superior but in which time period... before the introduction of superior 829 ammunition it wasnt that much.
The 829 ammunition was introduced in the late 90ies, the basic t-72 was introuduced..guess 1972 and the M1A1 was introduced 1980. Since ACE2 doesnt even introduce the basic t-72 like in the vanilla version I guess the mod tries to deliver more technology from late time periods.
I think the question is valid how you want to balance factions since both sides starts with certain gear and they have to fight each other.
Iam aware that we have a fantasy war with mixed technology from different time periods but if the 829 ammunition is so superior vs the east vehicles with what units or equipment can be this more or less equalized ? I had not the chance to play that much with the new ACE2 version, maybe I did miss something here but i think the question is interesting for the devs of ACE2 if there is even a balance issue which i dont know yet, thats why I just did ask the question. I dont have the overview yet.
Of course this is only a game and not reality or a more accurate simulation like Steel Beasts professional (http://www.simhq.com/_land2/land_060a.html) or Battleground Europe (www.battlegroundeurope.com) but lets see how this will affect the gameplay in the next weeks and what we will expirience in the editor with testings.
Anyway thx a lot to the ACE2 team, this modification brings so much to ARMA2 I wished the company would have implemented a lot of the features by default.
Two Dogs
Jan 27 2010, 13:53
Anybody got a way to script/spawn a claymore, or any "tripwire" explosive, in mission? Thought maybe using a creatMarker or a Game Logic to get pos data.
Manzilla
Jan 27 2010, 13:55
Of course this is only a game and not reality or a more accurate simulation like Steel Beasts professional or ww2online but lets see how this will affect the gameplay in the next weeks and what we will expirience in the editor with testings.
Anyway thx a lot to the ACE2 team, this modification brings so much to ARMA2 I wished the company would have implemented a lot of the features by default.
I've been playing with the new Armor System in my existing missions.(Adding more enemy tanks) It's actually better for the missions if you ask me. It definitely makes it more difficult in the fact that I've added more tanks but then again it adds a whole dimension to the gameplay. Now it's much easier to disable a tank and take it out of play with out adding a ton of new weapons for the player's side just to get ride of the tanks.
I really enjoy this. Now I can call in a supply drop, pick up a few warheads and actually neutralize the armor threat with a well placed shot. And not have to completely run half way across the island just to find a hole in the defenses when there's a spot only guarded by a single T-72. To me, this completely enhances gameplay and fun while adding another realistic aspect. It sucked before when we couldn't at least make a tanks job much harder with a well placed shot to a weak point.
So far I'm hooked. It's a fantastic addition if you ask me. And it's light years better then the vanilla system, or lack there of. ;)
True BIS should've implemented something like this from the start but at least they developed a platform that allows the community to figure it out and implement it ourselves.
papoose244
Jan 27 2010, 13:57
Thx manzilla ace2 works as for Caa1 it dld as a X folder with Caa1 and aoc folders inside in my arma 2 folder how do I add that to the target line?This is the full classic plants.
Manzilla
Jan 27 2010, 14:03
Thx manzilla ace2 works as for Caa1 it dld as a X folder with Caa1 and aoc folders inside in my arma 2 folder how do I add that to the target line?
Just add what ever the name of the mod folder is to the end of the shortcut target line.
-mod=modfoldername1;modfoldername2;modfoldername3
Here's mine:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;BWMod;@<hidden>;@<hidden>
All those mod folders names are from the main A2 directory. Just take the exact name of that mod folder and add it to the target line.
jasonnoguchi
Jan 27 2010, 14:18
I am totally for the new tank armor system!
love how sometimes you get that full crew kill and still am able to drive the tank away (without working turret of course! hahahah). But seriously, you see more stationary and abandoned tanks on the battlefield more than burnt and exploded ones in reality and this new armor system delivers that realism.
My new realism suggestion (some of you will kill me for this)...
Never seen foot soldiers or non-pilots jump into aircrafts and fly like pilots in Real Life? Well, then don't allow it to happen ingame too. Lock aircrafts by default from non-pilot class and lock tanks from non-crewman class.
Vote at http://dev-heaven.net/issues/show/8578
Rejected in a jiffy...sigh... 3 positive votes for yes in just 5 mins... surely that means something...sigh... who in the world would ever choose a pilot or crewman class character to play with at all?
Just disappointed that if this is a crap suggestion, please let the public vote say it is, not a dictatorial, communist style REJECTION without listening to what the people has to say. Disappointing.
Listening to what your users want is part and parcel of being a good modder. If I am wrong, let the public say I am, not just one dictator style NO.
Yes that is a point i did suggest aswell in other threads, if we could get rid of superhero soldats the game would be even better. Not sure if this is possible to integrate in this mod or in certain gameplay mods i.e. warfare benny and so on.
At the moment we have the situation that you can equip highly specialized infantry equipment i.e. javelin+sniper or MG units with missiles. We have also the option that every player can equip gear which gives him always an advantage in certain situation i.e. AA missiles/AT missiles. The vast majority of soldiers dont run around with such missile systems.
We have also the option that we can equip such great equipment for almost every situation + we can jump into a tank, leave it and change to a Jet Fighter or Helicopter.
I think all vehicles should be used by CREW´s with limited gear i.e. mp5 and 2 nades.
This is how it works in simulation games i used to play before and i would love to see that, even it has not a high priority for me rather the gear issue i did write about before.
luckyhendrix
Jan 27 2010, 14:36
No it must be mission maker responsability otherwise it would break lot of things for a minial advantage.
Banderas
Jan 27 2010, 14:49
@<hidden>
You have to limit these in your own made missions, for testing purposes I like to have this kind of freedom. In a serious game serious players won't jump from tank to jet. For fun playing why you want to restrict these things? For testing purposes I use to jump from a jeep to tank and chopper. In real life you can grab a Javelin and a sniper rifle at the same time, why restrict it by default?
ACE mod already have benefits if you play with the correspondent personnel: pilots have G suits so they stay concious for longer, crews have slight protection from loud sounds and overpressure. Maybe not all infantry can drive a tank around, but who said they always running around in crew suits? Why take away the freedom from the game?
