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MichaelGER
Feb 17 2010, 07:59
talking about the wounding system , I don't get the exact use of epinephrine , It used to stop cardiac arrest , but now it seems that an unit can need epineprhine and not be unconcious

Epi increases you blood pressure and heart frequency in real life (and other things, but they arent important for ACE I think...). And also nearly every person that has been reanimated needs epi because the blood pressure and heart frequency is stil low. if you dont increase them it could be that the person is getting unconscious again.

And if you lose a lot of blood the both values will decrease also. So you need epi again.

drazic
Feb 17 2010, 10:06
is it nessecairy to update and install mods (sixupdater) whit your firewall down?
i installed ace mod etc everything looks fine only when i go multiplayer i get that anoying message (downloadeble contend ....) hate that
or do i have to manually place them plz help
thx

PogMoThoin
Feb 17 2010, 14:38
I've just realised my Ace key isn't working ingame, although its working in Windows and bound in the config. Anyone any ideas?


class ace_sys_interaction
{
class Interaction_Menu
{
key = 220; // win l
shift = 0;
};
};

---------- Post added at 15:38 ---------- Previous post was at 14:52 ----------

NVM, this sorted it for me
http://www.tacticalgamer.com/arma-2-general-discussion/155254-getting-started-contact-admin-all-important-arma2-info.html#post1430590

Hopefully it'll help someone else by posting it here

Jonstyle
Feb 17 2010, 15:05
Hi!
Finally got ACE up and working, it's awesome. But are all the radiochatter(orders/status etc.) supposed to be muted?

Ville89
Feb 17 2010, 15:10
Yes Jonstyle, but you can get the radiochatter back! check out the ACE FAQ :)

ACE2 Wiki (http://ace.wikkii.com/wiki/Main_Page)
Here you can find info about the radiochatter and other stuff (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2)

Jonstyle
Feb 17 2010, 15:33
Thank you Ville! ^_^

Simon C
Feb 17 2010, 16:56
You can update now. ;)

MattXR
Feb 17 2010, 16:58
You can update now. ;)

lol i wouldnt untill he posts u seen what happened monday 3 hotfixes lol

Sickboy
Feb 17 2010, 17:00
A.C.E Release Candidate 2, Update #3 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/314)
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)


Enjoy! :cool:

MattXR
Feb 17 2010, 17:01
haha ok boss :P

Bunkers
Feb 17 2010, 17:08
Which preset config are we supposed to select for this latest update?

Manzilla
Feb 17 2010, 17:10
Which preset config are we supposed to select for this latest update?

Just hit execute if you've already dl'd the mod. If not the ACE2 one.

Just use the Six- Console that came with the six updater if you've already DL'd the mod.

Bunkers
Feb 17 2010, 17:12
Just use the Six- Console that came with the six updater if you've already DL'd the mod.It's preset on ACE Mod (Vanilla), I thought maybe I should pick beta.

EDIT: I just hit Execute and it seems to be rollin' - thx

Manzilla
Feb 17 2010, 17:14
It's preset on ACE Mod (Vanilla), I thought maybe I should pick beta.

I think that's in case you use the updater to start the game. I have the beta as well and still use that same one. No problems here.

Sickboy
Feb 17 2010, 17:17
Presets (Click on the list of mods to expand the lists) (http://updater.dev-heaven.net/sixconfigs)
Vanilla will pick ArmA 2 whichever full patch you've installed, current version is 1.05.
Beta will pick ArmA 2, Latest Beta Patch (v1.06 beta atm), and also keep the beta mod folder (http://updater.dev-heaven.net/mods/show/3733eb94-a75b-11de-9ec9-0021855d3b6d) up2date in the future.

The preset (http://dev-heaven.net/projects/six-arma-updater/wiki/Models#Presets) will determines which mods, how Shortcuts are made, and how the updater starts the game. etc.

cold_Que
Feb 17 2010, 17:22
I've just realised my Ace key isn't working ingame, although its working in Windows and bound in the config. Anyone any ideas?


class ace_sys_interaction
{
class Interaction_Menu
{
key = 220; // win l
shift = 0;
};
};

---------- Post added at 15:38 ---------- Previous post was at 14:52 ----------

NVM, this sorted it for me
http://www.tacticalgamer.com/arma-2-general-discussion/155254-getting-started-contact-admin-all-important-arma2-info.html#post1430590

Hopefully it'll help someone else by posting it here

Yeah I had the same problem. If you have a " English (US) 104-key " keyboard (scroll to the botom of the ace_keys.hpp file to realize the diffrent keyboard assignments) the L windows key is # 219. So, just change the 220 to 219 it should work as the interaction button in game.

Reference post below;

I have the same issue with the "Left Windows Key". Although I have bound it, the interface still will not work I changed the setting in the "ace_keys.hpp" in both the \@<hidden>\userconfing and \userconfig\@<hidden> folders. Any help would be appreciated

Thanks

***********************SOLUTION TO THE LEFT WINDOWS KEY ISSUE****************************************

In the ace_keys.hpp file there are two keyboard configurations and "L windows key" is assigned to 220 by default in a 104 keyboard configuration the "L windows key" is assigned to 219.

If you are using a "English (US) 104-key" key board then change the Interaction key to 219 as show below


class Interaction_Menu
{
key = 219; // win l
shift = 0;
};

[KH]Jman
Feb 17 2010, 17:26
Kellys ACE Server & YAS Repository updated to b.266

**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.

MARBESSI
Feb 17 2010, 17:41
x\cba\addons\COMPONENT_F\flexiMenu\fnc_keydown.sqf not found

got this after updating. What's wrong? :confused:

cold_Que
Feb 17 2010, 17:54
"The changeable glasses feature is turning my face into the default arma face. I have added my profile name in the arma2/userconfig/ace/ace_clientside_config.hpp but the feature does not work any one else having this problem?

Thanks "



Still having the same issue any one found a solution?

Daniel
Feb 17 2010, 18:28
Thanks Sickboy for fixing up the Hellfires, much appreciated. :)

Sickboy
Feb 17 2010, 18:31
Glad to hear them hellfires are working better ;-)



x\cba\addons\COMPONENT_F\flexiMenu\fnc_keydown.sqf not found

got this after updating. What's wrong? :confused:

Sounds like you have multiple CBA versions installed possibly, please verify only 1 (@<hidden>\Addons) is active, and that there are no CBA_ addons in any other loaded addons folders.
Otherwise double check your Virtual Store (http://dev-heaven.net/issues/6806), remove any Arma related files if present, and rerun the updater.

kdjac
Feb 17 2010, 20:37
Yeah I had the same problem. If you have a " English (US) 104-key " keyboard (scroll to the botom of the ace_keys.hpp file to realize the diffrent keyboard assignments) the L windows key is # 219. So, just change the 220 to 219 it should work as the interaction button in game.

Reference post below;

I have the same issue with the "Left Windows Key". Although I have bound it, the interface still will not work I changed the setting in the "ace_keys.hpp" in both the \@<hidden>\userconfing and \userconfig\@<hidden> folders. Any help would be appreciated

Thanks

***********************SOLUTION TO THE LEFT WINDOWS KEY ISSUE****************************************

In the ace_keys.hpp file there are two keyboard configurations and "L windows key" is assigned to 220 by default in a 104 keyboard configuration the "L windows key" is assigned to 219.

If you are using a "English (US) 104-key" key board then change the Interaction key to 219 as show below


class Interaction_Menu
{
key = 219; // win l
shift = 0;
};

tried 219 220 221 none work for me, currently reinstalling the game in the vein hope it was there was another profile on my machine:o

WoODoO
Feb 17 2010, 22:14
Hello guys

I needed a help here, how to use the laser designator system for the AH-64D Longbow Apache, which has seen several of these, but I'm not sure how usable, I tried the TAB key does not put the lock, I tried to right MOUSE and nothing.

I have looked at every forum and could not find ... (nob mode = on)

Need some tips, if not asking too much.

Ps. I'm using the Arma 2 + ACE2 Last version. (xxx.260)

Big hug.

Le_CuLtO
Feb 17 2010, 22:26
"The changeable glasses feature is turning my face into the default arma face. I have added my profile name in the arma2/userconfig/ace/ace_clientside_config.hpp but the feature does not work any one else having this problem?
Thanks "
Still having the same issue any one found a solution?

I have the same problem, i use a camo face:

Face96_camo2

MaXyM
Feb 18 2010, 00:04
With the latest version, there are no actors' labels any more.
Tested with Scanning_Method = 2;

dondaddah
Feb 18 2010, 00:06
When i point at a squad member his name or class shows up.
How do i turn that off?
~S~

i was never able to find the solution to this question.
Does anyone care to offer a quick fix?
PLEASE?

Defunkt
Feb 18 2010, 00:14
Setting...


Scanning_Method = 0;

...in...


.\UserConfig\ACE\ace_clientside_config.hpp

...should make it only appear if you press SPACE.

Zoolander64
Feb 18 2010, 00:30
I updated to v266 today. I see that the MPMissions folder is no empty (actually non-existent). I did a quick search through the forums and wiki sites, but maybe missed where we get the MPMissions that are specific to ACE.

I do have the older v256 MPMissions. Maybe they are not getting updated anymore? Any help would be appreciated.

MaXyM
Feb 18 2010, 00:31
So what?
I'm talking about value 2 option.

It worked fine, in the same missions (multiplayer) till the last update. It is confirmed by about 10 players.




I updated to v266 today. I see that the MPMissions folder is no empty (actually non-existent). I did a quick search through the forums and wiki sites, but maybe missed where we get the MPMissions that are specific to ACE..

I saw MPmissions in ACE/store/ directory

Defunkt
Feb 18 2010, 00:32
So what?
I'm talking about value 2 option.
LOL, yes of course, we're only here to talk about your problems.

MaXyM
Feb 18 2010, 00:34
I don't know what you are for.
This thread is to discuss ACE2, especially issues. So I do.

quoestudio
Feb 18 2010, 00:35
Hi......with AH 64 Apache , me in pilot seat and AI in gunner position, I have no problem with TAB targeting hellfires in Manual Mode, but with AH1 I cant target with manual mode , I can only target when I cancel manual mode but then I can only fire Hydra missiles. Is this a bug or am I doing something wrong??

Zoolander64
Feb 18 2010, 00:35
So what?
I'm talking about value 2 option.

It worked fine, in the same missions (multiplayer) till the last update. It is confirmed by about 10 players.





I saw MPmissions in ACE/store/ directory

Are you talking about "mpmissions.tar"? So I guess we need to get a .tar reader and extract them? I have not seen anything in the changelog that this is the new procedure. What did I miss?

TimRiceSE
Feb 18 2010, 00:39
I don't know what you are for.
This thread is to discuss ACE2, especially issues. So I do.

He's answering somebody else, who has a similar problem.

Nice attitude. Good luck with the support.

MaXyM
Feb 18 2010, 00:46
Ahh. So it was misunderstanding from my side.
There is nothing to say except of "I'm really sorry".



Are you talking about "mpmissions.tar"? So I guess we need to get a .tar reader and extract them? I have not seen anything in the changelog that this is the new procedure. What did I miss?

Tar is a quite popular archive format. It's supported by TotalCommander for example.

Zoolander64
Feb 18 2010, 00:46
Thanks MaXyM. That seems to have worked. Looks like the missions are now stored under the store folder in mpmissions.tar.

WoODoO
Feb 18 2010, 02:29
Friends what procedure to do RopeAttachment in ACE, a cake recipe would be ideal because I always want to do this and I do not like.


ACE_canFastrope = 1;
ACE_RopeAttachment [] = ((-0.86,3.5, -21.7), (0.62,3.5, -21.8 }};

Where I would have to insert these lines for fast rope work.

