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Himmelsfeuer
Dec 30 2009, 02:12
Again the question, whats wrong with the ACE Nightgoogles?
Its like in Vanilla now and i cant change brightness with screen up or down?:confused:
thanks.......
What happened with the NightVision Stuff last Update?
I got the normal NV again and cant chance brightness, did i missed something?
Same for me.
Page up and Page down does nothing for me, NVG sight turns black by starlight, and any other source of light too.
Just curious, why are you not supporting YAS? I'm sure people will adapt if you don't, but it seems like it would be easier to support it.
Why should they?? SB developed an updater using rsync to be used for ACE.
On the other hand, community provides alternative distribution/update methods, such as downloads or YAS repositories.
You can use YAS to update your ACE by using Kellys or Zeus ACE repository. :)
Hbomber110
Dec 30 2009, 04:13
I turned out for me that the Six one didnt work (worked until beta II) and Yoma's one worked so... That might be your why.
Hroudlan
Dec 30 2009, 05:13
Bare with me as I am a total noob at this kind of stuff. I'm trying to install this mod with the Lazy method of this site. http://dev-heaven.net/wiki/ace-mod2/Lazy
I downloaded and installed six updater suite. When I save as the Vanilla file I cannot find the Six-Updater application-data folder. When I look into my program files I find the folder Six-Updarer and inside it there are folders named db and tools. I've done a quick look in them but cannot find the Six- Updater application-data folder.
Anyone out there want to save this poor soul?
First off thank you ACE team for yet another update. :)
Secondly i think the AI is being updated to work better, and that is very nice. However i noticing more lag than before with the latest versions. To the point that my horrible AMD X2 6000+ cant take just a couple of squads anymore. Same missions with earlier ACE versions or ARMA2 standard doesnt lag them much at all, but with the later versions of ACE it lags noticeable more. More sway plus more lag has made it harder to play and enjoy.
Wondering if ACE could have like ECS where there was an option for the AI enhancement. Turning it off or add some enhancement or set it to ECS best AI enhancement. Would that be something that could be done? I hate to even ask such a question after all youve done... But its a sad fact that with better AI comes more CPU usage, and some people will not be able to enjoy the mod thanks to that. I just thaught i ask if it was a possibility to make that optional somehow.
When i can get rid of this crappy pc - i will. :(
Dogmeat of Finland
Dec 30 2009, 06:39
Are you guys still using the Zeus AI Combat skills mod (ACE version) and does it work properly with the latest AI changes? I'd like the AI to be as good as possible but at the same time to get rid of the extra addons.
I hope the lag issues get fixed. I haven't been able to test the latest version yet but Arma 2 is already heavy enough without extra lag :D
Sickboy
Dec 30 2009, 08:54
I hope the lag issues get fixed. I haven't been able to test the latest version yet but Arma 2 is already heavy enough without extra lag :D
They wont get fixed until you actually make it happen! http://dev-heaven.net/wiki/ace-mod2/Bugz
Besides, we have never used Zeus AI, they use our code base.
I turned out for me that the Six one didnt work (worked until beta II) and Yoma's one worked so... That might be your why.It turns out that it's much easier to complain and switch to other software, than to simply report the bugs so they can get fixed.
http://dev-heaven.net/wiki/six-arma-updater/Bugz
That might be your why.
Anyway, Fixed the issue after installing German and Czech Windows versions to figure out what the mup's going on there.
http://dev-heaven.net/projects/list_files/six-arma-updater
---------- Post added at 10:54 ---------- Previous post was at 10:53 ----------
Problems with keys ALREADY ANSWERED
Thanks Raggis. Tickets; always a great idea :)
As to keys not working, there has been some minor low-level changes to CBA and ACE to allow for some workarounds and fixes.
If you have updated ACE, but not CBA, that is most likely the problem. (Latest CBA is available on Six Updater, and soon also as true release)
Re server crashes:
We have mostly reports about increased stability, even up to 100%.
Generally, make sure all the required mods are up2date, Six Updater and Addonsync servers provide this.
Signature checking is a great ally against server crashes, especially now that there's some older ACE versions out there that cause problems. (Don't forget Battle Eye either).
Also, with 1.05's changes, you might simply be running (or allowing) mods that need updating too (arma2.rpt is your friend).
About other problems; reports without arma2.rpt's, details, and possibly repro steps are impossible to resolve, please, setup tickets with the required details (http://dev-heaven.net/wiki/ace-mod2/Bugz), and we should be able to actually trace and determine and possibly resolve or workaround the issues.
Narcosis
Dec 30 2009, 09:28
Hi,
I am locked out the six updater website with a message informing me "Sorry, i am not allowed to log into the site until your registration has been confirmed". This is ongoing two weeks today.
Tried contacting you via GUI web page but it says, i cant i dont have permission.
Can you delete any acccount i have set up so i can start again please, i think when i set up i did some thing wrong.
jasonnoguchi
Dec 30 2009, 12:24
Sickboy, I am sorry for bringing this to your attention again but updating CBA and ACE to the latest version using SIX-updater does not get rid of the missing keys problem, at least not for me. I double checked my CBA (39) and ACE version (202) and my six-updater confirms the version to be the same as published on the ACE news site at http://dev-heaven.net/projects/ace-mod2/news . Is this something we wait for the next update to be fixed or is there something we need to do on our end please?
Sickboy
Dec 30 2009, 12:28
Keys are tested and verified working on our end. If you have issues, waiting for next version is not recommended.
http://dev-heaven.net/wiki/ace-mod2/Bugz
(Latest issue with keys, user related (http://dev-heaven.net/issues/show/7552#change-33344))
That counts for everyone. Have an issue ? Setup a ticket with the requested info.
And if the problems are indeed found to be ACE related, you'd be surprised how fast it is fixed.
Archamedes
Dec 30 2009, 12:51
We believe that certain features of ace does not work with an addon called Desert Mercs & Black ops http://www.armaholic.com/page.php?id=6471 This addon is required for a couple of ACE campaigns/sp missions and the problem seems to be that any headgear such as masks, glasses, earplugs etc... do not show up in the action menu. The Hunt IR, CS gas grenades, chemlights also do not show up in the action menu. Is this something you ACE guys can fix or would the modder who made the mercs have to do something in order to make them compatible?
Sickboy
Dec 30 2009, 12:53
http://dev-heaven.net/wiki/ace-mod2/Bugz and we can take a look.
STALKERGB
Dec 30 2009, 13:03
@<hidden>, sory if i'm being a spaz in asking this, it may have been answered before but with the backpacks, is there a way of animating them so that they dont clip a soldiers body in the way they do atm? hope you get what I mean, if not I'll post a pic,
TheRedRibbon
Dec 30 2009, 13:23
First of all I want to thank you all for this outstanding mod, it's a lot of fun to play.
In the F.A.Q. (http://community.bistudio.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_reenable_crosshairs.3F) is explained how to re-enable the crosshairs. I have 2 questions on this subject:
Will I be able to join all the ACE-servers by doing so?
Will I have to change it back after every update?
Himmelsfeuer
Dec 30 2009, 13:40
@<hidden>
Can you please tell me what happened with the NV Goggles?
They are back to vanilla, cant change brightness with page up/down and the
vanilla brightness sucks......
[third time i ask...please just tell if its a bug or you changed it] thanks.
Sickboy
Dec 30 2009, 13:44
@<hidden>
Can you please tell me what happened with the NV Goggles?