Following this thought we should make realistic simulation for these systems, flight models and such from Lock On, Comanche vs Hokum and other simulations, and things from tank sims like T-72 Balkan on fire and Steel Panthers, so only those would be able to fly an A-10 who could do in Lock On, and those could be the gunner in an Abrams who can handle the laser targeting system properly.
Would be nice but why restrict the use from those who aren't qualified pilots and tank crewmen?
Danny_K_1
Jan 27 2010, 14:52
Could someone give me a link to ACEX? I click that Six updater portal and get can't find a link to download it, cheers.
DMarkwick
Jan 27 2010, 14:55
Could someone give me a link to ACEX? I click that Six updater portal and get can't find a link to download it, cheers.
As far as I remember it, you choose option 1, then when the browser opens on the updater page you can select the elements for download. Then you execute.
-=Grunt=-
Jan 27 2010, 15:00
Limiting things to a certain character model/loadout would ruin some MP game modes like CTI.
I don't really want someone that just crashes a plane or chopper and doesn't know how to use them well just grabbing the pilot slot. (Well, there isn't any pilot slots at the moment)
It would be nice if this is some kind of module so the mission maker can decide whether to turn it on or not.
Danny_K_1
Jan 27 2010, 15:01
Okay, it would appear I definitely done this wrong. :j:
I just downloaded the core from Armaholic and put it in the directory like other mods and I figured I was just to put ACEX in there to haha. Help me out? lol
Okay, it would appear I definitely done this wrong. :j:
I just downloaded the core from Armaholic and put it in the directory like other mods and I figured I was just to put ACEX in there to haha. Help me out? lol
http://dev-heaven.net/wiki/six-arma-updater/Quickstart
This is the correct way ;) And WAAAAAAAAY more up-to-date than the armaholic download, because armaholic only hosts the milesone releases.
Manzilla
Jan 27 2010, 15:17
Okay, it would appear I definitely done this wrong. :j:
I just downloaded the core from Armaholic and put it in the directory like other mods and I figured I was just to put ACEX in there to haha. Help me out? lol
Check for my posts a few pages back. I gave a real quick step by step installation and it worked for someone else just installing it. You'll have it up and running in know time.
EDIT:
Here's the 2 posts NouberNou and myself put up a few days ago. It should help.
http://forums.bistudio.com/showpost.php?p=1553828&postcount=2652
http://forums.bistudio.com/showpost.php?p=1554050&postcount=2691
papoose244
Jan 27 2010, 15:24
Manzilla this is how it looks theres the X folder then inside
caa1 and Oac
inside
Caa1
_docs
_keys
ArmA_Campaign_Animations
ArmA_Objects
ArmA_ObjectsCTI
ArmA_PlantsClassic
ArmA_VehicleFeatures
ArmA_Vehicles
ArmA_WorldIntros
ArmA_Worlds
Extra_Worlds
QG_Objects
QG_Worlds
and inside
aoc
oac_core then inside that
addons
doc
key
I just cant get the mod to start I even tried the arma 2 launcher from lone star and checked all the above but it just crashed doesnt even get into arma.
On this page
http://dev-heaven.net/wiki/cbp-caa1/HowToStartCAA1
under generic modline there seems to be the correct info but it doesnt fit in my targer line.
Banderas
Jan 27 2010, 15:27
@<hidden>
check your PM box
Manzilla
Jan 27 2010, 15:30
-mod=X;@<hidden>;@<hidden>;@<hidden>
If the OAC and CAA1 mods are in a folder named "X" in the main A2 directory(The folder that has @<hidden>, @<hidden>, etc.) then add that folders name to the line. Just the folder in the main A2 directory that contains the CAA1/OAC stuff goes in the target line.
If you can't get the OAC/CAA1 mod to work then your in the wrong thread. Check that thread for installation help if that's what you need.
Danny_K_1
Jan 27 2010, 15:39
Thanks lads, I appreciate it. :)
Johan S
Jan 27 2010, 15:46
I disagree that balance should have no place in games
To be fair, I never said this. I said that balancing in Arma is up to the mission designer. People are modding in and adding all kinds of stuff for all factions, there's a huge variety in the capabilities of the different factions depending on what addons you choose to add and play with.
It always has to be up to the mission designer to create a nice, balanced mission. This can be done by the numbers of units involved, the type and amount of equipment allowed etc. Changing the capabilities of units for balancing purposes is never a good thing since they are supposed to be as close to reality as possible.
Of course this is only a game and not reality or a more accurate simulation like Steel Beasts professional (http://www.simhq.com/_land2/land_060a.html) or Battleground Europe (www.battlegroundeurope.com)
I disagree, I don't think these games are overall to be considered more accurate simulations than Arma 2. True, Steel Beasts may have a more real life simulation of tanks, and BE has a much more realistic flight model (since that is the main focus of these games), but there is no game out there with a more realistic simulation of infantry than Arma 2. These games are just focusing the main effort on different things. I would consider all of them to be accurate simulations.
Manzilla
Jan 27 2010, 15:51
Thanks lads, I appreciate it. :)
It should work just fine. If not let us know. It's a little imposing of a set up at first but you'll see it's a genius way to keep up to date. Matter of fact, the whole damn mod is spectacular!
Enjoy.
sparks50
Jan 27 2010, 16:11
"When realism matters"
In my opinion, the mission maker should himself be responsible for creating the balance he wants.
This can be done in in many ways, like giving one side more of something, or giving a tactical advantage of some kind.
jasonnoguchi
Jan 27 2010, 16:39
Actually, a default OPFOR squad already have more men then a default BLUFOR squad. So, I think a kind of game play balancing is already by default in place in ArmA2.
DMarkwick
Jan 27 2010, 16:42
I think, balance-wise, ArmA2 should be the balanced option. Quite obviously, ACE2 is about BLUFOR gameplay against OPFOR AI in a co-op environment. As such, ACE2 will not be balanced for PvP gameplay as it's not the focus.
Manzilla
Jan 27 2010, 16:53
In time more stuff will be added for both sides. Our best bet to get stuff added is to politely ask other content makers to make ACE2 compatible stuff or create a side ACEX project like the ACEXPLA stuff. There's no need for the actual ACE2 team to create this stuff when it's already being made by very capable people in this community.