If someone can help ... thank now

SgtMjr
Feb 18 2010, 03:08
Thanks for the support guys for my little feature request;

http://dev-heaven.net/issues/9107

dondaddah
Feb 18 2010, 03:17
Setting...


Scanning_Method = 0;

...in...


.\UserConfig\ACE\ace_clientside_config.hpp

...should make it only appear if you press SPACE.

THANK YOU very much sir.
I salute you.

AnimalMother92
Feb 18 2010, 03:28
Thanks for the support guys for my little feature request;

http://dev-heaven.net/issues/9107

Definitely, I hope we get that. Tracers ftw :yay:

jpinard
Feb 18 2010, 03:52
Please forgive me and my newbie ignorance, but I have a couple of questions if anyone would like to answer.

1. Does this mod add new units or new weapons besides the nuke? For example - early model Migs?

2. With Hearts of Iron III I can have both modded and unmodded games by copying the install directory and launching from the specific exectuable. Can I do this with Arma II (I'm guessing "no" since it writes to the My Doc directories).

3. Does this mod make the game run a bit slower since it adds a lot of extra detail?

4. Is there an option to make everything 1.5x or 2x normal size? One of my older flight simulators did this and it made the game a bit more satisfying since I could see things easier from air.

Blaunarwal
Feb 18 2010, 04:00
I couldn't find this having been an issue befere.

I would like to have the little diamands over my groups units with the respective number. To me, that makes it easier to lead a group.

ACE disable that by default. Is there any way to make this active? In the ace_clientside_config.hpp is no such option, unfortunately.
Should I better post this as a feature request on devheaven.net?

quoestudio
Feb 18 2010, 04:22
Hi......with AH 64 Apache , me in pilot seat and AI in gunner position, I have no problem with TAB targeting hellfires in Manual Mode, but with AH1 I cant target with manual mode , I can only target when I cancel manual mode but then I can only fire Hydra missiles. Is this a bug or am I doing something wrong??
Im using Ace 266 version

Requiem007
Feb 18 2010, 05:10
Please forgive me and my newbie ignorance, but I have a couple of questions if anyone would like to answer.

1. Does this mod add new units or new weapons besides the nuke? For example - early model Migs?

2. With Hearts of Iron III I can have both modded and unmodded games by copying the install directory and launching from the specific exectuable. Can I do this with Arma II (I'm guessing "no" since it writes to the My Doc directories).

3. Does this mod make the game run a bit slower since it adds a lot of extra detail?

4. Is there an option to make everything 1.5x or 2x normal size? One of my older flight simulators did this and it made the game a bit more satisfying since I could see things easier from air.

First of all welcome to ARMA 2, hope you enjoy the game.

I'm going to try to answer your questions to the best of my abilities so here it goes,

1. Yes, this modification adds much more than just a tactical nuke. It adds weapons and new optics such as the M60, M4 "ShortDot", M109, and much more. The modification also adds units such as the US Army, Middle Eastern Insurgents, US Army Armor such as the M2 Bradley and Stryker, US Army helicopters such as the famous Black Hawk and MH 6 Little Bird, and Russian Armor such as the BMD-1 RU Paratrooper (I believe). Unfortunately no early model Migs are featured in ACEmod you might want to check the Vietnam Projects in ARMA 2 - Addons Discussion (WIP).

2. Yes, you can have multiple executables that link to the root ARMA 2 folder so you can add different mods to each by setting their launch options.

3. This is my opinion, but I believe may decrease a few frames per second because of its true advanced combat environment essence.

4. Kind of yes, kind of no. On certain aircraft and on the ground you can use the right mouse button to zoom in about 4 times normal vision. Of course magnification optics such as a rifle scope, ACOG, Binoculars, Laser Marker, even a Tank Gunner's Scope also will do the magnifying job you need. Most aircraft are not equipped with magnifying optics.

Hope I could help and gave you your desired answers.

AnimalMother92
Feb 18 2010, 05:38
Sorry if this has been asked before: is there a simple way to disable the group markers from showing on the map for only certain groups, not all of them? Thanks

n0pp3
Feb 18 2010, 07:07
Hello,

I've got an issue with the thermal imaging...
Not the thing where you can't activate caused by the team switch, no, it's absolutely not usable when activated.
When I try to use the flir in night environment and i turn it on it's only like extreme black or extreme white, there's no way to adjust the sensitivity.
I already tried to use pgup/pgdn like the wiki tells me.
Maybe the thermal imaging is still wip and it's not yet possible to change the sensitivity, I don't know...
I would really appreciate your help about this.
Thanks in advance and sorry for bad grammar and mistakes.


Greetings

n0pp3

Fenix16
Feb 18 2010, 08:01
I can't seem to find any info about the proper procedure for Agm 114 laser guidance. In the original ace, I remember that if a target was being lazed by ground forces, the missile could be set to the desired firing mode and launched. Provided you were aiming in the general direction of the target, the missile would hit the target.

I can't seem to get this to work with the new system. 3 friends and I tried with most of the helicopter variants with the same results, the laser projected from the ground is completely ignored. Is there something else i'm missing?

AnimalMother92
Feb 18 2010, 08:06
Hello,

I've got an issue with the thermal imaging...
Not the thing where you can't activate caused by the team switch, no, it's absolutely not usable when activated.
When I try to use the flir in night environment and i turn it on it's only like extreme black or extreme white, there's no way to adjust the sensitivity.
I already tried to use pgup/pgdn like the wiki tells me.
Maybe the thermal imaging is still wip and it's not yet possible to change the sensitivity, I don't know...
I would really appreciate your help about this.
Thanks in advance and sorry for bad grammar and mistakes.


Greetings

n0pp3

Just wait for Operation Arrowhead and proper FLIR. The current stuff is just a placeholder.



By the way, anyone know the classname for the M136 AT4 CS? It's not in the wiki :rolleyes:
http://i139.photobucket.com/albums/q295/macmeister92/ferris-bueller-boring.gif?t=1266486180

King Homer
Feb 18 2010, 08:08
Hi......with AH 64 Apache , me in pilot seat and AI in gunner position, I have no problem with TAB targeting hellfires in Manual Mode, but with AH1 I cant target with manual mode , I can only target when I cancel manual mode but then I can only fire Hydra missiles. Is this a bug or am I doing something wrong??
Im using Ace 266 version

That's because the Apache uses fire and forget missiles while Cobras use laser guided hellfires, which have to be designated with the onboard laser by the gunner.


I can't seem to find any info about the proper procedure for Agm 114 laser guidance. In the original ace, I remember that if a target was being lazed by ground forces, the missile could be set to the desired firing mode and launched. Provided you were aiming in the general direction of the target, the missile would hit the target.

I can't seem to get this to work with the new system. 3 friends and I tried with most of the helicopter variants with the same results, the laser projected from the ground is completely ignored. Is there something else i'm missing?

Yes that's because it's not finished yet. Just be patient.

Sickboy
Feb 18 2010, 08:45
For classnames try the AllInOne Config. http://dev-heaven.net/issues/9108

AnimalMother92
Feb 18 2010, 08:53
For classnames try the AllInOne Config. http://dev-heaven.net/issues/9108

Thank you very much Sickboy :)

LJF
Feb 18 2010, 09:32
Hi, sorry I've been away for ages and am trying to update my ACE2, the only problem is I'm on a shared connection with limited downloads so I'm trying to use the least I possibly can here ;)

I downloaded the first ACE when it was released, but I'm not sure if it would use more or less to update from it or download the new full version. Any ideas on what I should do?

Ville89
Feb 18 2010, 09:51
@<hidden>

I think just updating it to the latest would be better :) atleast you wouldnt have to DL the whole packages.

LJF
Feb 18 2010, 10:04
Thanks Ville, I'll probably do that tomorrow, that or whenever it finishes installing again, taking forever :(

TimRiceSE
Feb 18 2010, 10:37
Hi, sorry I've been away for ages and am trying to update my ACE2, the only problem is I'm on a shared connection with limited downloads so I'm trying to use the least I possibly can here ;)

I downloaded the first ACE when it was released, but I'm not sure if it would use more or less to update from it or download the new full version. Any ideas on what I should do?

uh well, you might as well just download the update via six updater. It'll grab all the updated files and not bother with anything that hasnt been changed. i mean, it cant be MORE than the entire package anyway, can it?

Algrab
Feb 18 2010, 11:44
Hi,
is there any way to disable 'the wrong version' screen popping up when client and server differ in versions of ACE2?
There is a server I like to play at, but it is being updated not very often so when I connnect to it and go for a mission, there goes a pop up screen every couple of secs saying there is a difference in ACE2 versions between me and server. This is too disturbing to continue the gameplay, I would like to get rid of this annoying reminder.

PuFu
Feb 18 2010, 12:01
Hi,
is there any way to disable 'the wrong version' screen popping up when client and server differ in versions of ACE2?
There is a server I like to play at, but it is being updated not very often so when I connnect to it and go for a mission, there goes a pop up screen every couple of secs saying there is a difference in ACE2 versions between me and server. This is too disturbing to continue the gameplay, I would like to get rid of this annoying reminder.
No you can't. Is there for a reason.
if you want to play on that particular server, just update on the same time it does. No one is forcing you use 6th updater each 2 days

mazza
Feb 18 2010, 12:16
That's because the Apache uses fire and forget missiles while Cobras use laser guided hellfires, which have to be designated with the onboard laser by the gunner.



So how do you get around this? The human has to take gunner position? If this is a realism thing I think there should be switch to turn it on or off. I might be in the minority, but single player Warfare with ACE would be much more fun if the pilot could assign targets. To keep it real perhaps a system where the AI gunner can assign targets and create shoot lists? Though perhaps not possible with ArmA script?

King Homer a long solution (and dangerous as you have to press keys in flight) :) is to assign the target using [F1]>[2]>Target . Well at least it use to work. Its basically telling your AI to target something.

Love the MOD these comments are minor compared to the fun.!!

Cross
Feb 18 2010, 12:28
Hi,
is there any way to disable 'the wrong version' screen popping up when client and server differ in versions of ACE2?
There is a server I like to play at, but it is being updated not very often so when I connnect to it and go for a mission, there goes a pop up screen every couple of secs saying there is a difference in ACE2 versions between me and server. This is too disturbing to continue the gameplay, I would like to get rid of this annoying reminder.

If you are (1) using Addonsync to update your ACE AND (2) that server offers an ACE AddonSync Repository, you can sync-up with that server and play there.
This should roll you back to the same version that server has.

OR

Even if you are using 6-updater to update your ACE, IF that server offers a YAS Repo, you can download that version of ACE to a separate location from that repo using AddonSync so that you can have ACE in your ARMA2 folder and a diff version of ACE pack somewhere else. All you need to do is to enter the full path to the -mod parameter in your start-up line.

6-updater does not have the roll-back option atm..

Banderas
Feb 18 2010, 12:33
Does anybody else experiencing the surrender module not working with ACE mod?

Johan S
Feb 18 2010, 12:38
Does anybody else experiencing the surrender module not working with ACE mod?

Yeah, I have been unable to get it to work. Haven't tried it in vanilla though, so I don't know if it's an ACE thing.

Banderas
Feb 18 2010, 12:42
Well it must be, because AI doesn't surrender with GL4 for me either

Edit: Surrender works without ACE for me, but not with ACE

Sickboy
Feb 18 2010, 12:53
There should be nothing in ACE interfering with BI SRRS module. I don't know with GL4, best to check with SNKMan to see if there are known issues.
Make sure you have the latest versions of all the Mods.
If issues persist, please create a bug report; http://dev-heaven.net/projects/ace-mod2/wiki/Bugz
Does it work with CBA mod only ? (so without ace/acex)
Also let us know which modules you have enabled.