They are back to vanilla, cant change brightness with page up/down and the
vanilla brightness sucks......
[third time i ask...please just tell if its a bug or you changed it] thanks.
http://dev-heaven.net/wiki/ace-mod2/Bugz
would be nice if AI could stop wasting their bullets on armored vehicules instead of infantry
Signature checking is not an option for our server, pre 202 no server Crashes at all, today we have had five. Ticket time :confused:
Archamedes
Dec 30 2009, 15:21
would be nice if AI could stop wasting their bullets on armored vehicules instead of infantry
Dont you mean you would rather they fired at infantry instead of armoured vehicles
Signature checking is not an option for our server, pre 202 no server Crashes at all, today we have had five. Ticket time :confused:
Hum? Why no sig check??
Evil_Echo
Dec 30 2009, 15:57
Signature checking is not an option for our server, pre 202 no server Crashes at all, today we have had five. Ticket time :confused:
Sig checking is STRONGLY recommended for any ACE public server. If you don't do that then bad things are certain to happen....
http://www.aionsource.com/forum/signaturepics/sigpic50972_1.gif
We or any other mod maker cannot promise reliability if a server allows for mis-matches and hacks.
[=SFLR=]DK
Dec 30 2009, 15:58
ok i have 2 idears to add to ace mod but idk where to post them, is it here or on dev-heaven.net?
Hum? Why no sig check??
I dont think any Aussie public server has had to resort to Sig check due to the lack of retards and destructive types seen elsewhere. So if we are forced to use sig check when players utlise side addons to accompany ACE our community has a problem.
Those same Addons with pre 202 never crashed our server. Keep up the great work :)
Sig checking is STRONGLY recommended for any ACE public server. If you don't do that then bad things are certain to happen....
Those bad things (Server crashes) have just started to happen with the latest release, ACE up intill the latest has been great.
Ludovico Technique
Dec 30 2009, 16:01
Is the ability to arrest people or search and disarm them in yet? I've found I'm able to heal enemy troops and disarm them while they are bleeding and screaming, but I'm not seeing any definite signs of anything working with regards to the arrest mode. It certainly didn't stop friendly AI from blasting the wounded men. :eek:
Dont you mean you would rather they fired at infantry instead of armoured vehicles
yes :)
SilverBlue
Dec 30 2009, 16:30
Hi,
I am locked out the six updater website with a message informing me "Sorry, i am not allowed to log into the site until your registration has been confirmed". This is ongoing two weeks today.
Tried contacting you via GUI web page but it says, i cant i dont have permission.
Can you delete any acccount i have set up so i can start again please, i think when i set up i did some thing wrong.
Which website?
This one = http://dev-heaven.net/projects/list_files/six-arma-updater
OR
This one = http://localhost:16333/main
Registration is not required on either of them.
I dont think any Aussie public server has had to resort to Sig check due to the lack of retards and destructive types seen elsewhere. So if we are forced to use sig check when players utlise side addons to accompany ACE our community has a problem.
Those same Addons with pre 202 never crashed our server. Keep up the great work :)
Those bad things (Server crashes) have just started to happen with the latest release, ACE up intill the latest has been great.
Wouldn't it be easier to allow the keys of those client side addons on the server in the first place?
Running 2 different ACE versions, or 2 diff CBA vers will most likely result in a server crash
Version 203 and 163 not announced? Im already up-to date ;) :D
Sickboy
Dec 30 2009, 16:59
A.C.E. Beta 2, Update #3 Released! (Rsync mirrors in sync and awaiting your requests)
Release Notes (http://dev-heaven.net/news/show/270)
Enjoy!
Bug Reports, Feedback, Issues, .... (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Nemesis_wales
Dec 30 2009, 17:09
sickboy.... do u know where i can get a link to download the Rsync folders? trying to walk some 1 thru the process but the only link available on armoholic is from file planet and its very slow
22ndAndy
Dec 30 2009, 17:10
now go and fly like an eagle and seek the answers to your questions by reading the whole thread.....
You don't need to be like that. I ain't got time to read the whole thread, nor do i have time to check this forum every 2 seconds.
Zion147
Dec 30 2009, 17:11
Hey every one who has anything common to A.C.E mod making, i'm on 80% pleased to use this mod to play with and all that, but one thing i'd really see, is that RCO scope which was used in ArmA1... i am talking about the one which has iron sights on top of the scope itself... so far, with all the upcoming patches for ACE i only see a replacement of it with ACOG, which does not have iron sights, also, think in ACE1 was animated sights for sub grenade launcher for rifles... m203 or something, when u turn to grenade launcher... but that's only two things i would really love to see once again, if i post that comment not at a right place or anything, let me know ok? thanks... cheers.
in the changlog is mentioned about the fastrope function is that singleplayer or now multiplayer
in the changlog is mentioned about the fastrope function is that singleplayer or now multiplayer
It's for both. Only a small restriction, the pilot has to be a human player in the current implementation.
Primary goal is to get it working 100% for MP.
Xeno
=(+)=TheVoodoo
Dec 30 2009, 17:24
Are there any plans replacing the vanilla javelin with a reworked one that has HUD & realistic optics?
Kellys ACE Server & YAS Repository Updated to b.203
Subscribe to -> http://www.kellys-heroes.eu/forum/rss.php
Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)
YAS users: Do not forget to remove extra files through YAS.
Happy New Year !!
BearBison
Dec 30 2009, 17:42
sickboy.... do u know where i can get a link to download the Rsync folders? trying to walk some 1 thru the process but the only link available on armoholic is from file planet and its very slow
@<hidden>
You could try the links from our forums (http://www.rustyinplaces.org/forum/viewtopic.php?f=252&t=16063) which also include a guide on how to use the tool from the console version.
how do you use the fastroping module the wiki does not mention how to make it work
thanks
hi, im using the latest version of ace and i have a problem where sometimes my guns sound will just dissapear and i will get no noise when i shoot, i can hear everything else around me including my squad mates/enemies gun shots, just not mine.
it seems to happen randomly, for example at the start of the mission i could hear my gun fine but then it suddenly seemed to stop making any noise mid way through the mission.
does anyone else have this problem ?
luckyhendrix
Dec 30 2009, 18:49
how do you use the fastroping module the wiki does not mention how to make it work
thanks
simply put it on map then jump in a helo as pilot , you must be stopped at less than 40 meter s altitude.
=(+)=TheVoodoo
Are there any plans replacing the vanilla javelin with a reworked one that has HUD & realistic optics?
Yes , vigilante is doing a realistic Javelin for ACE : WIP can be seen here : http://www.youtube.com/watch?v=qRatFycVmXE
hi, im using the latest version of ace and i have a problem where sometimes my guns sound will just dissapear and i will get no noise when i shoot, i can hear everything else around me including my squad mates/enemies gun shots, just not mine.
it seems to happen randomly, for example at the start of the mission i could hear my gun fine but then it suddenly seemed to stop making any noise mid way through the mission.
does anyone else have this problem ?
Same, but it doesn't happen for User made weapons like the PLA and P:UKF.
Since updating an hour ago i've been unable to run my game with ACE and CBA - I hit the main menu then get a CTD. The message I get is
include file ca\editor\data\scripts\dikcodes.h not found
Previous versions of ACE ran perfectly well, it's just tonights update thats changed things. Running vanilla ArmA works.