If you ask me it's a waste of the ACE2 dev's time to work on too much new content. Just get other content makers to play along. Obviously it would benefit all. I'd say stuff is more likely to be used if it's compatible with CBA, ACE2, and everything else than if it's not compatible with the other community stuff.
Ahhhh, the essence of the work "community".
[DirTyDeeDs]-Ziggy-
Jan 27 2010, 16:57
ACE2 can most certainly be used fairly (balanced) in a PvP environment, as long as the mission maker takes the strengths and weaknesses of each side into account and prepares his mission accordingly.
Cossack8559
Jan 27 2010, 16:59
Actually, a default OPFOR squad already have more men then a default BLUFOR squad. So, I think a kind of game play balancing is already by default in place in ArmA2.
Ummm, default arma2 OPFOR squad is 12 men and BLURFOR is 13. make sure you place USMC units next time and not US ARMY ;)
Sickboy
Jan 27 2010, 17:00
A.C.E Release Candidate, Update #1 Released! (rSync mirror network in sync and awaiting your requests!)
Release Notes (http://dev-heaven.net/news/show/299)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)
Thank you ACE team. Appreciated! :)
Downloading now.
Kudos guys!!
Best regards.
Manzilla
Jan 27 2010, 17:12
A.C.E Release Candidate, Update #1 Released! (rSync mirror network in sync and awaiting your requests!)
Release Notes (http://dev-heaven.net/news/show/299)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)
Impeccable timing my friend. You guys are good! :)
---------- Post added at 12:12 PM ---------- Previous post was at 12:06 PM ----------
What exactly is this?
Crewserved weapons for AI units disabled by default. To enable AI CSW, place the module in your missions.
If I enable it, how does the AI use CSW's? As a mission maker I'd like to know what I need to do to use it with the AI. I thought this was primarily for MP use and the AI was capable of working together with CSW's.
I'm excited to hear what to do.
Kellys Heroes ACE Servers & YAS Repository updated to b.234
Subscribe to KH-RSS -> http://www.kellys-heroes.eu/forum/rss.php
Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)
Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z)
URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404.
YAS users: Do not forget to perform "Delete Extra Files" procedure through YAS after updated.
AddonSync Usage-> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212
Banderas
Jan 27 2010, 17:54
Thank you Cross, updated
I found these on Steel Beasts Wiki
http://www.steelbeasts.com/sbwiki/images/3/38/M1A1_HA_frontLOS.jpg
http://www.steelbeasts.com/sbwiki/images/3/30/M1A1_HA_sideLOS.jpg
http://www.steelbeasts.com/sbwiki/images/9/9c/T72frontLOS.jpg
scubaman3D
Jan 27 2010, 18:21
Our best bet to get stuff added is to politely ask other content makers to make ACE2 compatible stuff or create a side ACEX project like the ACEXPLA stuff.
Yay, somebody gets it. :bounce3:
People should go badger RHS or Vilas to make their content ACE2-friendly (i.e. add weight and volume defines to gear).
Zippy0n
Jan 27 2010, 18:22
Hi people,
Just installed this using the rsync system with six updater installer, worked great... however how do i use the M4 SOCOM's in this game? i cant find them anywhere!, i used the "Addweapon" commands etc in the init line of a soldier however it said it did not exist?
Cheers guys
Dave
Manzilla
Jan 27 2010, 18:33
Yay, somebody gets it. :bounce3:
People should go badger RHS or Vilas to make their content ACE2-friendly (i.e. add weight and volume defines to gear).
It sure seems to me that that's the simplest and most productive way to get content into ACE2, for all parties involved. RHS, vilas, etc. obviously have tremendous talents so expecting you guys to recreate the wheel when excellent content already exists is a waste of your time. The other teams probably know much more about "Eastern" weaponry then the you guys do so the research alone would be a huge undertaking.(That's just an assumption of course;)) Then the modeling, scripting, etc. would still need to be done.
That workload seems a bit ridiculous to expect from a group of guys doing this on their free time. I'm sure if there was a paycheck involved there'd be much more OPFOR stuff. ;)
No doubt, we need to politely ask the other content makers to make ACE2 configs to go with their stuff. I bet it's pretty damn easy to do compared to the work people have already done.
---------- Post added at 01:33 PM ---------- Previous post was at 01:30 PM ----------
Hi people,
Just installed this using the rsync system with six updater installer, worked great... however how do i use the M4 SOCOM's in this game? i cant find them anywhere!, i used the "Addweapon" commands etc in the init line of a soldier however it said it did not exist?
Cheers guys
Dave
Check the ACE crates in the Edtior. There's a whole pile of different crates. The M4's are there.
Or you didn't add the @<hidden>, @<hidden> and @<hidden> mod folders to your shortcut's target line. If you didn't and need to know how to do that I recommend you check back a few pages. I just explained it this morning.
If you did then add this to the players init line:
removeallweapons this; this addWeapon "ACE_SOC_M4A1_GL_EOTECH"; this addMagazine "ACE_30Rnd_556x45_T_Stanag";
Shumann
Jan 27 2010, 18:40
Someone explain me how to activate cartridges on the ground??
I try to modify something on config with notepad on this line and by deafult are activate but nothing appens.
I forgot something?
class ACE_CARTRIDGES
{
enabled = 1; // COMMENT: 0 - disabled, 1 - enabled
max_cartridges = 500; // COMMENT: max. amount of cartridges on map
max_distance = 0; // COMMENT: max. distance until cartridges become deleted by FIFO
max_lifetime = 600; // COMMENT: lifetime of cartridges in seconds
min_FPS = 1; // COMMENT: min. FPs when cartridges become deleted
};
colonel stagler
Jan 27 2010, 19:43
Hey i just had a thought, howabout adding a tent item, so you can put it your backpack, and deploy it like a sandbag, and you can gear in it. So you can walk to a location, whap out your tent, throw your pack and other useless stuff in there and then go on a mish. Obviously it would be quite weighty to carry in your pack like and the game has east and west tent models.
Just a suggestion
Stagler Out
Rexxenexx
Jan 27 2010, 19:47
Hey i just had a thought, howabout adding a tent item, so you can put it your backpack, and deploy it like a sandbag, and you can gear in it. So you can walk to a location, whap out your tent, throw your pack and other useless stuff in there and then go on a mish. Obviously it would be quite weighty to carry in your pack like and the game has east and west tent models.