@<hidden> checking system
Altough it is extremely recommended to all play on the same version in the server, there have been improvements to the CBA versioning system that allow server admins to specify how many parts of the Version Numbers, per mod, must match.
This is however, mostly intended for testing and development purposes.


@<hidden>
There's multiple tickets about it and it has been mentioned more often in the News Release Notes.

Manzilla
Feb 18 2010, 13:07
Well it must be, because AI doesn't surrender with GL4 for me either

Edit: Surrender works without ACE for me, but not with ACE

Did you turn off the GL4 Surrender option in the settings .sqfs? Some where in one of them is an option for surrendering. If you have the GL4 and BIS surrendering together, I'm wondering whether that would cause a conflict. To be honest, I've rarely ever seen the BIS surrender module work with or with out ACE2 even though I put it into most of my missions. But the other day I noticed and heard an enemy AI surrender using GL4. I was using with ACE2 as well but had no surrender module on the map.

Banderas
Feb 18 2010, 13:09
OK, tried it, I have Surrender module on the map, and for quicker results I set enemy's allowfleeing to 1.
CBA only; units are surrendering after some time
With CBA,ACE: enemy are running around like headless chicken, resist surrender

luckyhendrix
Feb 18 2010, 13:13
To be honest, I've rarely ever seen the BIS surrender module work with or with out ACE2 even though I put it into most of my mission.

You must really track them down a fair distance so that they surrender, 90% of the time if you have friendly AI with you they'll shot them way before they surrender

Sickboy
Feb 18 2010, 13:15
OK, tried it, I have Surrender module on the map, and for quicker results I set enemy's allowfleeing to 1.
CBA only; units are surrendering after some time
With CBA,ACE: enemy are running around like headless chicken, resist surrender
Thanks. Odd. Could you please move away all ACE_C_AI_**** addons, and retry? Hopefully we can track it down to AI settings.

Banderas
Feb 18 2010, 13:17
Thanks. Odd. Could you please move away all ACE_C_AI_**** addons, and retry? Hopefully we can track it down to AI settings.

Will do. In the meantime, ticket created on dev-heaven.

Sickboy
Feb 18 2010, 13:19
Will do. In the meantime, ticket created on dev-heaven.

Thanks lets track it there please.

Banderas
Feb 18 2010, 13:38
Ok, so after a few tests I concluded that the AI is reluctant to surrender to non "default" units, the strange things I experienced with Surrender module on map, allowfleeing set to 1 for enemy

-chasing a few infantry with an Abrams;
*vanilla: fleeing then surrender
*CBA: same result
*CBA+ACE: same result
*CBA+ACE+ACEX: AI did not surrender only after I've turned out :confused:

-chasing infantry with CDF T-72A
*CBA+ACE+ACEX: although took much longer than normally, AI at least surrendered when cornered.

-also tried with M2 Bradley; no surrender, and with LAV-25; AI surrendered

Is that possible that Surrender module does not work with 3rd party addons? Then I should move the ticket to A2 bugtracking?

Fisgas
Feb 18 2010, 14:52
Are there plans to add other HK 416 models (aimpoints, ACOGs, M203s)?

callihn
Feb 18 2010, 15:52
You dont even read some posts above you before posting? Sigh...

The post above me has nothing to do with my question, so....

I have no ideal what a "heli system" is suppose to be, but I know the hellfire missles don't seem to want to lock on most servers, though I did see it working the other day without Mando, so I dunno.

SpyderPB6
Feb 18 2010, 16:02
I think other 416 models would be awesome too.




Cheers,
Mike.

jpinard
Feb 18 2010, 16:35
Just wait for Operation Arrowhead and proper FLIR. The current stuff is just a placeholder.



When is Operation Arrowhead due? Is it like any day now?

Banderas
Feb 18 2010, 16:47
Judging by the lack of information about that title, I say no. I don't expect to see it within the next ~6 months

But this is offtopic, keep discuss about ACE mod please

(sorry for OFF)

A_Blunt_Rifle
Feb 18 2010, 20:54
hey say i wanted to use the new desert USMC units on a desert map for the ambient combat module. where can i find a list of the unit group to put in the init.sqf file? like for which units to spawn?


does anyone know? i want to replace all that spawns for USMC with everything for the Desert USMC for a Desert map

Steakslim
Feb 18 2010, 21:53
When is Operation Arrowhead due? Is it like any day now?

sometime this year, that's the most anyone can tell yah short of some news from BIS.

maturin
Feb 19 2010, 03:20
Exactly how does ACE change the helicopter autorotation system? I just found a rather glaring problem in either the vanilla flight model or ACE's changes.

Auto-rotation works well when you do it right, but if you lose power when hovering, you don't have to press any key at all to land safely. I ran out of fuel at 1000 feet and took my hands off the keyboard to watch my helicopter drift gently to the ground. No touching of the throttle was necessary and I could not make myself fall faster.

Alex72
Feb 19 2010, 08:39
does anyone know? i want to replace all that spawns for USMC with everything for the Desert USMC for a Desert map
No mate we dont know. Better ask this in the ACM thread (editing section). I think there even might be answers there already about this.

http://forums.bistudio.com/showthread.php?t=73393

oxmox
Feb 19 2010, 10:49
I just saw that I dont get any new userconfig file after I download new patches for ACE2. Is there any solution for this since I get messages ingame about that. I just download the patches like usual with the six updater, but the userconfig doesnt change and is from january.

Thx for help

Trracer
Feb 19 2010, 11:00
I just saw that I dont get any new userconfig file after I download new patches for ACE2. Is there any solution for this since I get messages ingame about that. I just download the patches like usual with the six updater, but the userconfig doesnt change and is from january.

Thx for help

Look in your arma2 dir, @<hidden>\store
copy the new userconfig-files there to userconfig\ACE and edit ace_clientside_config.hpp to your liking.

oxmox
Feb 19 2010, 11:24
Thx a lot

LiberNull777
Feb 19 2010, 12:33
Are you ACE guys know this http://www.jcove-lite.co.uk/ VBS2 Lite for free (probably nothing new,only I was late)? Maybe you find many cool futures for ACE there.

Sorry for my english.

Kroky
Feb 19 2010, 13:26
Are you ACE guys know this http://www.jcove-lite.co.uk/ VBS2 Lite for free (probably nothing new,only I was late)? Maybe you find many cool futures for ACE there.

Sorry for my english.

Didnt know this, thank you for the link. Did anybody try this?

zach72
Feb 19 2010, 13:35
Swinging back to the hellfire issues - looking at the bug log on dev heaven, sickboy has closed the ticket with:


•Status changed from Feedback to In progress
•% Done changed from 80 to 90
I think i've tackled most of the issues, for upcoming update.
When player is gunner, LOBL and LOAL should work now as advertised, incase of apache, if laser designator is off, longbow radar is used, and you need to right click lock-on targets.
When player is pilot, he should be able to designate targets in AH64 for the gunner due to Longbow Radar, but in AH1 I am not sure yet. The issue is probably that there is no radar so also no targets to pick from :P

•Status changed from In progress to Closed
•% Done changed from 90 to 100
I am closing this for now.
Please try the system in the update later today.
If there are crucial bugs left, please create tickets for these, and i'll try to resolve them before the official stable release.
If there's still some inconsitencies or things that are supposed to work differently, please create a ticket aswell, this will probably be handled in the next minor release 1.1 though.

Now, I've always used right-mouse click for zoom or sights up. Lock on has always been tab by default. Is this changed in ACE mod, or have people re-mapped their keys, or is this something I didn't know about?

I tried flying a couple of gunships again last night as pilot and gunner, and still couldn't get the damn things to follow a lock. Will try again tonight after fridays update.....

Would really appreciate someone in the know writing a few words of how these new missile systems should work, what all the fire types mean (LOBL and LOAL etc), what keys to use, who can do what etc to get locks and start hitting targets again!

At least it's made me become more used to flying fixed-wings while the gunships have been out of action :)

Keep up the good work, ACE2 team - people are only passionate about getting it all working right as it's such a great set of changes to arma2

~Z~

Daniel
Feb 19 2010, 13:38
Now, I've always used right-mouse click for zoom or sights up. Lock on has always been tab by default. Is this changed in ACE mod, or have people re-mapped their keys, or is this something I didn't know about?

I guess I only tried right clicking my targets when I tested.

By default, right mouse button toggles the target nearest your crosshairs.
Tab cycles through available targets.

loosebruce
Feb 19 2010, 13:53
Dear ACE 2 Dev Team:

I humbly Request the addition of these small arms to your mod:



Hecklar and Koch MP7 and variants

http://www.armaholic.com/datas/thumbs/3-mp7_03.jpg

http://www.armaholic.com/datas/thumbs/3-mp7_03.jpg

Hecklar and Koch MP5 variants:

-MP5K PDW (personal defense version)
http://t1.gstatic.com/images?q=tbn:j9g1oxqUfDLd3M:http://img.redwolfairsoft.com/upload/product/img/TM%2520MP5PDW-L.jpg
http://www.dreadgazebo.com/gunporn/wp-content/uploads/2007/05/mp5k.jpg
-A4/A5 with Aimpoint sights or Red Dot/Holo Sights
http://t0.gstatic.com/images?q=tbn:sKwkxav9EAounM:http://www.airsoftclassifieds.com/images/14970.jpg
http://www.onpointsupply.com/GSG-5/gsg-5_mp5_22lr_clone_aimpoint.jpg
-MP5/10mm version
http://t0.gstatic.com/images?q=tbn:s38wwYvq1TjcbM:http://remtek.com/arms/hk/mil/mp5/mp510/mp510.gif
http://www.remtek.com/arms/hk/mil/mp5/mp510/mp510.gif

Basically it would boost the SMG content and use in ArmA2 ACE2 mod and boost SFOD's and other specialist soldiers capabilities and add a bit of variety which we all like.
I appreciate you will have to get permission for the MP7 off the creator and that the other weapons I have suggested do not exist in Arma2 will require heavy modding which will take time.

So please let me know if its a "Go", "Maybe" or a "No"

Thankyou for a wonderful mod!

Papanowel
Feb 19 2010, 15:03
So please let me know if its a "Go", "Maybe" or a "No"



Maybe, you can have a look at this:
http://dev-heaven.net/projects/ace-mod2/issues :)

Manzilla
Feb 19 2010, 17:00
Maybe, you can have a look at this:
http://dev-heaven.net/projects/ace-mod2/issues :)

Yup. Not the place for requests. No matter how nice you made it look. Nice job by the way you should make the threads for my missions. :)

EDIT:

Wow no sickboy yet. The Update is there but his 12:00CST post isn't here yet.

Sickboy
Feb 19 2010, 17:01
A.C.E Release Candidate 3 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/315)
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)


We hope this is one of our last builds before the first stable v1.0 release.
Enjoy! :cool:

[KH]Jman
Feb 19 2010, 17:15
Kellys ACE Server & YAS Repository updated to b.272

**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.

luckyhendrix
Feb 19 2010, 17:20
when will it 1.00 be ? after RC4 or is RC4 actual 1.00 ?by 1.0 I mean a realease with .exe or .7zip and slower patch rates.

Manzilla
Feb 19 2010, 18:05
when will it 1.00 be ? after RC4 or is RC4 actual 1.00 ?by 1.0 I mean a realease with .exe or .7zip and slower patch rates.

It will be 1.00 when it's stable and ready. It may take an RC4 until it's ready or it maybe next release. When they think it's stable enough it will be v1.00. That's a pretty obvious answer. ;)

Sickboy
Feb 19 2010, 18:16
The first Release Candidate that we feel satisfied with to brand "Stable" will be the first official Stable release of A.C.E. Released as a setup or 7z. We're close...
Minor version updates, the next one being v1.1.0, are scheduled in 2 months intervals, atm. The RoadMap (http://dev-heaven.net/projects/ace-mod2/roadmap) paints the picture.