Dont know what magic you guys did with the latest version but its smooth as silk again. :) Thank you very much ACE team.
How the earplugs work is also a big step forward. Splendid work.
Himmelsfeuer
Dec 30 2009, 20:02
I wanted to create a campaign with ACE and stuff.Sadly in SP its unplayeble.
In SP you need the Chatter enabled for atmosphere, but the amount of spam is ridicoulis.Your team is spamming "Cover, Go,Il Cover" EVERY secound.
I tested it with 1.5 vanilla, no problems. I know DevHeaven is the place to post this, i just wanted to mention it here too, cause it makes SP unplayeble.
Also its sad that ACEX only[if you want the Weapons and stuff] is not working without ACE.
Damn i have not played this for a while and i am still on the old version (beta 1)
Will the sixupdater automagically update me to the current beta 2, or do i need to uninstall everything and reinstall a new sixupdater?
SilverBlue
Dec 30 2009, 20:31
It will update it all. You might have to synchronize it before you can download the new bits that you are missing.
Edit: Bits like @<hidden> and @<hidden>
I already had the SM part added, the PLA part i did not, updating/installing it now (i think? i still hate this bloody updater)
---------- Post added at 09:41 PM ---------- Previous post was at 09:40 PM ----------
This may take some time LOL!
---------- Post added at 09:58 PM ---------- Previous post was at 09:41 PM ----------
It keeps telling me that it is set to skip the updates :/
Sneaker-78-
Dec 30 2009, 20:59
The rope stuff works great in domnation !! great work guys !!
lynxwolf
Dec 30 2009, 21:08
how do i enable fastrope on my mission i placed the module but it still dont work
^^ Go to 20m and you get the option for fast roping.
I had a CTD while testing the fast roping in MP. Set it up myself and had 1 AI (mate was coming later). Drop one rope and it worked well. Released it and then drop another one. I was trying to correct the heli as i drifted a bit and CTD.
However ive seen this CTD with 1.05 several times so i have no idea if it was the actual ropes.
pravania
Dec 30 2009, 21:27
Could some 1 please help me with how to add mags or rifles into the Ace rucksack in the character config? so that the unit with spawn with the rucksack on with ammo and other stuff already in it ?
Hroudlan
Dec 30 2009, 21:39
bare with me as i am a total noob at this kind of stuff. I'm trying to install this mod with the lazy method of this site. http://dev-heaven.net/wiki/ace-mod2/lazy
i downloaded and installed six updater suite. When i save as the vanilla file i cannot find the six-updater application-data folder. When i look into my program files i find the folder six-updarer and inside it there are folders named db and tools. I've done a quick look in them but cannot find the six- updater application-data folder.
Anyone out there want to save this poor soul?
bump!?
Sickboy
Dec 30 2009, 21:44
bump!?
Added to the Lazy Guide:
* Launch the "Six Updater - Console" at least once, it will complain about missing config file, remember the path it notes, then close the window
** Normally this is a subfolder of the user's Application Data (AppData) folder. If there's a problem however, it will revert back to the Program Files location.
Place the six-updater.yml file in the location mentioned when running Console.
lynxwolf
Dec 30 2009, 21:52
^^ Go to 20m and you get the option for fast roping.
I had a CTD while testing the fast roping in MP. Set it up myself and had 1 AI (mate was coming later). Drop one rope and it worked well. Released it and then drop another one. I was trying to correct the heli as i drifted a bit and CTD.
However ive seen this CTD with 1.05 several times so i have no idea if it was the actual ropes.
ok but do i just put the fastrope module somewhere on the map and that is it or what?:yay:
ok but do i just put the fastrope module somewhere on the map and that is it or what?:yay:
place chopper and module and synchronize the chopper and the module.
Hroudlan
Dec 30 2009, 22:10
Added to the Lazy Guide:
Place the six-updater.yml file in the location mentioned when running Console.
I ran it last night and it did a whole lot of stuff but I didn't pay to much attention to it. When I run it now it just does this.
"Updating installed gems
Nothing to update
Cleaning up installed gems...
Clean Up Complete
This program needs to remain running during updater operations
Starting the web client...please be patient
=> Booting Mongrel
=> Rails 2.3.5 application starting on http://127.0.0.1:16333
=> Call with -d to detach
=> Ctrl-C to shutdown server"
I didnt have to synch the fast rope with the chopper though. Just place both. Fly to ~20m and hover properly (dont move too much). Then an option comes up for fast roping.
Tested some ACM mission again with a couple of spawned enemy squads and when the heat gets on im lagging tons with ACE. Feels like ECS AI enhancement all over again. I had 9FPS with ECS AI enhancement, but at least i could turn it off and enjoy the rest of the mod. This starting to be unplayable to me unfortunatelly. Wished the AI could also be a module to turn off/on. I really want it on, but if its more than a few squads im lagging so much its unplayable.
Sneaker-78-
Dec 30 2009, 22:14
place chopper and module and synchronize the chopper and the module.
erm no ?
i didn`t place a module and sync it ... just get a chopper and some men in the chopper get @<hidden> 20m and stay level and scrol to deploy roppes ...thats all
how exactly do the claymores work ?
i place one and them have an option "safety off (clacker 1)" so i click this assuming it turns the saftey off and nothing happens, the option is still there as is the detonate option. Is it not possible to have them automatically explode when an enemy walks over one or do you have to manually detonate them ? what does the "safety off (clacker 1)" option do or is it bugged ?
also can friendly ai trigger claymores by walking over them ? i assumed once you clicked the safety off option that they could trigger them but as i just said the safety off feature doesn't seem to work.
Any info would be great
how exactly do the claymores work ?
i place one and them have an option "safety off (clacker 1)"
Safety off is only for detonating them remotly i think. To make them go off by walking by you have to move in front and deploy trip wire. Then end trip wire where you want.
Now just leave it. DONT walk over the wire. :)
Sickboy
Dec 30 2009, 22:20
I ran it last night and it did a whole lot of stuff but I didn't pay to much attention to it. When I run it now it just does this.
"Updating installed gems
Nothing to update
Cleaning up installed gems...
Clean Up Complete
This program needs to remain running during updater operations
Starting the web client...please be patient
=> Booting Mongrel
=> Rails 2.3.5 application starting on http://127.0.0.1:16333
=> Call with -d to detach
=> Ctrl-C to shutdown server"
That's the GUI / webclient window (your browser should actually open the interface).
Please check the Lazy guide (http://dev-heaven.net/wiki/ace-mod2/Lazy) again for usage on "Six Updater - Console".
If you want to use the GUI/webclient instead, please check the documentation (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Installation).
Incase you have trouble, please create a ticket (http://dev-heaven.net/wiki/six-arma-updater/Bugz).
place chopper and module and synchronize the chopper and the module.
No, you don't need to sync anything.
The module does nothing currently.
Xeno
I would create a ticked to report the problems with NVG`s, adjusting the brightness is not working.
But, as you want have my real name for registration this is a no go for me.
Sickboy
Dec 30 2009, 22:28
I would create a ticked to report the problems with NVG`s, adjusting the brightness is not working.
But, as you want have my real name for registration this is a no go for me.
How about:
First Name: Mr
Last Name: Tea
? :yay:
Meatball0311
Dec 30 2009, 22:28
You don't need to be like that. I ain't got time to read the whole thread, nor do i have time to check this forum every 2 seconds.