Just a suggestion
Stagler Out
awesome idea dude.
Manzilla
Jan 27 2010, 19:48
Hey i just had a thought, howabout adding a tent item, so you can put it your backpack, and deploy it like a sandbag, and you can gear in it. So you can walk to a location, whap out your tent, throw your pack and other useless stuff in there and then go on a mish. Obviously it would be quite weighty to carry in your pack like and the game has east and west tent models.
Just a suggestion
Stagler Out
Open a suggestion ticket at the DH website, the devs don't normally look at suggestions here. Then the community can vote on it.
That's a god damn brilliant suggestion though. It would get my vote at the DH site.
Johan S
Jan 27 2010, 19:49
Why not just leave the backpack on the ground somewere until you need it? What's the point in carrying around a tent?
Manzilla
Jan 27 2010, 19:50
Someone explain me how to activate cartridges on the ground??
I try to modify something on config with notepad on this line and by deafult are activate but nothing appens.
I forgot something?
class ACE_CARTRIDGES
{
enabled = 1; // COMMENT: 0 - disabled, 1 - enabled
max_cartridges = 500; // COMMENT: max. amount of cartridges on map
max_distance = 0; // COMMENT: max. distance until cartridges become deleted by FIFO
max_lifetime = 600; // COMMENT: lifetime of cartridges in seconds
min_FPS = 1; // COMMENT: min. FPs when cartridges become deleted
};
They should work like that. Mine work automatically. Do you have the most recent .hpp's in the userconfig\ACE folder?
---------- Post added at 02:50 PM ---------- Previous post was at 02:49 PM ----------
Why not just leave the backpack on the ground somewere until you need it? What's the point in carrying around a tent?
A camp you can come back to to resupply that looks like a camp. Visual candy primarily.
But he should really open a ticket at DH so we can debate it here as this is not the place for that. That's why the ACE2 devs set it up.
Johan S
Jan 27 2010, 19:54
A camp you can come back to to resupply that looks like a camp. Visual candy primarily.
Ok, I'd rather carry something useful than just visual candy. And I would rather hide my stuff than risk that the enemy found my tent. But that's just me. If you want this feature, make the suggestion and maybe someone will listen.
Manzilla
Jan 27 2010, 19:56
My suggestion exactly. All bugs, suggestions, issues need to go there and not here.
i think this was mentioned about 50 pages or so back...but the Russian Airbourne VDV package should really be included in ACE. I mean ace has really buffed the BLUFOR which is great and i lve everything about it...but OPFOR has been ignored completely. Also add some russian weapons systems or something. By no means make the russians have as good equipment as the USMC (this wouldnt be realistic) but make their equipment true to life aswell. It would greatly improve an already excellent mod.
ProPilot
Jan 27 2010, 23:14
Good job guys.
something wrong with last update, in 3 rounds AI killed me 3 times with one bullet, did you modified something regarding AI ?
Manzilla
Jan 28 2010, 00:39
i think this was mentioned about 50 pages or so back...but the Russian Airbourne VDV package should really be included in ACE. I mean ace has really buffed the BLUFOR which is great and i lve everything about it...but OPFOR has been ignored completely. Also add some russian weapons systems or something. By no means make the russians have as good equipment as the USMC (this wouldnt be realistic) but make their equipment true to life aswell. It would greatly improve an already excellent mod.
Check back a few pages for the solution and discussion between me and scubaman3d. There's no reason they shouldn't be in ACE2 but it's pointless for the ACE2 devs to even focus on the Russian side. There's much more qualitied content makers out there that solely focus on Russia and have the skills to boot. The community needs to ask them to kindly create ACE2 configs for their projects. They could do it in no time compared to waiting for the ACE2 devs to make this stuff from scratch, either all or some of it.
After all this time it's a little perplexing people haven't realized this or even thought of it. I haven't seen many posts in other threads even asking most of these other content makers to consider make an ACE2 config. It's seems that most people are just expecting the ACE2 crew to fill the gap.
A waste of time in my opinion. We need to ask the other groups making Russian stuff. It's beautiful.
It's been mentioned much more often then 50 pages back. Hell there's a few people that bitch about weekly. ;)
maturin
Jan 28 2010, 00:41
Has anyone noticed that unconscious AI can still talk? My CO was face down on the runway after being beaned with a sabot pellet and giving me instructions.
jasonnoguchi
Jan 28 2010, 00:42
@<hidden>, that happens in the default game as well. Sometimes I am down, injured and almost blacking out but still reporting contacts in the usual way.
maturin
Jan 28 2010, 00:57
When do you black out in vanilla? You can still see when you're injured.
But I also noticed that HEAT-MP-T (and presumably other) tank shells do not clip with other targets when they ricochet. It's almost never going to matter, but I managed to shoot myself twice and the red streak went right through my hull. It would have been the most hilarious suicide ever.
jasonnoguchi
Jan 28 2010, 01:00
@<hidden>, in vanilla, you can get injured to the point where the screen is totally red and all spikey and then gradually slight blackouts and then dead. The death sequence isn't always the same.
Shumann
Jan 28 2010, 01:08
They should work like that. Mine work automatically. Do you have the most recent .hpp's in the userconfig\ACE folder?
Yes i and i put them on the user config of the main directory but keeps not working.
Any Idea Manzilla ?
Manzilla
Jan 28 2010, 01:10
[QUOTE=Manzilla;1555829]They should work like that. Mine work automatically. Do you have the most recent .hpp's in the userconfig\ACE folder?
Yes i and i put them on the user config of the main directory but keeps not working.
Any Idea Manzilla ?[COLOR="Silver"]
---------- Post added at 03:08 AM ---------- Previous post was at 03:07 AM ----------
Yes i and i put them on the user config of the main directory but keeps not working.
Any Idea Manzilla ?
No clue. I've never had any issue with the casings being visible or not. They've always worked for me.
maturin
Jan 28 2010, 02:53
@<hidden>, in vanilla, you can get injured to the point where the screen is totally red and all spikey and then gradually slight blackouts and then dead. The death sequence isn't always the same.