DevBuilds will continue on schedule as have been for the past months (possibly with reduction to twice a week).
Anyone who wants to enjoy the latest features in ongoing development, and help us by testing and reporting, is encouraged to (continue to) run the DevBuilds (Next to the Stable version, as they wish).

zach72
Feb 19 2010, 19:18
Improvements :)

I can (as gunner) laser designate targets myself and fire hellfires at them fairly successfully.
In the Apache, I can get a radar lock (as gunner) and fire, and *sometimes* it seems to go to the target. other times, it goes off straight. Doesn't seem to matter whether I select Hi, Lo or Dir(ect?) The Cobra can't lock radar targets at all in hellfire mode. And of course, manual fire as pilot doesn't let you do anything with them.

Right mouse click sometimes locks, but also switches from down sights to 1st/3rd person view, so not much help!

I know, I know, I should register on dev-heaven and report there. This is just easier, and easier to see if others have same issues....

~Z~

maturin
Feb 19 2010, 19:44
I just upgraded ACE, but I didn't get any new userconfig files. The folder is empty, leaving me with only the old config files from a few weeks ago. So I'm going to get that mismatch error message when I play.

Daniel
Feb 19 2010, 19:47
Sorry if this is a frequently asked question (searched the wiki), but how do we disable the ACE-added unit map markers?

TimRiceSE
Feb 19 2010, 19:51
Sorry if this is a frequently asked question (searched the wiki), but how do we disable the ACE-added unit map markers?

HMMM.. now did you REALLY check the FAQ on the ACE Wiki?....

http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_turn_off_the_ACE_marker_system_in_my_mission.3F

---------- Post added at 09:51 PM ---------- Previous post was at 09:50 PM ----------


I just upgraded ACE, but I didn't get any new userconfig files. The folder is empty, leaving me with only the old config files from a few weeks ago. So I'm going to get that mismatch error message when I play.

look in @<hidden>/store/userconfig

Daniel
Feb 19 2010, 19:55
Shit, not well enough! Thanks.

Panda_pl
Feb 19 2010, 20:53
Right mouse click sometimes locks, but also switches from down sights to 1st/3rd person view, so not much help
Remap your Arma default controls. Lock target and view are under the same button by default IIRC.

Johan S
Feb 19 2010, 21:02
It says in the file ArmA2\userconfig\ACE\ACE_Tracking.hpp: "Comment to Disable Group Markers or set to 1 to enable group markers".

This is wrong. Commenting away the group markers line doesn't disable them. You need to change the 1 to 0 to disable the group markers.

Manzilla
Feb 19 2010, 21:03
HMMM.. now did you REALLY check the FAQ on the ACE Wiki?....

http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_turn_off_the_ACE_marker_system_in_my_mission.3F

---------- Post added at 09:51 PM ---------- Previous post was at 09:50 PM ----------



look in @<hidden>/store/userconfig

The files aren't even updated this time, are they?

TimRiceSE
Feb 19 2010, 22:05
The files aren't even updated this time, are they?

Werent updated for me, no, last update was 8th Feb according to when it was modified on my hdd.

I guess that he was looking in the wrong folder since the old userconfig still exists (at least on my harddrive) but is empty, as he experienced.

Maybe he just hasnt updated for a couple weeks.

maturin
Feb 19 2010, 22:33
The configs weren't updated? If you don't include the configs in every release, then people who skipped a build do not have access to the current ones.

Sickboy
Feb 19 2010, 22:47
The configs weren't updated, but they are included in @<hidden>\store\userconfig.

Re Hellfire, FCS etc for AH1 and AH64:
We are fixing Hellfire-K, shouldn't be fire and forget, they should follow the laser pointer :)

You can actually tell your Gunner to lock onto a tank and fire:
As Pilot, press Ctrl + F, until the Gunner has switched to Hellfire (you can see it in radio messages).
Then, press 2 (target menu), select a target from the list (lets say 1), then hold Ctrl and Right mouse click (or press 3 (engagement menu), and then press 1 (Open fire)).
The AI will fire Hellfire on the selected target.

Some last minute fixes and improvements are being made to this as we speak, so incase it doesn't work fully just yet, the next release should :)
More info: http://dev-heaven.net/issues/8650#note-32

Documented here: http://ace.wikkii.com/wiki/Features_of_ACE2#Missile_Guidance_Improvements

mazza
Feb 20 2010, 04:09
You can actually tell your Gunner to lock onto a tank and fire:
As Pilot, press Ctrl + F, until the Gunner has switched to Hellfire (you can see it in radio messages).
Then, press 2 (target menu), select a target from the list (lets say 1), then hold Ctrl and Right mouse click (or press 3 (engagement menu), and then press 1 (Open fire)).
The AI will fire Hellfire on the selected target.

Yes that was working previously. Still dont think its an appropriate work around though. But as I have quiered this previoulsy I assume its either

- too difficult to implement an easy target mode system switch OR
- it goes against the realism nature of the game

Understanding there is a plethora of reqests etc I can see how the above would be low in priority etc. But from a selfish :) single player perspective I would like it changed

Thats my final 2 cents on the targeting side.

Wiggum
Feb 20 2010, 08:44
Where can i find the class names of the ACE2 Resistance fighters ?

Rak
Feb 20 2010, 08:50
Will there be FCS for vehicles of some sorts? Vehicles haven't been getting love lately.

Sickboy
Feb 20 2010, 08:58
Missile Guidance and FCS simulation are done to make it cost at least _some_ effort or skill (especially as gunner yourself).
Generally, ArmA 2's default fire and forget systems are way too powerful, and change the balance of the game immensly.

Vehicles have had a lot of love. There just isn't more love to give during bug-fix-rush in a release candidate stadium.
http://dev-heaven.net/projects/ace-mod2/roadmap

Goaz
Feb 20 2010, 11:03
hi all,

i would like to downlaod and install ace2 for my arma 2 but i cant figure out what the hell am i supposed to download and from where since on the 1st page its not clear to me,
is there an .exe to downlaod somewhere??

Thanks.

Sickboy
Feb 20 2010, 11:15
A.C.E Release Candidate 3, Update #1 (Hotfix) Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/317)
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)


Enjoy! :cool:

How to install A.C.E. (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_install_ACE2_and_related_mods.3F)

Wiggum
Feb 20 2010, 11:18
Where can i find the class names of the ACE2 Resistance fighters ?

Just have to ask again, i cant find them in the wiki. I did search with google but no luck.

Please post the Classnames for the ACE2 Resistance Fighters !

Sickboy
Feb 20 2010, 11:21
Just have to ask again, i cant find them in the wiki. I did search with google but no luck.

Please post the Classnames for the ACE2 Resistance Fighters !

Please take a look at the AllInOne Config (http://dev-heaven.net/issues/9108), or be patient and wait until after the Stable release, so we can touch up the lists to final version.

Alex72
Feb 20 2010, 11:38
Despite whatever is not working properly atm i have to thank you guys yet again for the uber support and dedication. I came back from a fresh but problematic windows installation and i was met by yet another ACE update. :)

Extremely appreciative for all this hard work you do. It makes one humble. Top work guys. Thank you.

Alex

stk2008
Feb 20 2010, 11:53
Wooooot an update on a saturday thanks guys :) i am a refresh monkey on these here ace forums i love it.

cheers

splatsh
Feb 20 2010, 12:08
I need to ask:

If I have downloaded your first release, and then update today with "Six Updater - GUI"

Do I need to download or do anything else to have up to date files on ACE2? (Like download anything of beta 2 stuff)

luckyhendrix
Feb 20 2010, 12:49
If you update with wix updater you should have the latest version.

Manzilla
Feb 20 2010, 12:56
I need to ask:

If I have downloaded your first release, and then update today with "Six Updater - GUI"

Do I need to download or do anything else to have up to date files on ACE2? (Like download anything of beta 2 stuff)

If you've already used the GUI, now use the Six Updater Consule. It's much faster, you don't have to go to the server site every time.

Sickboy
Feb 20 2010, 13:11
I think you got that turned around Manzilla :)
Maybe the Web-client takes a bit to start up, but because it can use Autoskip, especially updating a whole bunch of mods, is much quicker in the GUI, than it is with console-only (all mods skip; false).
Simply because the console will fully check the modfolders, download latest repository file from rsync server, compare checksums etc, even when there are no updates for that specific mod.
While the GUI only verifies version-numbers available online at the Portal (which you fetch with "Synchronization"), versus the local version numbers, and sets them to "Skip" when there is no version difference.

To verify/repair your mod folder(s), then disabling autoskip, reset skip status, and execute, is recommended.

G-Man-853
Feb 20 2010, 13:36
United Global Armed Force [UGAF] @<hidden> Server & Yoma Addon Sync Repository updated to b.213

Auto config url:
http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z


For a guide and info to use YOMA's addon sync to join our server follow this link: http://www.ugaf.co.uk/forum/viewthread.php?thread_id=134&pid=591#post_591

luckyhendrix
Feb 20 2010, 13:46
What's the command to lower BMD1 suspension ? : I tried nil = [_DBMD1, "suspension", "Down"] execVM "\acex_c_veh_bmd1\control.sqf"; but it say script not found.

Cross
Feb 20 2010, 13:53
Kellys Heroes ACE Servers & YAS Repository updated to b.273-Hotfix

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.

Manzilla
Feb 20 2010, 13:56
What's the command to lower BMD1 suspension ? : I tried nil = [_DBMD1, "suspension", "Down"] execVM "\acex_c_veh_bmd1\control.sqf"; but it say script not found.

Is the "\" supposed to be in front of "acex_c_veh_bmd1"?

NoRailgunner
Feb 20 2010, 14:20
Now the first final release of ACE2 is postponed... just wonder if the ACE2 team has enough time to test and play A2? Or you only have time to look through the code lines and think/hope that it could-should work. ;):)

mazza
Feb 20 2010, 14:24
Thanks for the updates fellas. What is Dr EyeBall's FlexiMenu? is there a screenie or youtube vid somewhere?



Edit: Ignore found for myself :) Amazing stuff Eyeball!!


Wonder if the flexi menu could be used for troop managment also?

Daniel
Feb 20 2010, 14:25
Does anyone else get an error where the earplug sound effect does not go away after taking them out? Minor issue but it's a bit annoying. Will make a ticket if anyone can replicate.

MugAben
Feb 20 2010, 14:43
Is there any way to place "ACE_BombCrater" and that stuff on the ground?

Please? :bounce3:

Manzilla
Feb 20 2010, 14:48
Please? :bounce3:

Possibly via a game logic maybe? Not sure about that but I'd like to know if it's possible.

Goaz
Feb 20 2010, 14:53
Well guys i installed ace2 (vanilla mod) via six-updater etc etc but during gameplay the voices does not work , i mean when i tell my units to move there or to do something i dont get any sound! :(:(
Can please somebody help me?

Thanks.

Ville89
Feb 20 2010, 14:56
Dear Goaz

No worries, you can enable the voices, here you can find all the info (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2)

TimRiceSE
Feb 20 2010, 14:57
Well guys i installed ace2 (vanilla mod) via six-updater etc etc but during gameplay the voices does not work , i mean when i tell my units to move there or to do something i dont get any sound! :(:(
Can please somebody help me?

Thanks.

Wowzers!

http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F

MichaelGER
Feb 20 2010, 14:57
Look here (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_change_the_amount_of_chatter_from_the_AI.3F)

E: late.....

Sickboy
Feb 20 2010, 15:05
Thanks for the YAS updates, as always!