So when do you have time to play ArmA2 then? Please dont give me that lame answer when you really know that I am correct and it is pure laziness on your part to even look... now go and fly away and pick your battles wisely.:bounce3:
Safety off is only for detonating them remotly i think. To make them go off by walking by you have to move in front and deploy trip wire. Then end trip wire where you want.
Now just leave it. DONT walk over the wire. :)
cheers for the quick response, how do i get and deploy a tripwire ? im looking in the ordance ammo crate and i can see a trip flare but no trip wire.
Tested some ACM mission again with a couple of spawned enemy squads and when the heat gets on im lagging tons with ACE.
Well, vanilla ArmA 2 AI allready eats much more performance with 1.05.
If you have a (today) low end CPU and graphics card you are screwed.
Xeno
How about:
First Name: Mr
Last Name: Tea
? :yay:
Haha.:)
It`s not needed anymore, the ACE Units working without problems. Other Units not, or at least not all.
Hroudlan
Dec 30 2009, 22:49
That's the GUI / webclient window (your browser should actually open the interface).
Please check the Lazy guide (http://dev-heaven.net/wiki/ace-mod2/Lazy) again for usage on "Six Updater - Console".
If you want to use the GUI/webclient instead, please check the documentation (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Installation).
Incase you have trouble, please create a ticket (http://dev-heaven.net/wiki/six-arma-updater/Bugz).
Nothing mentioned about a missing config file, but it seems to be installing a lot of .pbo files, should it being doing this?
Linelor
Dec 30 2009, 23:11
I just noticed something quite odd. Someone might check this and confirm it.
I was messing around on the Panthera map because I'm making a SEALs mission for it. Anyway, I noticed that the ACE silenced weapons would alert people who weren't in the same group.
I placed 4 men along a riverbank and about 20m between them. I was trying to see if you could use the silenced SPR to snipe someone and not alert a nearby enemy not looking at them.
Long story short I found that the AI would not recognize the ACE weapons as silenced. Even after a 1 shot clean kill on the rear most one they would shortly go on alert and shoot at me. I then found that I could use the standard ArmA 2 weapons and shoot all 4 of them with no alert what-so-ever.
Any thoughts on this? Because if it's a problem on my end I would like to fix it because the silenced SPR is something I want to use in the mission but it registers as being unsilenced.
And yes, I was using SD weapons and SD mags.
22ndAndy
Dec 30 2009, 23:27
So when do you have time to play ArmA2 then? Please dont give me that lame answer when you really know that I am correct and it is pure laziness on your part to even look... now go and fly away and pick your battles wisely.:bounce3:
Considering I only play ArmA2 for about an hour a day, I'd say I have very little time.
Your just another one of those people that give forums bad reputations.
And whats with the ''now go and fly away and pick your battles wisely''?
Honoustly I think you should jog on. Smartass.
EDIT: Removed ^
jhoson14
Dec 30 2009, 23:35
Considering I only play ArmA2 for about an hour a day, I'd say I have very little time.
Your just another one of those people that give forums bad reputations.
And whats with the ''now go and fly away and pick your battles wisely''?
Honoustly I think you should go fuck off. Smartass.
Saying to people F** off give bad reputation in forums too.
If you dont whant to blackout, wy didnt you just pick a veihicle and move?
22ndAndy
Dec 30 2009, 23:42
Saying to people F** off give bad reputation in forums too.
If you dont whant to blackout, wy didnt you just pick a veihicle and move?
Did i say anything about blacking out?
I asked what version my game should say in the bottom corner.
Looks like someone else was too ''lazy'' to research before posting.
Hroudlan
Dec 30 2009, 23:53
Got it working, thanks Sickboy for bareing with my noobness.
Mavericko
Dec 31 2009, 00:19
Hey, a question, when I use "Six Updater - GUI" to install Ace 2 beta, it says on the site "Dont use atm" is that just because it's a beta or is it something wrong with it?
I just noticed something quite odd. Someone might check this and confirm it.
I was messing around on the Panthera map because I'm making a SEALs mission for it. Anyway, I noticed that the ACE silenced weapons would alert people who weren't in the same group.
I placed 4 men along a riverbank and about 20m between them. I was trying to see if you could use the silenced SPR to snipe someone and not alert a nearby enemy not looking at them.
Long story short I found that the AI would not recognize the ACE weapons as silenced. Even after a 1 shot clean kill on the rear most one they would shortly go on alert and shoot at me. I then found that I could use the standard ArmA 2 weapons and shoot all 4 of them with no alert what-so-ever.
Any thoughts on this? Because if it's a problem on my end I would like to fix it because the silenced SPR is something I want to use in the mission but it registers as being unsilenced.
And yes, I was using SD weapons and SD mags.
MK12 SPR uses normally Supersonic Bullets, so enemy can notice a bulletcrack, also the SPR is in RL not 100% Super-Silent, i think a few meters away you would be able to hear it clearly out of which direction the shot came.
Dunno if thats enough or if tis really a issue to look into? :D
Meatball0311
Dec 31 2009, 03:11
Considering I only play ArmA2 for about an hour a day, I'd say I have very little time.
Your just another one of those people that give forums bad reputations.
And whats with the ''now go and fly away and pick your battles wisely''?
Honoustly I think you should jog on. Smartass.
EDIT: Removed ^
Confucius says "Before you embark on a journey of revenge, dig two graves"
How did I give the forum a bad reputation? I showed you where you could find your original answer, and gave you some good advice of taking a little time out of your so called busy day and read what is transpiring in this thread. I am not going to continue to argue with you, as you are the one who is giving forums a bad reputation by just coming into the middle of it and asking a question that you could have easily found for yourself.
Now go in peace and learn from your mistakes, as Confucius says "Study the past if you would define the future." or maybe this one "When anger rises, think of the consequences." :yay:
jasonnoguchi
Dec 31 2009, 03:18
I just noticed something quite odd. Someone might check this and confirm it.
I was messing around on the Panthera map because I'm making a SEALs mission for it. Anyway, I noticed that the ACE silenced weapons would alert people who weren't in the same group.
I placed 4 men along a riverbank and about 20m between them. I was trying to see if you could use the silenced SPR to snipe someone and not alert a nearby enemy not looking at them.
Long story short I found that the AI would not recognize the ACE weapons as silenced. Even after a 1 shot clean kill on the rear most one they would shortly go on alert and shoot at me. I then found that I could use the standard ArmA 2 weapons and shoot all 4 of them with no alert what-so-ever.
Any thoughts on this? Because if it's a problem on my end I would like to fix it because the silenced SPR is something I want to use in the mission but it registers as being unsilenced.
And yes, I was using SD weapons and SD mags.
What was your distance from the AI then with the SPR? I tried the SPR with the special SPR SD mag at a bunch of guys about 200m away and then they dropped one by one looking around aimlessly as to where I might be. Quite realistic actually.
AceOfSpades
Dec 31 2009, 03:35
was doing normal update, got all the regular messages displayed except at the very end for each of the mods it said...
= @<hidden>(modname)
playing log....
CLEANUP Action unimplimented atm, please pick a different action
After doing that for each mod it then gave the normal created shortcut message and ended.