Huh, I've never experienced anything like that. Only instant death and wound module fadeouts.
Has anyone tried the Chinese tanks out in combat? A platoon of T-90 slaughtered them almost without loss, but Wikipedia makes them sound pretty good.
Has anyone tried the Chinese tanks out in combat? A platoon of T-90 slaughtered them almost without loss, but Wikipedia makes them sound pretty good.
Well if Wikipedia says so, then it must be correct, correct? :war:
maturin
Jan 28 2010, 04:26
Well if Wikipedia says so, then it must be correct, correct? :war:
I thought of adding the customary disclaimer, but I figured people could handle it.
Wikipedia is more correct than... nothing, so I was hoping someone would share some non-Wiki insight.
Johan S
Jan 28 2010, 06:33
Well if Wikipedia says so, then it must be correct, correct? :war:
Most likely, yes. If there was something wrong in the entry someone would have corrected it.
AnimalMother92
Jan 28 2010, 06:57
Pardon my ignorance, but what exactly is
LOBL-HI mode for Hellfires
:confused:
Trracer
Jan 28 2010, 07:03
Pardon my ignorance, but what exactly is
:confused:
LOBL, Lock-On Before Launch.
More info: http://www.fas.org/man/dod-101/sys/missile/agm-114.htm
Banderas
Jan 28 2010, 07:04
Pardon my ignorance, but what exactly is
It is a launch mode for the Hellfire, where the rocket will fly up after launch then dive on the target from above, similarly like real life Javelin rockets, the letters LOBL are meaning Lock-On Before Launch.
Loggert
Jan 28 2010, 07:50
I thought of adding the customary disclaimer, but I figured people could handle it.
Wikipedia is more correct than... nothing, so I was hoping someone would share some non-Wiki insight.
On some forums and wikis china has superb stealthfighters, and other photoshopped things.
Wikipedia only works with things that people can't turn in to politics because then there are to many opinions on what is right..
Completly OT though..
ACE is sweet :D
Nonkel Mich
Jan 28 2010, 09:31
Does anone know the classname of the new UH60 chopper ?
Max255[PL]
Jan 28 2010, 09:40
ACE_UH60M :p
just a question guys:
can someone confirm that autorotation is working with 1.0.234 ?
...its not working anymore since last update, tested with 1.0.234, AH64, .utes, no other mods enabled !
Stoned
i just crashlanded a couple of times today and autorotation seemed to be working with littlebird ;)
i just crashlanded a couple of times today and autorotation seemed to be working with littlebird ;)
please also confirm version 1.0.234
Stoned
Mr.Peanut
Jan 28 2010, 15:31
1) Anyone else not able to switch fire mode to auto on USP?
2) Anyone else find that ACE is not compatible with GDT_HDR i.e. HDR key event handler broken?
Manzilla
Jan 28 2010, 15:46
1) Anyone else not able to switch fire mode to auto on USP?
2) Anyone else find that ACE is not compatible with GDT_HDR i.e. HDR key event handler broken?
1.) Haven't noticed that yet.
2.) Just a thought but it probably needs to be updated to use XEH(i.e. CBA compatible)
Mr.Peanut
Jan 28 2010, 16:18
Think it already uses XEH. Must be overwriting the default keys.
Banderas
Jan 28 2010, 16:29
1) Anyone else not able to switch fire mode to auto on USP?
Auto???? on USP???:confused: Aren't you think about Glock 18?
Mr.Peanut
Jan 28 2010, 16:32
Auto???? on USP???:confused: Aren't you think about Glock 18?haha! that must be the problem!
Manzilla
Jan 28 2010, 16:33
haha! that must be the problem!
Oh my I never even released that you where talking about the pistol. I was thinking UMP. Ooops!! ;)
Danny_K_1
Jan 28 2010, 16:58
Anything to help noobs get to grips with this? Its really different from the original lol.
maturin
Jan 28 2010, 17:01
Anything to help noobs get to grips with this? Its really different from the original lol.
Read through the list of features on the wiki site, and take a look through the mod's config files.
Manzilla
Jan 28 2010, 17:08
Anything to help noobs get to grips with this? Its really different from the original lol.
This is the best way:
http://ace.wikkii.com/wiki/Features_of_ACE2
What I did was make a test mission(now there are some) and basically go down the entire list in the ACE2 features section. There's just so much new stuff that it's really the only real way. Basically open a test mission in the Editor and play it that way. This way you can add and delete whatever you want and test every thing you like.
Also open ace_clientside_config.hpp and ace_keys.hpp in userconfig\ACE. Those basically allow you to turn on and off certain features and change key bindings but they also give you a feel for a few of the things ACE2 does and it's also a good way to learn the specific ACE2 keys/features.
Danny_K_1
Jan 28 2010, 17:21
Well the only thing thats got me confused ATM is the rucksacks and the wounding system. Also I noticed the lack of sound from radio chatter, I take it I need to download the ACE sound mod?
Ville89
Jan 28 2010, 17:32
@<hidden>
You can get the radiochatter voices back by editing the userconfig
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F
Banderas
Jan 28 2010, 17:36
I need confirmation for this, because I don't know if I messed up some config, or is it in the mod: somebody put a BMP-2 in the editor, fire at it with Abrams's 120mm SABOT from the side at ~90 degrees, target the middle section on the hull, SABOT won't penetrate there....anybody else can confirm?
Manzilla
Jan 28 2010, 17:40
Well the only thing thats got me confused ATM is the rucksacks and the wounding system. Also I noticed the lack of sound from radio chatter, I take it I need to download the ACE sound mod?
The rucksack is used through the normal gear menu. If equipped you'll see it's contents on the bottom right. Then you move things from the pack to person by clicking on a weapon, mag, etc. and clicking the Pack/Unpack buttons. It also shows the total weight capacity and current pack weight as well.
The wound system is explained a bunch in this forum but you basically have to have a bandage, epinephrine and morphine equipped and walk up to a unit and press the right windows key(next to space bar) and then click examine when the interaction menu appears. Then it will tell you what the injured unit needs and the interaction menu will have the respective options to click on. An AI medic can also do it if you order him.( select unit then hit 6 then 1, if the unit is injured) The AI medic must be equipped with the 3 things I listed above or he wont heal. Sometimes they heal wounded units automatically as well. But first you need to place the ACE2 WS Module on the map, it doesnt need to be sync'd.