What's the command to lower BMD1 suspension ? : I tried nil = [_DBMD1, "suspension", "Down"] execVM "\acex_c_veh_bmd1\control.sqf"; but it say script not found.

The correct path would be:
"x\acex\addons\c_veh_bmd1\control.sqf"

Manzilla
Feb 20 2010, 15:13
Thanks for the YAS updates, as always!



The correct path would be:
"x\acex\addons\c_veh_bmd1\control.sqf"

Hmmm, I just tried this and it didn't work:


nil = [BMD1, "suspension", "Down"] execVM"x\acex\addons\c_veh_bmd1\control.sqf";

I had it in the init of the vehicle named BMD1

luckyhendrix
Feb 20 2010, 15:13
thank you.

EDIT : It tells me vehicle unsupported

Daniel
Feb 20 2010, 15:19
Please? :bounce3:

_veh = "ACE_ArtyShellCrater" createVehicle getMarkerPos "crater1"

That will spawn an ACE crater at marker named crater1.

Manzilla
Feb 20 2010, 15:23
thank you.

It tells me vehicle unsupported

I get the same thing. Never seen that before.


_veh = "ACE_ArtyShellCrater" createVehicle getMarkerPos "crater1"

That will spawn an ACE crater at marker named crater1.

Does the go in the init? Is there another way to activate these. Via the map maybe?

Daniel
Feb 20 2010, 15:33
Yep, I place them in the Activation line of triggers next to the craters. Which make exceptional cover. But I suppose you could put them in the init file also.

I also put
this && IsServer on the Condition line to make sure they don't multiple spawn in multiplayer.

Might not be best practice but it works for me.

stk2008
Feb 20 2010, 15:40
Hi all Im posting here to see if any one else gets this error.

ok my load out is normaly dmr plus mags i will some times take a machine gun from a dead enemy so i have a little back up at close rang but this is when the prob starts it happend to me in chipher and a few other missions not all.

if i pick up enemy machine gun i put the dmr on me back take say 3 mags for machine gun then put me dmr back as primery i cant shoot not can i get scope up.

if i put the enemy machine gun into primery and me dmr on back the machine gun dont fire to :( yes i have ammo for both.

only way to get them to work is to drop it on floor then pick it back up.

please help on this one as it is very nice feature for snipers as we normaly are stuck with slow fireing weapons its nice to whip out a machine gun if we move into CQB.

thanks all please reply

Manzilla
Feb 20 2010, 15:51
Yep, I place them in the init line of triggers next to the craters. Which make exceptional cover. But I suppose you could put them in the init file also.

I also put
this && IsServer on the Condition line to make sure they don't multiple spawn in multiplayer.

Might not be best practice but it works for me.

It works fine in the init.sqf but I definitely like your method better. I tend to screw up the init.sqf often so the less I have in there the better I feel.:)

Thanks for the info.

Sickboy
Feb 20 2010, 18:14
@<hidden>: You really dont want to be using nil =
nil is a reserved value of the game :) Not sure if you can still overwrite them, but back in A1 you could :)
Most people use nul = or dummy = :)

nul = [this, "suspension", "down"] ....
Should work better.

alef
Feb 20 2010, 18:43
Most people use nul = or dummy = :)
nul = [this, "suspension", "down"] ....


Also 0 (zero) or any number can be used (http://community.bistudio.com/wiki/a_%3D_b).
0 = ...

stk2008
Feb 20 2010, 18:44
any one got any input on me problem on last page please :)

Manzilla
Feb 20 2010, 19:02
Also 0 (zero) or any number can be used (http://community.bistudio.com/wiki/a_%3D_b).
0 = ...


@<hidden>: You really dont want to be using nil =
nil is a reserved value of the game :) Not sure if you can still overwrite them, but back in A1 you could :)
Most people use nul = or dummy = :)

nul = [this, "suspension", "down"] ....
Should work better.

Thanks guys. I knew that but didn't notice it here. Thank god you guys are here. :)

[KH]AlphaGuerilla
Feb 20 2010, 19:25
Hello

Im trying to get a mission made with older version of ace to work but I got a problem and cant open it in the editor. It says its dependable on downloadable content deleted.ace_test is there anyway to get it working again because many hours has gone into the mission building but now cant open it?

Thanks

Edit: We got it working! thx anyways

Dutch
Feb 20 2010, 20:16
Dear ACE team,

I would like to bring up the issue of smoke blocking the tank gunners view after he fires the main gun.
In reallife the smoke extractor ( the thickened part on the barrel) clears and disperses the gunpowder smoke from the TC's and gunners optics so they can perfectly see where the rounds are hitting.

Now in ACE2, at least on the M1A1 HC and T90, after firing a shot with the main gun, the gunners view is blocked by smoke for about 3 seconds and thus makes you unable to see where your rounds hit.

I have made a request concerning this on DH issue tracker.
Hope the team has resources and time to fix this.

R/

E. Dutch
CEO
Unit 19

Katipo66
Feb 20 2010, 20:59
Can i ask when the next milestone update will be available for us commoners to download? im unable to play a lot of missions because they seem to be Dependant on a updated versions of ace 2.

I cannot use the six updater cos i have no connection on my game rig and get all my downloads from work :P

Defunkt
Feb 20 2010, 21:11
Nothing to stop you downloading at work and transferring the @<hidden>, @<hidden> and @<hidden> folders on a pen-drive.

Manzilla
Feb 20 2010, 21:18
Can i ask when the next milestone update will be available for us commoners to download? im unable to play a lot of missions because they seem to be Dependant on a updated versions of ace 2.

I cannot use the six updater cos i have no connection on my game rig and get all my downloads from work :P

That's been answered a ton. When it's ready is when it's done. They need to make sure it's stable enough for their liking. Sickboy just explained that clearly. If you have trouble search for the posts were I give a quick method. It's a piece of cake.

cherry64
Feb 20 2010, 21:19
Hello

I have trouble installing ACE2 with Six Updater Suite. I'm on Windows XP 64. The Six Updater says something about the "chcp.com" file in my Windows\system32 directory, but it's not there or anywhere else on my system.

Is there any other way (that's easy) to install ACE2?

I prefer not to do it manually.

Himmelsfeuer
Feb 20 2010, 21:20
i keep gettin this error message when preview missions:
script x-acex-addons-vehclmah6-fired.sqf not found
is it me or known problem?

Manzilla
Feb 20 2010, 21:24
i keep gettin this error message when preview missions:
script x-acex-addons-vehclmah6-fired.sqf not found
is it me or known problem?

Never seen it. Did you try to run the updater again just in case? You never know, something could have gotten f'd up. Just a thought.

Himmelsfeuer
Feb 20 2010, 21:36
just tried that, sadly it didnt solved it..
but i remember that my updater just stopped while loading - updating a file, that happened more times during the last updates. i had to start the updater new, cause it just stopped downlaoding on a file. maybe there it deleted something?..eh i dont got the nerves to install whole ace2 again, did that like 3 times...;-(maybe you could be so nice and update the file? would be very nice .....!
i just would need the acex_t_veh_mah6 PBO, its 4 MB only...looks like updater messed up a script in it..thx in advance..!

Minoza
Feb 20 2010, 21:47
Before I go on with posting ticket I want to ask here.

Did anyone notice that TOW missile doesn't look same for the shooter and observer?

Example, 2 players are present, 1 is gunner, other is observing. Gunner shoots TOW, observer sees different visual effect -> actually he doesn't see the effect which he should...

Leogecko27
Feb 20 2010, 22:12
I have a new idea for you.

What do you think about making a tank with ramp for the Pchela 1T UAv from russia?

It would be very nice too see this in game: http://www.youtube.com/watch?v=TK02uiQeS30

Sickboy
Feb 20 2010, 22:37
@<hidden>:
Just disable autoskip, reset skip status, and execute (http://dev-heaven.net/projects/six-arma-updater/wiki/Documentation#Reset-skip-status), to heal your installation.

If you're on Vista/7, double check your Virtual Store: http://dev-heaven.net/issues/6806 clean anything arma related and always run the software as administrator.
There is no CBA_ACE, only CBA, ACE and ACEX, etc :D

@<hidden>:
Here's the chcp.com from my Win2003 x64 VM: http://www.multiupload.com/FCJRNUL3ZG

Himmelsfeuer
Feb 20 2010, 22:47
thank you, that worked! forgot autoskip.

wow funny stuff...after i started it again, the same message is there again?!?
possible it has to do with CBA?
why are there two CBA Orders now?
CBA_ACE and CBA , which to use?

Katipo66
Feb 20 2010, 23:23
That's been answered a ton. When it's ready is when it's done. They need to make sure it's stable enough for their liking. Sickboy just explained that clearly. If you have trouble search for the posts were I give a quick method. It's a piece of cake.

Im always searching these posts, i have no problem with that... But i must be doing it wrong... so i type "ace2 milestone release" in the search box and then search all the 391 posts?

When i go to the correct page and search for information about when the we might expect the next milestone release there is no information?

I type "Milestone Release dates" in the ace wiki and it gives me no match?

Im an idiot, how can i search i find the correct post where they say it will be ready when its ready?

---------- Post added at 01:23 PM ---------- Previous post was at 01:20 PM ----------


Nothing to stop you downloading at work and transferring the @<hidden>, @<hidden> and @<hidden> folders on a pen-drive.



So i can set up the 6 updater on my system and download updates? dont i need the game installed?

P.S. Thats my cousin you got as you avatar .)

Rogue_Trooper
Feb 21 2010, 00:54
Hi guys i was wondering how you get hellfires in the Ah-64 to lock on and actually got to the target? I know im probably missing something but getting a bit frustarting.

TimRiceSE
Feb 21 2010, 00:57
Hi guys i was wondering how you get hellfires in the Ah-64 to lock on and actually got to the target? I know im probably missing something but getting a bit frustarting.

Hmmm.. I wonder if looking at the ACE2 Features page, which also tells you how to use said features, and referring to the Missile Guidance section might help.

BINGO! (http://ace.wikkii.com/wiki/Features_of_ACE2#Air_MFD.2FFCS)

Nice job on looking for the answer before asking someone to find it for you (took 3 seconds).

Defunkt
Feb 21 2010, 01:40
So i can set up the 6 updater on my system and download updates? dont i need the game installed?

No game install complicates things. I'm sure it could be done but I think you'd need to specify a pretend ArmA folder so Six-Updater knows to place the downloads there. Only Sickboy could tell you how it's actually determined but it's likely a registry setting and a look at mine (WinXP x64) suggests one of...


[HKEY_CLASSES_ROOT\Applications\ArmA2.exe\shell\open\command]
@<hidden>="\"C:\\Games\\Armed Assault 2\\ArmA2.exe\" \"%1\""

[HKEY_CLASSES_ROOT\Wow6432Node\Applications\ArmA2.exe\shell\open\command]
@<hidden>="\"C:\\Games\\Armed Assault 2\\ArmA2.exe\" \"%1\""

[HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\ArmA2.exe\shell\open\command]
@<hidden>="\"C:\\Games\\Armed Assault 2\\ArmA2.exe\" \"%1\""

[HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Wow6432Node\Applications\ArmA2.exe\shell\open\command]
@<hidden>="\"C:\\Games\\Armed Assault 2\\ArmA2.exe\" \"%1\""

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Classes\Applications\ArmA2.exe\shell\open\command]
@<hidden>="\"C:\\Games\\Armed Assault 2\\ArmA2.exe\" \"%1\""

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\ArmA2]
"UninstallString"="C:\\Games\\Armed Assault 2\\UnInstall.exe"

...but these will vary slighty on other versions of Windows (i.e. no Wow6432Node).


P.S. Thats my cousin you got as you avatar .)