Is there something that I need to change settings wise thru the client or dont worry about it??
hey excellent excellent excellent mod..im downloading now...will this mod allow things like Project Aus, Irish Defence force mod and the Bundeswehr mod?? these are all mods i want to keep but im not sure if they will work..wat would be issues with mods? Oh and ill probably sound like a bit of an idiot but will helicopter addons and weapons addons be problematic? To cut it short...guess im asking, wat sort of mods are the ones with compatability issues? thanks
Requiem007
Dec 31 2009, 06:45
hey excellent excellent excellent mod..im downloading now...will this mod allow things like Project Aus, Irish Defence force mod and the Bundeswehr mod?? these are all mods i want to keep but im not sure if they will work..wat would be issues with mods? Oh and ill probably sound like a bit of an idiot but will helicopter addons and weapons addons be problematic? To cut it short...guess im asking, wat sort of mods are the ones with compatability issues? thanks
This is not official word but,
the mods you have listed such as IDF, Project Aus, and unit addons such as helicopters should all be fine. Only mods that might affect ACE's performance is some sort of AI editing mod.
Ok whenever I attempt to start the web client (Via six updater and manually), every time it opens up the browser I get this error:
Failed to Connect
Firefox can't establish a connection to the server at localhost:16333.
Though the site seems valid, the browser was unable to establish a connection.
* Could the site be temporarily unavailable? Try again later.
* Are you unable to browse other sites? Check the computer's network connection.
* Is your computer or network protected by a firewall or proxy? Incorrect settings can interfere with Web browsing.
I've had this same error since the 13th. Ive tried it through firefox and internet explorer, and im pretty sure my connection is fine. Thanks for help.
Sickboy
Dec 31 2009, 07:44
http://dev-heaven.net/wiki/six-arma-updater/Bugz
dev heaven site crashed ?
Sickboy
Dec 31 2009, 08:14
dev heaven site crashed ?Nah, seems IE (maybe FF too) had an issue rendering. Chrome was displaying it fine. Fixed.
Murklor
Dec 31 2009, 08:20
Question before I would log it as a bug:
Is the SMAW special ammo supposed to alert enemies? I fired off 2 of them against a ZSU truck at the very lowest of the scope, hence why it was hard to aim. The first one it didnt react to (fell short), the second flare hit the truck on the side. And it nailed me with the gun in 0.5 seconds.
Mosku_FIN
Dec 31 2009, 08:44
Question before I would log it as a bug:
Is the SMAW special ammo supposed to alert enemies? I fired off 2 of them against a ZSU truck at the very lowest of the scope, hence why it was hard to aim. The first one it didnt react to (fell short), the second flare hit the truck on the side. And it nailed me with the gun in 0.5 seconds.
Don't fire special round straight towards enemy. Aim like 2 meters away and when you find your aim, shoot smaw to target. Enemy will be alerted if you hit tank with Smaw tracer.
Mandrake5
Dec 31 2009, 08:47
the second flare hit the truck on the side. And it nailed me with the gun in 0.5 seconds.
Mosku_FIN;1530605]Don't fire special round straight towards enemy. Aim like 2 meters away and when you find your aim, shoot smaw to target. Enemy will be alerted if you hit tank with Smaw tracer.
heheh yep, remember tracers work both ways :D
Mark XIII
Dec 31 2009, 09:38
Just wanted to say...
Top notch work all round guys, you really have outperformed yourselves this time round. The whole ACE experience is better, from downloading & installing to running and playing I've never had an issue with any patches or the installer.
So thankyou guys, you've given us hours of fun for free with plenty more to come..
ACE2 FTW!!!
BlackSheep
Dec 31 2009, 10:26
Just wanted to say...
Top notch work all round guys, you really have outperformed yourselves this time round. The whole ACE experience is better, from downloading & installing to running and playing I've never had an issue with any patches or the installer.
So thankyou guys, you've given us hours of fun for free with plenty more to come..
ACE2 FTW!!!
dito
Unbelievable how much time and effort you've put into this mod, thanks to everyone involved in this modification! Outstanding work! :slayer:
Thanks and a happy new year from the =FoW= (http://www.forces-of-war-hq.de/) community
Oncogene_01
Dec 31 2009, 10:35
Hi I hope some one can help me. I can't install ace beta 2
I was running ace beta 1, via the console - lazy method and also with the gui.
I get back from holidays and reinstall six updater 0.47. Now i can't update ace through the console or gui as my arma 2 directory dosen't exist.
I have tried to follow the directions in the faq.
I am running window 7 home premium and the english steam version of arma2. patched to 1.05
I do not have a "main" key in HKLM registry in the wow64.
i have tried the path directory in the gui as
D:/games/Steam/SteamApps/common/arma 2/
and with "\"
both do not work. i have uninstalled. reinstalled no change
I have been on holidays for 5 days and can't get it to work
please help my and my holidays
Dean
EDIT : for some unknown and bizare reason it now decides to update. I have no idea. saved. execute over and over and it eventually "stuck"
am going to test tommorow but good work to everyone on the ace team
After testing fast roping all night yesterday i can report that to us it worked flawlessly throughout the night. :)
After testing fast roping all night yesterday i can report that to us it worked flawlessly throughout the night. :)
Great !!!!
Thank you for the report :)
Xeno
same here fastroping works great in mp
Tonci87
Dec 31 2009, 13:48
Tested fastropin in singleplayer, works great if you are the pilot. The only thing wrong is thatit behaves and looks like a giant stick or something like that^^
[DirTyDeeDs]-Ziggy-
Dec 31 2009, 14:21
I wish it made this sound when using fastrope...
http://www.trekkieguy.com/soundfx/trans01.wav
:D
Whisky_Delta
Dec 31 2009, 14:34
Hello
Been looking at the ACE features videos on you tube, and in conjunction with the new 1.05 patch release i am eager to get back to ARMA2.
One question though and i am sorry of this is a dumb one, but are all of the new features, like deploying weapons, Kestrel equipment etc all available through playing the single player campaign?
I am not a ARMA 2 online fan but will i get the benefit of ACE on the single player campaign?
Keep up the good work, the mod looks fantastic.
Regards
Whisky
I'm also quite new to ARMA in overall.
I found ACE one of the best addition. however I'm missing a clue of daily package updating. Looks like updates are released with 2 days period. IMO it is impossible to make all servers/players up-to-date.
Is there any reason for this? Wouldn't be better to make updates for example once a month?
Another thing is, that Sixth updater doesn't show version available to download. There is full version vanila (which we know it is still beta). then there are 2 betas with suggestion to not download. I'm sure it is ambiguous for people.
Best regards.
Sickboy
Dec 31 2009, 15:10
@<hidden>, answers to your questions:
A.C.E. Beta Release Notes (http://forums.bistudio.com/showthread.php?t=92466) (First post)
The Big picture (http://dev-heaven.net/news/show/237)
Updater wiki and documentation (http://dev-heaven.net/wiki/six-arma-updater)
Updater Portal - Latest Mods and Servers information and stats (http://updater.dev-heaven.net/main)
Suggestions and Bug / Issue reports (http://dev-heaven.net/wiki/six-arma-updater/Bugz)
You can read mod versions under Updater Gui: Configuration -> Mods.
And yes, we certainly can, and are, keeping servers and clients up2date and in sync :)
Murklor
Dec 31 2009, 15:20
ARGH!!! The latest update seem to have broken the earplugs (nice new icon when loosing hearing though). They just wont work for me, I even tried to spawn a machinegunner with the default earplugs and no go. Machinegunner is my primary class :(
Any devs know if there is an issue on it (considering the update is a day old now)? I couldnt see it in the bug tracker.