The radio chatter? Again that's mentioned a lot here. Nah, no need to DL ACE_SW unless you want to use it. The devs disabled the chatter by default. You just need to open up the ace_clientside_config.hpp in the userconfig\ACE folder and edit a line of code. It's one of the options on top. Just add // to the front.
Like this:
/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - NO VOICE, NO RADIO CHATTER
--------------------
FEATURES: Disables AI radio chatter as well as player radio chatter
---------
TO ENABLE: Remove the "//" in front of the #define to enable the NO VOICE, NO RADIO CHATTER feature. To disable, think vice versa.
----------
//////////////////////////////////////////////*/
//#define ACE_NOVOICE
/*//////////////////////////////////////////////
This stuff is all mentioned in this thread and most other features. You may want to use the "Search this Thread" feature, it will quickly bring up all the useful posts. Normally people won't answer these questions anymore since they've been discussed often, so they may be ignored. I'm a sucker for providing answers though. ;)
Good luck and enjoy the Mod.
maturin
Jan 28 2010, 17:50
I need confirmation for this, because I don't know if I messed up some config, or is it in the mod: somebody put a BMP-2 in the editor, fire at it with Abrams's 120mm SABOT from the side at ~90 degrees, target the middle section on the hull, SABOT won't penetrate there....anybody else can confirm?
You sure it didn't go in one side and come out the other, killing the crew? Or just (invisibly) disable a tread?
Edit: Even if I shoot the BMP in the tread, the whole crew dies. The turret usually goes down or catches on fire too. It was a CDF BMD but that shouldn't matter.
Banderas
Jan 28 2010, 18:13
You sure it didn't go in one side and come out the other, killing the crew? Or just (invisibly) disable a tread?
Edit: Even if I shoot the BMP in the tread, the whole crew dies. The turret usually goes down or catches on fire too. It was a CDF BMD but that shouldn't matter.
I've made an ACE compatibility config for a tank pack and it seems that I made a mistake somewhere because it made BMPs much stronger (don't know how though, because I didn't touch any of the ACE configs or the addon's config), I'm now convinced of this, thank you for your finding.
Johan S
Jan 28 2010, 18:30
I think this has been suggested before, but wouldn't it be better if ACE features like 'no AI radio chatter' were disabled by default, and you could enable it if you wanted to? Then everyone wouldn't be so confused when they first start using ACE and constantly come here and ask the same questions.
The no voice is probably set as it is becuase of old time habits. Most people back in ArmA turned the voices off with an addon. It was common practise because when your online playing tactically you get insane after a couple of minutes having the AI over talk your team mates.
However there is documentation on this as well as most other things. That people cant read a little bit to get updated is the biggest problem here. :)
And suggestions works best at the CIT mate. Check in my signature. I know its a bit of a hassle to go somewhere else and register, but you can get a big impact voicing your suggestions there. ;)
Manzilla
Jan 28 2010, 19:00
I think this has been suggested before, but wouldn't it be better if ACE features like 'no AI radio chatter' were disabled by default, and you could enable it if you wanted to? Then everyone wouldn't be so confused when they first start using ACE and constantly come here and ask the same questions.
Or they could just take a few seconds to check for themselves. It's all mentioned right here. ;)
---------- Post added at 02:00 PM ---------- Previous post was at 01:59 PM ----------
However there is documentation on this as well as most other things. That people cant read a little bit to get updated is the biggest problem here. :)
Damn right! ;)
Johan S
Jan 28 2010, 19:01
The no voice is probably set as it is becuase of old time habits. Most people back in ArmA turned the voices off with an addon. It was common practise because when your online playing tactically you get insane after a couple of minutes having the AI over talk your team mates.
Oh, I have never played with AI and human teammates online. It's either with AI in single player or with teammates against AI online on our server. For SP I prefer to have radio sounds on so I don't miss any incoming messages.
Oh, I have never played with AI and human teammates online. It's either with AI in single player or with teammates against AI online on our server. For SP I prefer to have radio sounds on so I don't miss any incoming messages.
Actually i would like if ACE -if possible- could keep the SOM radio calls voiced like when they give you missions and all those arty calls etc. I might make a ticket of this but trying here first. Many might not use the SOM module but i think its a pretty good idea myself. If possible.
Spec_Ops_Sniper
Jan 28 2010, 21:37
Hi guys i got a problem, whenever i start a mission some yellow words pop up saying that the Ace_Clientside, serverside, keys , and tracker are outdated, this has caused most custom keys to not work. Any suggestions?
Edit: Oh and updating doesn't work.
Hi guys i got a problem, whenever i start a mission some yellow words pop up saying that the Ace_Clientside, serverside, keys , and tracker are outdated, this has caused most custom keys to not work. Any suggestions?
Edit: Oh and updating doesn't work.
sounds like you forgot to copy and paste from "C:\Program Files\Bohemia Interactive\ArmA 2\@<hidden>\userconfig" to "C:\Program Files\Bohemia Interactive\ArmA 2\userconfig\ACE". Don't forget the Sixupdater only updates the original files... they do not update the files once you move them.. I hope that helps.
good luck
Spec_Ops_Sniper
Jan 28 2010, 22:08
sounds like you forgot to copy and paste from "C:\Program Files\Bohemia Interactive\ArmA 2\@<hidden>\userconfig" to "C:\Program Files\Bohemia Interactive\ArmA 2\userconfig\ACE". Don't forget the Sixupdater only updates the original files... they do not update the files once you move them.. I hope that helps.
good luck
"Holy Crapola Batman" Thanks Mate
blackpulpit
Jan 28 2010, 22:22
Ok this is a noob question, "everytime I go to save a new Key setup for the keys such as CQB sight adjustment, when I try to save it it says in notepad "access denied" ?????
What must I do in order for notepad to let me save a change in the Key folder? steps please thanks.
Manzilla
Jan 28 2010, 22:38
Ok this is a noob question, "everytime I go to save a new Key setup for the keys such as CQB sight adjustment, when I try to save it it says in notepad "access denied" ?????