Yer cousin's badass.

jpinard
Feb 21 2010, 03:06
Does this mod over-ride the name.ArmA2Profile file and adjusting setting for difficulty in the main options?

Steakslim
Feb 21 2010, 03:35
Not that I know of Jpinard. Can anyone confirm?

Katipo66
Feb 21 2010, 05:10
No game install complicates things. I'm sure it could be done but I think you'd need to specify a pretend ArmA folder so Six-Updater knows to place the downloads there. Only Sickboy could tell you how it's actually determined but it's likely a registry setting and a look at mine (WinXP x64) suggests one of...


Cheers bro, ill look into it

Intruder_GER
Feb 21 2010, 07:17
After Grouprespawn, the earplugs and glasses are not longer available in the actionmenue.

Any ideas?

Regards Intruder

stk2008
Feb 21 2010, 12:44
Hi all Im posting here to see if any one else gets this error.

ok my load out is normaly dmr plus mags i will some times take a machine gun from a dead enemy so i have a little back up at close rang but this is when the prob starts it happend to me in chipher and a few other missions not all.

if i pick up enemy machine gun i put the dmr on me back take say 3 mags for machine gun then put me dmr back as primery i cant shoot not can i get scope up.

if i put the enemy machine gun into primery and me dmr on back the machine gun dont fire to yes i have ammo for both.

only way to get them to work is to drop it on floor then pick it back up.

please help on this one as it is very nice feature for snipers as we normaly are stuck with slow fireing weapons its nice to whip out a machine gun if we move into CQB.

thanks all please reply

Blechreiz
Feb 21 2010, 12:51
One question:
Im creating a coop. If enemy groupleaders die (not alive e1) they activate triggers. But they often only get knocked out by bullets and still life because I use the ace-wounding module. Is there any chance to use ace-wounding only for human players and not for any AI?

thanks for any hint or suggestion :)

Evil_Echo
Feb 21 2010, 13:07
Hi all Im posting here to see if any one else gets this error.

ok my load out is normaly dmr plus mags i will some times take a machine gun from a dead enemy so i have a little back up at close rang but this is when the prob starts it happend to me in chipher and a few other missions not all.

if i pick up enemy machine gun i put the dmr on me back take say 3 mags for machine gun then put me dmr back as primery i cant shoot not can i get scope up.

if i put the enemy machine gun into primery and me dmr on back the machine gun dont fire to yes i have ammo for both.

only way to get them to work is to drop it on floor then pick it back up.

please help on this one as it is very nice feature for snipers as we normaly are stuck with slow fireing weapons its nice to whip out a machine gun if we move into CQB.

thanks all please reply

Sounds like the weapon change is causing A2 ( not ACE ) to unload your rifle. Have you tried just reloading it?

One thing though. Not 100% keen on sniper getting into CQB, much less having to lug around a MG and ammo for that. It may be that your mission requires that, but seems very odd. Normally a sharpshooter would hang back and cover their teammates during a sweep. If ( and only IF ) I had to dual-role my sniper, I'd take a fast shooting pistol ( Glock-18 ), SMG, or if I really wanted to hurt people - a 12-gauge shotgun with buckshot.

stk2008
Feb 21 2010, 13:25
hi thanks for the reply im sorry i do normaly if poss take a enemy machine gun if im passing one and thats normaly only if an enemy does manage to get close to me yes you are correct snipers normally hang back thats what i do.
i have a machine gun incase ;) as most of the time i play on public servers and others aint to keen on being my spotter for support as they want to run and gun.

and yes i have reloading which it does do fine just still wont allow me to bring up scope or fire i have to drop weapon then pick it back up.

i will try to make a test mission if thats ok with you :).

thanks again and keep up the brilliant work its the best mod ever well for me any ways.

thanks

Manzilla
Feb 21 2010, 14:20
I saw this thread (http://forums.bistudio.com/showthread.php?p=1565213&highlight=insurgent+class#post1565213) and noticed he has the names wickedly wrong, and it's a pain in the ass to read.

Here is an updated version with the names correctly listed:


//////////////// ACE Insurgent Class Names //////////////////////////////////

Insurgents:

Insurgent 1 1st
"ACE_Ins_1_1";

Insurgent 1 2nd
"ACE_Ins_2_5";

Insurgent 2
"ACE_Ins_2_1"

Insurgent 3
"ACE_Ins_2_10"

Insurgent 4
"ACE_Ins_3_3"

Insurgent 5
"ACE_Ins_3_10"



Anti-Air Gunner:

Insurgent AAG1
"ACE_Ins_2_8"

Insurgent AAG2
"ACE_Ins_3_4"



Automatic Rifleman:

Insurgent AR1
"ACE_Ins_1_5"

Insurgent AR2
"ACE_Ins_2_2"

Insurgent AR3
"ACE_Ins_3_2"

Insurgent AR4
"ACE_Ins_3_7"



Leader:

Insurgent L1
"ACE_Ins_3_8"

Insurgent L2
"ACE_Ins_3_9"



Medic:

Insurgent M1
"ACE_Ins_1_4"



RPG Gunner:

Insurgent RPGG1
"ACE_Ins_1_2"

Insurgent RPGG2
"ACE_Ins_2_4"

Insurgent RPGG3A
"ACE_Ins_3_5"

Insurgent RPGG3B
"ACE_Ins_2_9"



RPG Gunner Assistant:

Insurgent RPGGA1
"ACE_Ins_1_3"

Insurgent RPGGA2
"ACE_Ins_2_6"

Insurgent RPGGA3
"ACE_Ins_3_6"



Sniper:

Insurgent S1
"ACE_Ins_2_3"

Insurgent S2
"ACE_Ins_2_7"

Insurgent S3
"ACE_Ins_3_1"

Wiggum
Feb 21 2010, 14:22
Thanks Manzilla, thats what i was looking for !

Manzilla
Feb 21 2010, 14:31
Thanks Manzilla, thats what i was looking for !

My pleasure. The one posted earlier was bugging me too much whenever I needed to know the class names.

If someone else can put this on the BIKI for me, once again, I'd appreciate it. I've tried to add class names there when ACE2 was first released and I never could figure out how. I just posted a link to a .txt file in the BIKI. ;)

zach72
Feb 21 2010, 15:14
Hmmm.. I wonder if looking at the ACE2 Features page, which also tells you how to use said features, and referring to the Missile Guidance section might help.

BINGO! (http://ace.wikkii.com/wiki/Features_of_ACE2#Air_MFD.2FFCS)

Nice job on looking for the answer before asking someone to find it for you (took 3 seconds).

Also be nice if it worked like it said, and people wern't so sarcastic in here. Still can't get reliable performance from any hellfires, even after ready the wiki, dev-heaven logs and this entire forum thread

Loving the mod, but hating the gunships now - worthless bits of metal

~Z~

TimRiceSE
Feb 21 2010, 15:19
strange, cos im not having problems in the gunner seat of the apache or cobra.....

Blechreiz
Feb 21 2010, 15:35
this (http://www.youtube.com/watch?v=mqrQZK-sTbY)

Describes the Hellfire problems :)

Sickboy
Feb 21 2010, 15:48
LOAL is simply broken atm, and will probably remain that way until later dev-builds and v1.1 release.
LOBL has been working reliable in our tests, but not against T90 with Shtora ;)

Just testing some around,
AH-1, AGM114-K reliably hitting targets, targets are T72B's.
AH-64, AGM114-L (Default is K) are most reliable with right click lock on, and should ensure victory :)
This is with latest builds, ["cba","ace","acex","six"],[[[0,3,0,78],-1],[[1,0,3,273],-1],[[1,0,3,198],-1],[[1,0,0,137], -1]

Bug reports needs more than a video though. What vehicle are you firing at, what is your arma2.rpt output (Any errors in there ?), what other mods are you running, what versions of each mod, etc. etc..
We'll look into valid reports: http://dev-heaven.net/projects/ace-mod2/wiki/Bugz

Blechreiz
Feb 21 2010, 15:52
Its not my video but I can say that even LOBL only works in 50% of the cases for me. Ill follow your link.

skyman
Feb 21 2010, 17:05
Hi guys i installed this ACE package with the SIX UPDATER and it installed some folders on my ARMA main folder like @<hidden>, @<hidden>, @<hidden>, @<hidden>, @<hidden> and beta; but when i start the ARMA game everything its the same as before i installed the package with no changes on the game, what do i need to do?

Thank you in advance.

PD. Im new on this hehe.

TimRiceSE
Feb 21 2010, 17:11
Hi guys i installed this ACE package with the SIX UPDATER and it installed some folders on my ARMA main folder like @<hidden>, @<hidden>, @<hidden>, @<hidden>, @<hidden> and beta; but when i start the ARMA game everything its the same as before i installed the package with no changes on the game, what do i need to do?

Thank you in advance.

PD. Im new on this hehe.

you need to load the addons by starting the game with them listed in the startup shortcut.

i.e. for me:


"D:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

is the TARGET of the shortcut used to start it with ACE and a couple other addons

skyman
Feb 21 2010, 17:36
you need to load the addons by starting the game with them listed in the startup shortcut.

i.e. for me:


"D:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

is the TARGET of the shortcut used to start it with ACE and a couple other addons

Thanks a lot for your time TimRiceSE, it works fine now!!!!! :)

Sickboy
Feb 21 2010, 19:22
Ladies and gentlemen we are happy to announce that we have succesfully implemented LOAL in our Missile Guidance systems, primarily for the AH1 and AH64 FCS! :yay:
(The systems will hopefully be further enhanced with (map) interface, in a future version)
See you at the release party, (hopefully) in the next days. Drinks are on us! :cool:

Meatball0311
Feb 21 2010, 19:43
Ladies and gentlemen we are happy to announce that we have succesfully implemented LOAL in our Missile Guidance systems, primarily for the AH1 and AH64 FCS! :yay:
(The systems will hopefully be further enhanced with (map) interface, in a future version)
See you at the release party, (hopefully) in the next days. Drinks are on us! :cool:

no.. I think the drinks are on us boys! Thanks for all of your hard work!

Stiltman
Feb 21 2010, 19:53
Ladies and gentlemen we are happy to announce that we have succesfully implemented LOAL in our Missile Guidance systems, primarily for the AH1 and AH64 FCS! :yay:

Sounds really good..
questions for you to, do you run tests on dedicated servers with the scripts and functions?.

ive been trying LOBL and LAOL (in current version).. and the designator from the AH1 and AH64, works pretty well in a Selfhosted MP game.. but when put on our deticated, missiles just fly straight, and ignore any laser, lock that we have.

Steakslim
Feb 21 2010, 20:01
Ladies and gentlemen we are happy to announce that we have succesfully implemented LOAL in our Missile Guidance systems, primarily for the AH1 and AH64 FCS! :yay:
(The systems will hopefully be further enhanced with (map) interface, in a future version)
See you at the release party, (hopefully) in the next days. Drinks are on us! :cool:

*does the Wilhelm scream*
http://www.youtube.com/watch?v=4YDpuA90KEY

Manzilla
Feb 21 2010, 20:13
Ladies and gentlemen we are happy to announce that we have succesfully implemented LOAL in our Missile Guidance systems, primarily for the AH1 and AH64 FCS! :yay:
(The systems will hopefully be further enhanced with (map) interface, in a future version)
See you at the release party, (hopefully) in the next days. Drinks are on us! :cool:

Excellent. Now let's hope the idiots don't come out of the woodwork in a few days asking about the v1.0 release date!

Good luck.

Scrub
Feb 21 2010, 20:17
You guys are one hell of a devoted team. Thank You! Do you have an ACE team address we can send beer to?