Sniperwolf572
Dec 31 2009, 15:30
ARGH!!! The latest update seem to have broken the earplugs (nice new icon when loosing hearing though). They just wont work for me, I even tried to spawn a machinegunner with the default earplugs and no go. Machinegunner is my primary class :(
Any devs know if there is an issue on it (considering the update is a day old now)? I couldnt see it in the bug tracker.
You have to activate the earplugs with the action menu now for them to work. Similar to headgear items.
How do i add other mods like Island Panthera with the six updater suite? I only know how to add & update the ACE parts.
Murklor
Dec 31 2009, 16:16
You have to activate the earplugs with the action menu now for them to work. Similar to headgear items.
oh? I dont remember having any extra actions, but i'll have a look.
Sickboy
Dec 31 2009, 16:28
How do i add other mods like Island Panthera with the six updater suite? I only know how to add & update the ACE parts.
Please check: Attaching-custom-mods-to-a-preset (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Attaching-custom-mods-to-a-preset)
Manzilla
Dec 31 2009, 16:42
oh? I dont remember having any extra actions, but i'll have a look.
I thought I had that problem as well but it's there. I swear there was a few times it didn't appear but I can't seem to reproduce it any more.
Please check: Attaching-custom-mods-to-a-preset (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Attaching-custom-mods-to-a-preset)
What about the mods that arent in that list? Theres just a few mods to choose between.
Tonci87
Dec 31 2009, 17:28
All you guys a Happy new Year. Have fun blowing shit up tonight^^
I get the warning line ".... files mis-matched" in @<hidden> and @<hidden> when I run the Six Updater. The update goes smoothly however and I seem to have no issues, so far, when playing.
Is this something I need to fix?
If so, how?
Once I had the Six Updater running (what a pain to install, glad I had help) it works very well. I recently re-built my PC and installed Win 7. I had to delete the @<hidden> folder and reinstall but that was the only issue after the Win7 upgrade.
Murklor
Dec 31 2009, 17:59
Ok, so someone on KH suggested to modify the user config to be able to use the earplugs. How does one do that? Can a dev confirm whether you're even supposed to?
I just joined the longest day mission on KH as an automatic rifleman (default earplugs, checked it) and I got no actions at all to choose from, picking up the AT4 netted me the AT4 to choose from but that's it. Firing shows the defeaning effect :(
snakedoctor34
Dec 31 2009, 18:04
please read FAQ.You must to enter your in game profile name to userconfig of ACe to be able to use goggles,masks,earplugs .etc.
http://community.bistudio.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_use_the_goggles_or_masks.3F
And there are two userconfig files be carefull about directory.
I thought I had that problem as well but it's there. I swear there was a few times it didn't appear but I can't seem to reproduce it any more.
Yes it does not work for me ether.
please read FAQ.You must to enter your in game profile name to userconfig of ACe to be able to use goggles,masks,earplugs .etc.
http://community.bistudio.com/wiki/Frequently_Asked_Questions_about_ACE2#How_do_I_use_the_goggles_or_masks.3F
And there are two userconfig files be carefull about directory.
Thats stupid design. Why not simply allow them to be used. Why shoud i have to edit a file before i start playing. And im playing with 2 profiles so that means i have to edit that stupid file a lot. for no reason.
snakedoctor34
Dec 31 2009, 18:49
WHy not beceuse game engine dont allow it i think.So Devs find this solution to make that stuff working in game.You know there isnt an such feature in vanilla arma right ? This stupid design makes it real.
Evil_Echo
Dec 31 2009, 18:51
Yes it does not work for me ether.
...
Thats stupid design. Why not simply allow them to be used. Why shoud i have to edit a file before i start playing. And im playing with 2 profiles so that means i have to edit that stupid file a lot. for no reason.
I take it that you are saying you can code up a better way to allow for goggle/mask changes and preserves the player's facial preferences, even in multiplayer mode? :butbut: That's superb!
I'm looking forward to seeing your code. Better hurry up though, we have a lot of users waiting for your improved method!
That configs can be edited with the notepad, nothing complicated involved.;)
Thats stupid design.
You have no right to call things, that people have created on their free time for free for the community just for better gameplay, stupid. If you think it is FUBAR then you can delete all the related files and go back to playing vanilla Arma.
I'm sure devs are intelligent enough to find a better way of doing it if it were possible :rolleyes: .
On the other hand if you have any bug reports, suggestion or tech expertise to help solve the issue or improve ACE2, please post it @<hidden> dev-heaven , in a civilized manner.
Tonci87
Dec 31 2009, 19:27
/sign that
Murklor
Dec 31 2009, 19:54
WHy not beceuse game engine dont allow it i think.So Devs find this solution to make that stuff working in game.You know there isnt an such feature in vanilla arma right ? This stupid design makes it real.
... except that earplugs where working just fine by just being placed in the inventory before.
Either way, I've changed the config and I'm off to try. Weird thing though, I had two config folders: "ACE" and "ACE_1261763849". The latter contained more under the player identity. Maybe it doubled the folders when I cleaned out the mod a while ago, never deleted the user config.
Edit: ah yes, now I cant equip it... And now machinegunning sucks. The earplug effect is irritating, annoying and WAY too much "realism" for my taste. I play machinegunner 90% of the time so obviosuly this change affect me alot. Now its either to play another setup or stop playing. Too bad, I've enjoyed ACE so much thus far :(
Tonci87
Dec 31 2009, 20:08
Or just pull the Earplugs out when you don´t need them?
guiltyspark
Dec 31 2009, 20:08
Hi i recently noticed you included a community mod by fromz into the Ace mod
Its excellent and i think that it would be amazing if you added optical snares FX mod into ace aswell
I know its not my place to decide or anything , but that mod on all ace servers would be a fantastic notch up on the immersion for me and im sure lots of other people!
Infact im sure there are alot of community mods that could fit in with ace too
Murklor
Dec 31 2009, 20:14
Or just pull the Earplugs out when you don´t need them?
I'd rather spend my time playing, not pulling out and plugging in earplugs every time I want to shoot - which is quite alot mind you. There is a limit to the "realism" I cant stand and this crosses it.
I guess I have to go with the other class route, I cant stand vanilla anymore either bleh. Some other poor schmuch can use the machineguns while I'll probably pick the beatifull silenced M4 shortdot, heh.
Sickboy
Dec 31 2009, 20:17
Hi i recently noticed you included a community mod by fromz into the Ace mod
Its excellent and i think that it would be amazing if you added optical snares FX mod into ace aswell
I know its not my place to decide or anything , but that mod on all ace servers would be a fantastic notch up on the immersion for me and im sure lots of other people!
Infact im sure there are alot of community mods that could fit in with ace too
If it fits the scope of ACE it is certainly welcome. (Altough expansions can go beyond the core/extras scope of course, like the PLA)
However, with the Updater Platform at our finger tips and alternative such means, it might suffice if the mods are simply added to the updater system.
If there's one thing that has become very popular in past years it is choice, modularity and configurability gives choices :)
So instead of integrating anything we can find, if mods are compatible (and this basically means XEH (Extended Eventhandlers) compatible),
it is IMO much better to give players / server owners the choice to use / require a certain mod / addon, as opposed to having it included by default.
With automated and managed means like the updater platform, I think we can even achieve it.
If downloading/installing/updating mods and thus getting in sync with everyone else, is as simple as pressing a button and counting to 30,
it is much less important to have large monolithic mods with everything integrated.