What must I do in order for notepad to let me save a change in the Key folder? steps please thanks.
Are you running ACE2 while trying to save it?
That's one I've never heard before.
Make a new .hpp file in the notepad and copy n' paste your edited version over there. Make sure you "Save as.." and make the name ace_keys.hpp
Are you running ACE2 while trying to save it?
That's one I've never heard before.
Make a new .hpp file in the notepad and copy n' paste your edited version over there. Make sure you "Save as.." and make the name ace_keys.hpp
I had the same issue. All I did was drag the file to the desktop, edit it there, then save it. I then dragged it back to the userconfig folder and it worked = ).
If you are running Windows7 it may have something to do with ownership of the files. I had to turn off the Win7 permission stuff as it seemed to break many programs like Team Speak, TrackIR, and Arma2.
I am sure there is some way to set it up correctly, just have no interest in hunting down the fix.
alex911
Jan 29 2010, 00:29
Is there a way to setup claymores and POMZ already tripwired in the editor. To place ambushes for instance?
blackpulpit
Jan 29 2010, 00:33
Ok that worked "dragging to desktop and saving it there", thanks guys.
guesswho
Jan 29 2010, 01:23
I didnt know what where to post this so you may see it a couple of places. The blacking out in airplanes is totally and completely unrealistic and has to be changed i cant fly anything anymore i blacked out climbing to altitude in a piper warrior when earlier today in real life when i flew my pa32 piper lance i climbed out at 100 and never felt anything plus i asked my friend f he was having problems and he cant even take off in a c-130 without this blacking out crap so please please fix this.
---------- Post added at 09:23 PM ---------- Previous post was at 09:23 PM ----------
I didnt know what where to post this so you may see it a couple of places. The blacking out in airplanes is totally and completely unrealistic and has to be changed i cant fly anything anymore i blacked out climbing to altitude in a piper warrior when earlier today in real life when i flew my pa32 piper lance i climbed out at 100 and never felt anything plus i asked my friend f he was having problems and he cant even take off in a c-130 without this blacking out crap so please please fix this......
Cossack8559
Jan 29 2010, 01:36
I didnt know what where to post this so you may see it a couple of places. The blacking out in airplanes is totally and completely unrealistic and has to be changed i cant fly anything anymore i blacked out climbing to altitude in a piper warrior when earlier today in real life when i flew my pa32 piper lance i climbed out at 100 and never felt anything plus i asked my friend f he was having problems and he cant even take off in a c-130 without this blacking out crap so please please fix this.
---------- Post added at 09:23 PM ---------- Previous post was at 09:23 PM ----------
I didnt know what where to post this so you may see it a couple of places. The blacking out in airplanes is totally and completely unrealistic and has to be changed i cant fly anything anymore i blacked out climbing to altitude in a piper warrior when earlier today in real life when i flew my pa32 piper lance i climbed out at 100 and never felt anything plus i asked my friend f he was having problems and he cant even take off in a c-130 without this blacking out crap so please please fix this......
You have to raise a ticket here about that or they won't take any notice...
http://dev-heaven.net/projects/ace-mod2/issues
And i agree with you i have stopped flying planes due to that, also our guy who normally flies every mission we use air support never flies either as he can't stand it.. but i don't fly in real life so can't say if its realistic or not.
Flightster
Jan 29 2010, 01:53
What happened to the lock on capabilities of aircrafts? Hellfires, Mavericks, sidewinders, etc seem to have lost that option... Or, in the case of the AH1's: Lock but don't hit the target, instead they just go where you're pointing at at the time...
Manzilla
Jan 29 2010, 02:23
What happened to the lock on capabilities of aircrafts? Hellfires, Mavericks, sidewinders, etc seem to have lost that option... Or, in the case of the AH1's: Lock but don't hit the target, instead they just go where you're pointing at at the time...
Mando Missiles. That's what you need.
colonel stagler
Jan 29 2010, 04:27
Hey, I submitted the tent idea, I cant make a ticket on Devheaven, its fuckin up , can someone else do it please and submit the tent idea. im sure it will go down a right treat. To those it who said it would be pointless making a camp, alot of units make camps, The SAS for example create lying up positions which isnt exatcly a tent but its still a like a temporary foward operating base. And also, you cant put a backpack into a backpack, with a tent you , and all your mates, can put yours and their backpacks into one tent.Thanks
Stagler Out.
Johan S
Jan 29 2010, 06:38
I never said it is pointless setting up a camp in real life, just that I can't see the reason for bringing along a tent in the game just to keep your stuff in when you want to leave it somewhere. You don't sleep or need protection from the elements in the game, which is why you'd bring a tent in RL.
But that's just my opinion, you've already had a few positive responses in this thread, so just submit the suggestion if you want to. If you have a problem registering on Devheaven or have another problem you might try to get some help here if you give the details of your problem.
What must I do in order for notepad to let me save a change in the Key folder? steps please thanks.
quit the game first.
Tarisai
Jan 29 2010, 11:28
Posting to confirm I have just read 298 pages and 2 posts in one sitting. o_0
Sounds absolutely fantastic and I can't wait to get back home and give it a whirl over the weekend. Been waiting months for this!
Great work ACE team.
Tonci87
Jan 29 2010, 11:45
You didn´t really read everything........ OMG
TRexian
Jan 29 2010, 13:48
Look forward to more. Nouber Nou's stuff looks awesome.
corsair83
Jan 29 2010, 14:10
hello, said one question is how to disable the name of ia or player who appears automatically when you look?:eek:
JustGotWicked
Jan 29 2010, 14:27
hello, said one question is how to disable the name of ia or player who appears automatically when you look?:eek:
ACE_RECOGNITION in ace_clientside_config.hpp (userconfig/ACE) is set to 2 (constant). Changing it to 0 reverts back to the spacebar.
corsair83
Jan 29 2010, 14:43
ACE_RECOGNITION in ace_clientside_config.hpp (userconfig/ACE) is set to 2 (constant). Changing it to 0 reverts back to the spacebar.
thank you very much :bounce3:
Hello ACE2 fanatics :)
I have weird issue with M4 SD weapons. for example when im using M4 Holo SD the noise of shot is proper (like in vanilla arma2) but for example when im using pure M4 from ACE2 for example M4 Shordot SD the noise of shot is very very very quite or i even dont hear it. i hear only when bullets meet with surface for example armor of vehicle, walls of building etc etc.