Col. HawK
Feb 21 2010, 21:11
Hi. Ok I have all the Ace2 folders in the ArmA2 directory... Now what? do I drag and drop all the files in those Ace folders to the arma addon folder? what do i change the Arm2 icon target too?
SO VERY CLOSE!!!
Col. HawK

jpinard
Feb 21 2010, 21:31
Before I go full-bore into ACE2 heaven, I have just a couple questions I couldn't find in the wiki.

1. Does this work like most mods with it's own "single" independent mod/add-on folder? If not, does it overwrite any games files?

3. Will the ACE2 auto-install/updater have a problem with alternate drives and directories? ie. My install path is D:\Games\ArmA 2

Last, thanks for your amazing work. I've yet to use it, but from what I read here it's phenomenal. Oh I remember!

4. Does this mod do anything about tall grass/weeds? The tall stuff is pretty ugly and I have the impression that although I cannot look through it, the enemy can still see me even though I'm prone.

Thank you! :)

unrelated: Why didn't Bohemia just create an options box that's "tick these mods to use" in the options screen - instead of forcing you to add a bunch of mod folders to the executable?

Katipo66
Feb 21 2010, 22:04
Excellent. Now let's hope the idiots don't come out of the woodwork in a few days asking about the v1.0 release date!

Good luck.

Classic!

zGuba
Feb 21 2010, 22:10
Before I go full-bore into ACE2 heaven, I have just a couple questions I couldn't find in the wiki.

1. Does this work like most mods with it's own "single" independent mod/add-on folder? If not, does it overwrite any games files?

3. Will the ACE2 auto-install/updater have a problem with alternate drives and directories? ie. My install path is D:\Games\ArmA 2

Last, thanks for your amazing work. I've yet to use it, but from what I read here it's phenomenal. Oh I remember!

4. Does this mod do anything about tall grass/weeds? The tall stuff is pretty ugly and I have the impression that although I cannot look through it, the enemy can still see me even though I'm prone.

Thank you! :)

unrelated: Why didn't Bohemia just create an options box that's "tick these mods to use" in the options screen - instead of forcing you to add a bunch of mod folders to the executable?

1. Yes, it gains all the benefits of mod folders. No, it does not overwrite vanilla files.

2. The question is missing ;)

3. I have A2 installed exactly this way. Six Updater recognizes the path on its own. So - no, there won't be any problems regarding this unless You provoke them :)

4. Nope, but You can download SAP clutter with Six Updater - the question is if this helps :p

Alex72
Feb 21 2010, 23:10
Hi. Ok I have all the Ace2 folders in the ArmA2 directory... Now what? do I drag and drop all the files in those Ace folders to the arma addon folder? what do i change the Arm2 icon target too?
SO VERY CLOSE!!!
Col. HawK
Dont know how you can miss how addons are run looking through this or any of the ARMA sites?

Anyway, you dont mess with the "ARMA2/Addons" folder for any reason at all. Leave it as it is. Your mod folders aka @<hidden>, @<hidden>, @<hidden> etc are added to your ARMA2 launch icon (shortcut icon) in the TARGET field (right click ARMA2 icon - Properties). Under the "shortcut" tab you have a field at the top called "target" and in there you see your ARMA2 exe path. Behind the path you have to use the addon command:

-mod=

And behind it you add the mod folders you like (example):

-mod=@<hidden>;@<hidden>;@<hidden>...

You need to use semicolons between each mod if you use more than 1 like in the example above.

To speed up the start of the game you can also add (at the end or start of the modline doesnt matter): -nosplash -world=empty (no splash screen, no island loaded at the menu).

So a full ACE modline should look like this:

-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden> -nosplash -world=empty

And you would add that whole line at the end of the ARMA2 exe path in the target field as we discussed earlier. So the full line in the target field would look like this (depending on where your ARMA2 game is. Mine is on C: as you can see - yours will look different if in another location - doesnt matter though but just saying.):

"C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden> -nosplash -world=empty

And if you run the ARMA2 beta you would add "beta" at the very beginning of the modline:

"C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta@<hidden>;@<hidden>;@<hidden>;@<hidden> -nosplash -world=empty


Remember to check what the modfolders are named and then add them to the modline separated by semicolons - or use a mod launcher - look it up at armaholic.com:

EDIT:
When ACE is installed with the Six Updater you will automatically get a new shortcut in your ARMA2 root folder. You recognize it easily because you will notice it has all the ACE mod folders listed in its name. You can move that shortcut to your desktop and launch it from there.

A_Blunt_Rifle
Feb 21 2010, 23:28
1. Yes, it gains all the benefits of mod folders. No, it does not overwrite vanilla files.

2. The question is missing ;)

3. I have A2 installed exactly this way. Six Updater recognizes the path on its own. So - no, there won't be any problems regarding this unless You provoke them :)

4. Nope, but You can download SAP clutter with Six Updater - the question is if this helps :p


on number 4 what is SAP clutter and what does it do?

Alex72
Feb 21 2010, 23:33
SAP clutter

armaholic.com - search - sap clutter

Youll see.

D3lta
Feb 22 2010, 00:35
Hi,

The system of ropes is right in the latest versions of ACE?

My tests fail on last updates...:butbut:

jpinard
Feb 22 2010, 00:48
Thank you! Wow, you guys guys rock! :D

Sickboy
Feb 22 2010, 07:09
Thanks a lot for your words guys :) We appreciate it very much.

@<hidden>: Would you be so kind to document that manual installation method for shortcuts, -mod= line etc etc, somewhere in our wiki?
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_install_ACE2_and_related_mods.3F
This way we, and anyone else can link to these instructions. I would highly recommend using the Six Updater, or any other launcher, instead of manual screwing around with shortcuts though.
Maybe that could be included aswell :)



Sounds really good..
questions for you to, do you run tests on dedicated servers with the scripts and functions?.

ive been trying LOBL and LAOL (in current version).. and the designator from the AH1 and AH64, works pretty well in a Selfhosted MP game.. but when put on our deticated, missiles just fly straight, and ignore any laser, lock that we have.

Generally all our components are designed to be MP compatible specifically, there are actually times where SP compatibility is in question :P
However, with all the work / testing / fixing going on on the Missile Guidance systems, this was primairly done in SP.

Last night i've setup a deddy, with 1 client (myself). I've setup a mission with AH1Z, player as gunner, ai as Pilot. AI was leader.
The vehicle was not local to me (especially took this situation).
We (yes, me and the AI... LOL) started inside the AH1Z, flying over water, near the airport of Utes.

I was able to successfully designate and hit targets or simply where I pointed my laser, on all modes, except LOAL-HI when the target was too close. (LOAL is even IRL no guarantee of lock btw)
(This is tested with the latest source, as of last night. Will be available tonight 18:00 GMT)

I will do more tests, with human players, and creating the chopper mid-mission, and getting into it etc. Maybe there are some issues there.
If you still have issues in the upcoming build I suggest we get you a debug version of missileguidance, if you'd then use that on server, and at least your and another client, then share us the rpt file, we should be able to fairly easy figure out what it exactly is that is going on :P

It's also quite important that all mods are up2date, for all clients and the server too, some forget to update CBA ;).

skyman
Feb 22 2010, 07:59
Well guys i have another question, sorry of my ignorance on this but what is the difference between the ACE BETA an the VANILLA i just install the beta.

Thanks....

TimRiceSE
Feb 22 2010, 08:39
the beta profile will update the ARMA2 BETA patches as well. The ACE2 content is identicle in both beta and vanilla profile.

seedo81
Feb 22 2010, 10:10
please please please help me here

http://forums.bistudio.com/showthread.php?t=95574

Manzilla
Feb 22 2010, 10:30
please please please help me here

http://forums.bistudio.com/showthread.php?t=95574

Really? You just use this instead of 2 threads:
http://forums.bistudio.com/search.php?searchthreadid=92466

Seriously it takes much less time to get an answer. Just try a few different search criteria. I'm pretty sure it's been discussed plenty in this thread and possibly the "A.C.E. Advanced Combat Environment - Public Beta *1*!" thread.

Good luck.

Sickboy
Feb 22 2010, 11:07
Re Missile Guidance in MP:
I tested the following script in a mission init.sqf, in MP (dedicated server) on Utes:
http://www.pastie.org/836622

And am able to hit targets just like in SP. This is however with the latest code (released tonight 18:00 GMT), but afaik there are no new fixes for MP / locallity.

If anyone has issues, could test with that mission, and report results incl arma2.rpt, on the bugtracker (http://dev-heaven.net/projects/ace-mod2/wiki/Bugz). I think we can trace the issue.

Over at the bugtracker, when a user removed additional mods he was running, that included WarFXParticles, and some more, issues with missileguidance disappeared.
So incase of issues, we recommend only running with CBA/ACE/ACEX first (Make sure _ALL_ of them are up2date).
If the problems disappear, we can further trace where the incompatibility/issue comes from.

zach72
Feb 22 2010, 12:02
Thanks for paying the extra attention to the Missile Guidance sickboy. I appreciate that it's a small part of a very large, complex and demanding mod. Passionate to get them working well, as flying helo's is why I play arma :)

I will download the update tonight and have another play. I've been exclusively trying the missiles in Xeno's Domination v1.34 (from memory) with a AH-64 and AH-1Z added at start. I will ensure all my other mods are disabled, and see if I can get ACE working on a simple mission in the editor to test on our dedi-box too.

~Z~

GTO
Feb 22 2010, 12:39
Removing mods made no difference for me.

All I had was @<hidden> & @<hidden>

I had 1 hit out of 8 missiles fired and that tank just drove off as if nothing had happened.


I'm sorry to say this after all the hard work you guys have put in but

"please don't take offence"

going back to basic ArmA with no mods was nice....not realistic....but nice to fire a Hellfire and have it actually hit something.

Sickboy
Feb 22 2010, 13:07
It's not 18:00 GMT yet is it GTO :)
Your RPT, and proper report is missing though. Could be virtually anything :)

Zlover
Feb 22 2010, 13:12
Thank you for your great work, but...
With ACE mod there is no balance between the sides.
You've added (And adding now) many weapons and several vehicles to blufor, but You have forgot about redfor (Several weapons of USSR, which are not in use now, is not n argument).
You've added BMD-1. It was in army of the USSR in 1969! Russian army uses BMD-4M now.
Can't you add some russian weapons (which are in use now, http://world.guns.ru/assault/as00-e.htm will provide more information about all old and new weapons of all types) so the game would be much more interesting?

Sickboy
Feb 22 2010, 13:16
Balance isn't in the game or mods, it's in the missions.
http://ace.wikkii.com/wiki/Goals_and_Scope_of_ACE
We're not forgetting anything. We add what we can, and otherwise are reliant on community donations (BMD-4, other vehicles and weapons; welcome).

Besides, there's a nice surprise for you guys in tonight's release.

gunterlund21
Feb 22 2010, 13:43
Is the guidance problem affecting the javelin? There may be a problem there. Need to test more to confirm.
Tested some more and there is a change that has occurred. The Javelin does not do the high angle of attack anymore. Its as if it is on manual guidance like a TOW. There is a new site in the system now but no confirmation of lock. I tested by simply putting a tank on one end of the runway on Utes and me on the other. The site lines the tube up horizontally like an at4 so the missile comes out low. If you raise the tube it flies high and over the target.

Minoza
Feb 22 2010, 13:45
Can't wait! :bounce3:

Manzilla
Feb 22 2010, 13:57
Thank you for your great work, but...
With ACE mod there is no balance between the sides.
You've added (And adding now) many weapons and several vehicles to blufor, but You have forgot about redfor (Several weapons of USSR, which are not in use now, is not n argument).
You've added BMD-1. It was in army of the USSR in 1969! Russian army uses BMD-4M now.
Can't you add some russian weapons (which are in use now, http://world.guns.ru/assault/as00-e.htm will provide more information about all old and new weapons of all types) so the game would be much more interesting?