That doesn't mean everything has to be modular, as you can go insanely far in that, but at least it gives everyone more options.
Defunkt
Dec 31 2009, 20:37
Choice is good but getting everybody setup with the same addons can be a nightmare (however much improved with six-updater). This is where ACE is so strong in that it defines a standard which many (most) people can adhere to. Best mechanism for choice is to include as much as possible but make everything optional so a server-op can decide what they want used on their server but it still only requires clients have the one mod installed.
Sickboy
Dec 31 2009, 20:48
Choice is good but getting everybody setup with the same addons can be a nightmare (however much improved with six-updater). This is where ACE is so strong in that it defines a standard which many (most) people can adhere to. Best mechanism for choice is to include as much as possible but make everything optional so a server-op can decide what they want used on their server but it still only requires clients have the one mod installed.
Maybe in the future, when the system is more user friendly, more accepted, and used, with the apis opened up, I wouldn't see why it wouldn't work.
A server record already contains required mods attached, and it already is a simple process of selecting such server and hitting execute, getting you up2date/install all the required mods and even joining the server for you.
I'd say that's much better than including everything we can and optioning it all.
Certainly something not feasable up until Yoma / Six Updater, and looking at the planned features and a bright future... I believe we can achieve it actually.
Over at 6thsense we deploy it already with over 12 mods active, for maybe 100 users, and almost every week adding another required, or optional mod.
With users automatically receving the required mods attached to the server, and picking newly added soundmods for instance at their choice.
The portal site already supports "Authorized Mods", which represents the keys authorized on the server, so the client can actually see beforehand if a mod is actually allowed etc.
With systems like the ACE ServerConfig, where you can define which addons must be present on clients, while limiting the allowed addons with signature protection,
I'd say we have most if not all bases covered.
CrazyAce
Dec 31 2009, 21:37
What’s with the huge compass? Even on the map screen it’s too big.
ahmedjbh
Dec 31 2009, 22:43
^ im with you on that.
Its too big on map screen, obscures my view.
SilverBlue
Dec 31 2009, 23:44
So those of us who are blind can see the bearings on it. :D
Happy New Year folks.
NouberNou
Jan 1 2010, 00:00
Its to read the direction in milliradians (the outer numbers on the compass) which is used for a majority of direction finding in radio communications.
What about the mods that arent in that list? Theres just a few mods to choose between.
This got lost in all the talking. Anyone?
I'm a recent newbie to ACE having never played it in Arma 1 (although I was a veteran of WGL back in the day), so having just spent some time experimenting with it in Arma 2 I would like to say how amazed I am - it's really something special and a massive achievement for the dev team.
As always with a new starter I have a few quick thoughts/queries:
-I noticed that the main menu screen has no music and, after very briefly flashing up what looks like a man standing on a ship at night, the screen is totally black. Is this intentional?
-In the feature list in the Wiki there is mention of being able to build sandbag fortifications using Shift or Ctrl and the mousewheel. I tried this in game without any luck. Any chance of a bit more detail on how this item is operated?
-Love the way you can deploy a bipod/rest weapons on things. I noticed though that in many cases this doesn't really improve accuracy a great deal. For example with the M240 there doesn't seem to be any difference between firing from prone with or without the bipod deployed. In both cases the weapon is fairly steady and easy to aim. Nothing serious - just an observation.
Once again, many thanks for all your (considerable) efforts on this mod!
Enforcer1975
Jan 1 2010, 01:13
Its to read the direction in milliradians (the outer numbers on the compass) which is used for a majority of direction finding in radio communications.
90% of all players can't even read or understand the 360° scale... :confused:
90% of all players can't even read or understand the 360° scale... :confused:
Then it is about time to learn it :)
Xeno
NouberNou
Jan 1 2010, 01:29
90% of all players can't even read or understand the 360° scale... :confused:
They should get milliradians. Its the same thing, just more of them... :p
CrazyAce
Jan 1 2010, 01:40
If people can't see the milliradians, then hell its time to pick a different game. If people can't understand how to read the milliradians system, either learn or don't use it.
I can't stand how big the compass is and request it to be made either or, and what I mean by this is keep it small, but have the option to expand its size to what this mod has it set as when double clicked on while in map view. Now for the in game compass while in 1st or 3rd person view being so big really hinders my view of the battle, making me less combat efficient. At times I keep my compass on screen to find my bearings when I travel.
Enforcer1975
Jan 1 2010, 01:52
If people can't see the milliradians, then hell its time to pick a different game. If people can't understand how to read the milliradians system, either learn or don't use it.
I can't stand how big the compass is and request it to be made either or, and what I mean by this is keep it small, but have the option to expand its size to what this mod has it set as when double clicked on while in map view. Now for the in game compass while in 1st or 3rd person view being so big really hinders my view of the battle, making me less combat efficient. At times I keep my compass on screen to find my bearings when I travel.
You don't fight and shoot with the compass in the face...do you?? I'd like to see that in RL.
The problem with most players is. Most of them have never seen a compass before let alone read a map. Most players depend on the moving "GPS" symbols on the map, making them stupid.
If players ( at least on foot and none GPS map equiped vehicles ) had to fight a warfare with only a map without symbols and the milliradian compass they would be busy with not losing themselves than fighting.
I never had a problem finding a target in game, i could even tell someone where he was after making the person tell me what landmarks he can see and what bearing he should take to get to me.
When playing a cw i tend to tell degrees and distances with the name of the person or location i use as point of reference and not cardinal points because they are not accurate, which is really confusing to my mates although it's easier than "man, close to us, to the north". And the space we are using is not larger than 1km². How difficult can it get when playing a warfare on 225km² with strangers?? :D
CrazyAce
Jan 1 2010, 01:57
You don't fight and shoot with the compass in the face...do you?? I'd like to see that in RL.
Exactly my point, I don't understand why it needs to be so damn big and in my face...
Enforcer1975
Jan 1 2010, 02:05
Exactly my point, I don't understand why it needs to be so damn big and in my face...
Watch this two part video, just stumbled upon this. He has it in his face. You can't battle when reading a compass.
Using the USGI Compass (http://www.youtube.com/watch?v=SzCFqnzt1DU)
guiltyspark
Jan 1 2010, 02:45
Some things that seem to be missing
-AP mines cannot be placed in the editor (would be really cool for missions)
-Cant look down the sights of most mounted machine guns (m2,mk19 ect)
-the abrams doesnt have the m1028 canister round
I had an idea when playing with the yellow tinted shooting glasses. Why not make a black "sunglasses" version and a clear. Maybe make it so lenses can actually be changed in the field. The most common is the ESS ICE system, which I have myself for the range. I find I never use the yellow one, I'm constantly using the clear for indoor shooting and if I was outdoors I would use the black lenses.
Maybe make a few different standard military model sunglasses and goggles. Like you would see typically in the field.
CarlGustaffa
Jan 1 2010, 04:56
You can't battle when reading a compass.
And yet there are runners who can use compass, use the map, run and compete all at once? Hmm. Must be females since they can do several things at once :)
I have no issues with the size. Some like to take sighted readings just like in the video, even though ingame will show it fully unfolded. On the map you can doubleclick it to make it larger, if you want to place accurate markers.
NouberNou
Jan 1 2010, 04:58
Also regarding the compass on the map, just drag it off to the side... I mean... thats what you would do in real life.