Other sounds working fine and i didnt find any issue with voices in ACE2
[J4F] Thunder666
Jan 29 2010, 16:14
hello all,
again some Noob Questions ;-).
1st: Map Tools are released ? I have added them in a Mission and can only se the Ruler "Shift+Click"
2nd: i made some Coops and at Beginnig the Team must jump with MC-5 Chute. i`am the only one(Server) can skydiving before open Chute, all others stay in the Air after jumping from Aircraft ? Ideas ?
greetings
Sickboy
Jan 29 2010, 17:06
ACE2 update might be slightly delayed until shortly after 18:00 GMT, (the wait should be worth it though ;)) please stay tuned.
---------- Post added at 19:06 ---------- Previous post was at 18:53 ----------
A.C.E Release Candidate, Update #2 Released! (rSync mirror network in sync and awaiting your requests!)
Release Notes (http://dev-heaven.net/news/show/301)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)
JW Custom
Jan 29 2010, 17:15
Thanks for another great update :cool:
what about the ace wounding system in MP when will it be fixed ? :(
Ville89
Jan 29 2010, 17:24
Finally desert usmc, oh yeah :)
Sickboy
Jan 29 2010, 17:24
what about the ace wounding system in MP when will it be fixed ? :(
What about the ace wounding in MP?
http://dev-heaven.net/wiki/ace-mod2/Bugz
Also, Wounds is in use fulltime in a couple of MP communities incl my own, I am unaware of issues.
@<hidden>
What about ACE Wounds system initializing by default? It was scheduled for beta 2 release. When will it be availible, not only as a module but as self init addon?
Im asking because I would like to play all the mission with ACE wounds system and there is no information so far when it will be fully implemented.
[KH]Jman
Jan 29 2010, 17:38
Kellys ACE Server & YAS Repository updated to b.235
**Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z
**Kelly's Heroes Community YAS AddonSync AutoConfig URL sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z
Note that the URLs above are case-sensitive so pls make sure you entered exactly as provided above.
YAS users: Do not forget to remove extra files through YAS.
Sickboy
Jan 29 2010, 17:43
Probably when the system is fully tested and verified, hopefully at or before the final 1.0.
http://www.pastie.org/800754
Save as my_enable_wounds_automatically\config.cpp
make a pbo of the "my_enable_wounds_automatically" folder, and load it as any other addon in a modfolder.
luckyhendrix
Jan 29 2010, 18:05
What does exactly the AI for CSW modules does ?
A_Blunt_Rifle
Jan 29 2010, 18:07
Does Ace 2 have any Good maps out? and if so where can i pick up some good desert maps maybe or just maps in general to play with the desert usmc?
Sickboy
Jan 29 2010, 18:12
Does Ace 2 have any Good maps out? and if so where can i pick up some good desert maps maybe or just maps in general to play with the desert usmc?ACE does not create/release or include islands.
There's plenty on the Six Updater platform though, enjoy!
http://updater.dev-heaven.net/main
(Docs are listed in the links)
If you mean missions, we include a few (in @<hidden>\MPMissions) but there's more community made out there, at for instance ArmAholic (http://www.armaholic.com).
[GLT] Legislator
Jan 29 2010, 18:20
Is there a standalone addon of the Afrenain & Moletian Resistance army (http://www.armaholic.com/page.php?id=9243)?
I'd like to use them in missions. However I don't need the rest of the ace stuff.
A_Blunt_Rifle
Jan 29 2010, 18:25
Also does anyone play with the "War FX" mod with Ace2? ive seen videos of the 2 together on youtube and it looks pretty neat? if so, is it worth downloading and where can it be downloaded?
Probably when the system is fully tested and verified, hopefully at or before the final 1.0.
http://www.pastie.org/800754
Save as my_enable_wounds_automatically\config.cpp
make a pbo of the "my_enable_wounds_automatically" folder, and load it as any other addon in a modfolder.
It works great! Thank you! This will tide me over until the system will be fully implemented...:)
Das Attorney
Jan 29 2010, 18:36
Also does anyone play with the "War FX" mod with Ace2? ive seen videos of the 2 together on youtube and it looks pretty neat? if so, is it worth downloading and where can it be downloaded?
It definitely is worth using with ACE 2! :)
Get it here (http://forums.bistudio.com/showthread.php?t=89685)
Thanks ACE team for the update. :)
About activating ACE wounding system over all missions etc isnt that a rather bad idea? Thinking of that you will bleed etc and no meds are included in the mission.
Never the less - i made a PBO as well of it. :D
Thanks.
TheRev709
Jan 29 2010, 19:04
I haven't found this mentioned, but when I tried to add the new .45 USP, I get an error message saying theres no configs for the USP magazines, standard or suppressed . . .
A_Blunt_Rifle
Jan 29 2010, 19:15
It definitely is worth using with ACE 2! :)
Get it here (http://forums.bistudio.com/showthread.php?t=89685)
hey Das if possible could you explain real quick to me on how i would install the folders and how to use it with Ace2, i asked on their forums but its not as popular as this one and takes longer for a response.
NouberNou
Jan 29 2010, 20:43
Thunder666;1557332']
1st: Map Tools are released ? I have added them in a Mission and can only se the Ruler "Shift+Click"
Sorry, did not see this till now.
Make sure the playable units have the ACE_Map_Tools item.
unit addWeapon "ACE_Map_Tools";
If they do and you see it in your gear then go to the map. By default it will be sitting in the lower left hand corner of the map (not the map screen, but the map itself, zoom way out and pan over to the lower left hand corner). If it does not appear there then you should be able to place it anyways by holding the H key and clicking on the map. It should appear with the compass centered where you have clicked.
We are debating including it by default with all units or in some other capacity where it is immediately available.
Hope this helps! :)
Great additions, as usuals!
Just one quick question: USMC Desert Sniper Ghillie Suit will stay woodland´s one?
And thanks again for the Devs and colaborators.
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