Oooh I was gonna jump on this but after I saw it was his 1st post. My apologies bud, post removed.



I'm curious to see what the new missile system will look like, pretty damn exciting. But I am tremendously sad that my all time favorite, MMA, may have to go to the wayside. Hopefully it doesn't but if so, maybe Mando can figure something out that will override the ACE2 version. I know I haven't seen it yet but MMA has really grown on me.

Hooray for the script suite version though! I wouldn't have to give up everything else in MMA if necessary! T n' A!!! :)

TimRiceSE
Feb 22 2010, 14:00
Is the guidance problem affecting the javelin? There may be a problem there. Need to test more to confirm.
Tested some more and there is a change that has occurred. The Javelin does not do the high angle of attack anymore. Its as if it is on manual guidance like a TOW. There is a new site in the system now but no confirmation of lock. I tested by simply putting a tank on one end of the runway on Utes and me on the other. The site lines the tube up horizontally like an at4 so the missile comes out low. If you raise the tube it flies high and over the target.

I cant replicate this. Just tested it and it seems to work perfectly fine for me.... I get lock confirmation on regular and veteran difficulty, no visual sign of a lock on expert mode, but the missile flies correctly and hits the target in all cases. Tube angle looks good too.

How far away is the target?

Edit: just read it was opposite ends of a runway, same as in my test...

And are you using any other addons?

Manzilla
Feb 22 2010, 14:04
Is the guidance problem affecting the javelin? There may be a problem there. Need to test more to confirm.
Tested some more and there is a change that has occurred. The Javelin does not do the high angle of attack anymore. Its as if it is on manual guidance like a TOW. There is a new site in the system now but no confirmation of lock. I tested by simply putting a tank on one end of the runway on Utes and me on the other. The site lines the tube up horizontally like an at4 so the missile comes out low. If you raise the tube it flies high and over the target.

You may want to check this thread, I believe I saw this discussed in the past. I think the high angle needs to have a "heat source on" so to speak. In other words the targeted vehicle needs to have the engine running to use the top attack mode.

I saw this a while back but still haven't tested it yet. I probably should though cause I've been wondering if the top attack works for a long while. All I know is that if I place a bunch of Empty Armour on a test map the top attack has never works. Thus I kinda suspect what I read earlier is really the case but that's just speculation on my part.

Sorry I couldn't provide more concrete information.

TimRiceSE
Feb 22 2010, 14:10
You may want to check this thread, I believe I saw this discussed in the past. I think the high angle needs to have a "heat source on" so to speak. In other words the targeted vehicle needs to have the engine running to use the top attack mode.

I saw this a while back but still haven't tested it yet. I probably should though cause I've been wondering if the top attack works for a long while. All I know is that if I place a bunch of Empty Armour on a test map the top attack has never works. Thus I kinda suspect what I read earlier is really the case but that's just speculation on my part.

Sorry I couldn't provide more concrete information.

I just tested using an "Empty" T90, managed to lock and hit without a problem. I do recall the discussion youre talking about though, seems to be "fixed"....

Manzilla
Feb 22 2010, 14:15
I just tested using an "Empty" T90, managed to lock and hit without a problem. I do recall the discussion youre talking about though, seems to be "fixed"....

Beautiful to hear, thanks for the info. I'll check it out again. It's been 2 or 3 weeks since I've tried it.

rexehuk
Feb 22 2010, 15:31
New version of Ace is out 1 1/2 hours early... Version 1? :D

GTO
Feb 22 2010, 15:33
It's not 18:00 GMT yet is it GTO :)
Your RPT, and proper report is missing though. Could be virtually anything :)


OK I'll keep my fingers crossed that 18:00 brings a nice surprise. :yay:

DMarkwick
Feb 22 2010, 15:37
Besides, there's a nice surprise for you guys in tonight's release.

Sounds intriguing :)

However, I'll wait for the hotfixed version ;) :D

AnimalMother92
Feb 22 2010, 15:44
Besides, there's a nice surprise for you guys in tonight's release.

:eek:
SDM-R and SAM-R perhaps?

rexehuk
Feb 22 2010, 15:48
Lmao, huge bug with the Groza! I'm sitting here dying of laughter. Will post report soon.

ACE TEAM - http://dev-heaven.net/issues/9240

TimRiceSE
Feb 22 2010, 16:04
Lmao, huge bug with the Groza! I'm sitting here dying of laughter. Will post report soon.

ACE TEAM - http://dev-heaven.net/issues/9240

its stretch armstrong!

Isola
Feb 22 2010, 16:16
Lmao, huge bug with the Groza! I'm sitting here dying of laughter. Will post report soon.

ACE TEAM - http://dev-heaven.net/issues/9240

Mr. Fantastic!:yay:

Eagleone
Feb 22 2010, 16:20
:eek:
SDM-R and SAM-R perhaps?

I hope not

DenisRUS
Feb 22 2010, 16:21
hehe remembered T1000 from Terminator 2

Leogecko27
Feb 22 2010, 16:22
I hope Rhs Aks

Simon C
Feb 22 2010, 16:23
I hope not

Why? :confused:

Eagleone
Feb 22 2010, 16:26
Why? :confused:

for you not enough weapons for the West? need more?

Simon C
Feb 22 2010, 16:27
for you not enough weapons for the West? need more?

Yes. Yes, we do need more. :)

rexehuk
Feb 22 2010, 16:28
I hope Rhs Aks

They are in already... update has been out since 4PM GMT. Lots of new AKs in there from what I can see (Unless they were added in Fridays version).

Eagleone
Feb 22 2010, 16:29
Yes. Yes, we do need more. :)

Well, I do not think so

Manzilla
Feb 22 2010, 16:57
Just update the damn thing and then there's no need speculate. ;)

It's already out, just no news release yet. Unless it's a bugged version but I still DL'd it.

This new update kicks some serious ass, WOW!!

Thanks again masters!

EDIT:

YAY!!!!!!


Added¶

* Modern AK variants, Val, RPK-74m by RobertHammer [q1184]

Sickboy
Feb 22 2010, 17:10
A.C.E Release Candidate 4 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/318)
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)


Enjoy! :cool:

How to install A.C.E. (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_install_ACE2_and_related_mods.3F)

MissileGuidance notes and issue tracking (http://forums.bistudio.com/showpost.php?p=1575816&postcount=3951)

Manzilla
Feb 22 2010, 17:13
Uh-oh for the first time ever my DL keeps locking up during the ACEX update. It's happen a few times now. There must be a bunch of peeps updating at the same time or something.

Just a heads up. Not sure if it's only me though.

EDIT:

Well it worked but the update, especially ACEX, was acting iffy. Had to restart a 4 times. Just wanted to let people know to beware. It's all good, just a bit slow today.

Hopefully nobody else runs into the same slow downs/stalls as I did.

Good luck.

Sickboy
Feb 22 2010, 17:14
Uh-oh for the first time ever my DL keeps locking up during the ACEX update. It's happen a few times now. There must be a bunch of peeps updating at the same time or something.

Just a heads up. Not sure if it's only me though.

There's about 103 MB of (completely) new data to download, them AK's are heavy :)
You sure it's actually stalled?

TimRiceSE
Feb 22 2010, 17:18
I had the same problem, manzilla. Just ran it again and it went through no problem.

Manzilla
Feb 22 2010, 17:33
There's about 103 MB of (completely) new data to download, them AK's are heavy :)
You sure it's actually stalled?

Yes it stalled 4 times. Completely stopped and wouldn't start up again. It's all good though I got it updated. Just like TimRiceSE, running it again worked. Except for me I had to do it 3 more times. I'm thinking it's everyone sh^&in' bricks cause those RH AKs made it in. I already changed my underwear 3 times and counting.

Cross
Feb 22 2010, 17:34
Same issue here...
Locking up in the middle of download..
Had to restart 3 times now.
Hope it updates properly.

Sickboy
Feb 22 2010, 17:38
We actually had to apply some more small fixes. ACE bumped to build 284 :)

Cross
Feb 22 2010, 17:39
u mean 284

Manzilla
Feb 22 2010, 17:46
We actually had to apply some more small fixes. ACE bumped to build 284 :)

Oh my god does that mean this in v1.0?! Huh? Huh? When's the release? Huh? Huh? ;)

I'm just having a bit o' fun, my apologies. Please don't actually answer that anyone. :bounce3:

Just a heads up, the quick hotfix updated just fine, no slow downs or stalls. Matter of fact it was f*&^*n' cooking.

Thanks for the update(s) fellas! It's always greatly appreciated!

tobmic
Feb 22 2010, 17:47
can anyone give me the class lists for all the new weapons in the update ?

Das Attorney
Feb 22 2010, 17:53
Just a heads up, the quick hotfix updated just fine, no slow downs or stalls. Matter of fact it was f*&^*n' cooking.

Thanks for the update(s) fellas! It's always greatly appreciated!

Re: Stalls, They happen from time to time when I've been updating ACE, different versions etc - it's actually doing it now in the background as I'm typing. It's not usually a problem, normally I'll go for a cigarette and it's moving again by the time I've got back. I haven't had to restart the installer so far, but I'll keep tabs on it though.

Cheers to all at ACE once again. I kind of forgot that I was using ACE recently (as I was so accustomed to it). I soon noticed the difference when I accidentally booted up vanilla A2! :)

Amazing stuff :)

Alex72
Feb 22 2010, 17:56
can anyone give me the class lists for all the new weapons in the update ?
Probably not done yet. Why dont you use Cyborgs classname fetcher? http://www.armaholic.com/page.php?id=8481

That way you dont have to sit and wait for someone to write the list.

Leogecko27
Feb 22 2010, 18:03
hey wheres AN-94 my favourite weapon not included?

Very bad........

G-Man-853
Feb 22 2010, 18:08
United Global Armed Force [UGAF] @<hidden> Server & Yoma Addon Sync Repository updated to b.284

Auto config url:
http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z


For a guide and info to use YOMA's addon sync to join our server follow this link: http://www.ugaf.co.uk/forum/viewthread.php?thread_id=134&pid=591#post_591

Isola
Feb 22 2010, 18:10
EDIT:

Well it worked but the update, especially ACEX, was acting iffy. Had to restart a 4 times. Just wanted to let people know to beware. It's all good, just a bit slow today.

Hopefully nobody else runs into the same slow downs/stalls as I did.

Good luck.
me too but at least 10 times.

DragonBaron
Feb 22 2010, 18:15
Thanks for the Update!


One question:

@<hidden>/store/userconfig folder is empty. Do we have to use the files in userconfig.tar? (You can find userconfig.tar in the folder @<hidden>/store.)

Kroky
Feb 22 2010, 18:22
743MB on this update??

I have been on 272 before. Is this update so heavy??

TimRiceSE
Feb 22 2010, 18:23
Thanks for the Update!


One question:

@<hidden>/store/userconfig folder is empty. Do we have to use the files in userconfig.tar? (You can find userconfig.tar in the folder @<hidden>/store.)

yes

dot dot dot.

Sickboy
Feb 22 2010, 18:26
@<hidden>: Could happen when there's a failure. Might wanna reboot PC and try again if it keeps up.


743MB on this update??

I have been on 272 before. Is this update so heavy??

Most of the addons have changed.
On the Six Updater there was about 10 MB changes in ACE, and 103 MB changes in ACEX (So heavy due to the new weapons)

Smurf
Feb 22 2010, 18:26
ACEX seems to be updating for the third time here in a row.....

Strange.

Cross
Feb 22 2010, 18:27
Kellys Heroes ACE Servers & YAS Repository updated to b.284

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.