Also with a lensatic compass you usually hold it up to your eye to sight an object and get a bearing on it. It doesn't look like that in the game obviously, but thats how it is really used in real life. You use the little window on the cover to sight and you look through the little magnifying lens to get the reading. Its a really smart system. Combine that with your map and a general knowledge of land navigation and you don't even need a GPS. I rarely if ever use my GPS just because its quicker to take a scan around me and know my location, pop open my map and go "hey there is this town, thats the tree line and I must be here. If I need a little more clarity I'll resection off of a couple known points and bam there I am.
jasonnoguchi
Jan 1 2010, 04:58
Suggestion: notice the small medical pouch most units have attached on their tactical vest? Could make one medical pouch like the ruck sack to fit the pistol magazine slot with slots for medical items only. :)
hey i have a problem with the ACEX_PLA. I can find no trace of PLA ingame...where are they supposed to be found?
This is what my target line looks like:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>"
Is this fine or does it need to be before ACEX or what?
SilverBlue
Jan 1 2010, 06:32
The PLA units are under "Independent" in the editor.
There seems to be a problem where you can't select grenades like the M85 or the Flashbangs. When you first kit out they are available but then they become unselectable.
spike4379
Jan 1 2010, 07:09
hey arma guys, im trying to instal ace2 mod (full about 500 something mb) and i installed Six-Updater, ran the Six-Updater gui.exe bring up command prompt, updates everything and gets to =>rails 2.3.5 application starting on http://127.0.0.1:1633
then its comes up with on the next line
ERROR:uninitialized constant six.
so could anybody help me out please?
http://www.yourfilehost.com/media.php?cat=image&file=1372Untitled.jpg
^^^^^^^^^^^^^^^^
above is the error i screenshotted.
thanks for help
hi,I dled both ace core and ace extras from armaholic(beta 2),I know how works modfolder but what to do with ICL file and with config files?
Happy New Year All!
hi,I dled both ace core and ace extras from armaholic(beta 2),I know how works modfolder but what to do with ICL file and with config files?Installation Documentation (http://dev-heaven.net/wiki/ace-mod2#Installation)
Exactly my point, I don't understand why it needs to be so damn big and in my face...What UI size are you on ? If im not mistaken it was implemented so smaller ui sizes still had readable compasses.
This got lost in all the talking. Anyone?
There's about 30 mods available on the platform atm, these are all accessible with the GUI.
If you only see a few, try uninstalling the software, removing the application data folder with database etc, and start clean with the latest software version.
Synchronization should be done without any username/password credentials, after succesful sync you should have access to all the servers and mods in the network.
BangTail
Jan 1 2010, 09:09
Hey, Happy New Year :)
I found a bug with some of the Russian Weapons (AK-74UN). Even though it is surpressed, when using ACE 2 (even without the ACE 2 soundmod), it sounds like it is not surpressed (When the AI is using it).
It sounds fine on my guy, but not on the AI. I've checked and we are all using SD mags.
I've done a fair bit of messing about and ACE seems to be the culprit.
i noticed something with the tanks. when im standing next to one and it fires (it looks and sounds very very good btw, good work!) before my guy falls to the ground and my vision goes in and out...my guy turns instantaneously to look in one (always the same) direction. Its not horrible but it looks a little wierd.
Enforcer1975
Jan 1 2010, 09:35
And yet there are runners who can use compass, use the map, run and compete all at once? Hmm. Must be females since they can do several things at once :)
I have no issues with the size. Some like to take sighted readings just like in the video, even though ingame will show it fully unfolded. On the map you can doubleclick it to make it larger, if you want to place accurate markers.
They must have it attached to their rifle. :D
If you watched the video the guy told there are many ways to read a compass when getting a bearing. This view is due to the limitations of the engine. If you had the possibility to see spatial and move your eye up and down the lens i'm sure they would have done that. Unfortunately you can't put in a bearing either.
so the configs goes to arma2userconfig folder ..right???
Ok, it's confirmed that none of the ACE weapons are actually silenced. They say silenced, act silenced, and have silenced mags but testing it, from about 150 m if you fire one any-which-way all AI in the area go on alert and start shooting at you. If you do it with a stock MP5SD you can shoot one standing 2ft behind another.
And yes, I know that supersonic bullets crack and all that bullshit but even if you fire a non-sd round from a silenced rifle people would most likely dismiss the noise as a branch or a animal or something so that isn't really a good reason to make them register as non-silenced.
Ok, it's confirmed that none of the ACE weapons are actually silenced. They say silenced, act silenced, and have silenced mags but testing it, from about 150 m if you fire one any-which-way all AI in the area go on alert and start shooting at you. If you do it with a stock MP5SD you can shoot one standing 2ft behind another.
Please setup a ticket (http://dev-heaven.net/wiki/ace-mod2/Bugz), incl arma2.rpt and simple repro steps, like weapon and magazine name, etc, thanks!
Enforcer1975
Jan 1 2010, 11:11
Wasn't it mentioned that the ammo type determined whether ai could hear you or not?
Even if you used a supersonic round on a silenced weapon, one should hear the bullet passing by but it should still be difficult to localize the exact position of the shooter if he is far away. Ai has a pinpoint accuracy in any case which is really annoying and needs to be worked on.
Tried it with the TAC50SD with supersonic bullets at 600m. I didn't even have a chance to fire a second round, counterfire from the whole company guarding the town came milleseconds afterwards. I was hiding on top of a hill in thick forest, of course ai ignoring all the vegetation. :(
sickboy,the matter is the documentation regards the sixupdater installation...if the config files arent needed for single player no prob for me,just to know...
hw thx for patience with noobs...
Guys how to edit Ace userconfig that i can use glasses and morphine ...
Guys how to edit Ace userconfig that i can use glasses and morphine ...
Again, and again, and again... and again!
Every day the same questions...
http://forums.bistudio.com/showthread.php?p=1527587&highlight=glasses#post1527587
I found it using the "search this thread" tool, to your upper right side of the forum...
Are you finding the solution to lower the volume when using earplugs? The sound made now is good for giving an dis-advantage and its a great sound for simulating putting your fingers in your ear (very real sounding). However using earplugs just makes it quiet, and they dont make that sound. Think its muscles tensing thousand miles per hour that makes that sound when using fingers. :)
Also noted they only work for leaders. Added them to my friends and they were in the invent, but couldnt be used. Same issue if you got AI's with you and you switch to them. They are not in the action list. I will check DH if a ticket is up for it.
Also have to ask something. I reported at DH about Bradleys AP rounds didnt have metal impact sounds when firing at other vehicles. I think the ticket was removed but never fixed and i didnt see any info about it. Just wondering if your content as it is or if it's coming? You had it in ACE1 and it sounded superb (the sound is present with the HE rounds).
Something completelly different. Damn i got scared and happy when a Hind dropped a bomb on our MG nest and the ground shaked! Such amazing work guys. Grade A! :thumb:
Question about G-Effects:
When will these be implemented? Are they going to be, or is it still a WIP?
Evil_Echo
Jan 1 2010, 14:46
Some things that seem to be missing
-AP mines cannot be placed in the editor (would be really cool for missions)
-Cant look down the sights of most mounted machine guns (m2,mk19 ect)
-the abrams doesnt have the m1028 canister round
There is a lot going on behind the scenes to make these mines work the way they do. For a mission maker to use them for static defenses, it's going to need some work to make an API for you folks. That's going to take some significant time. But have faith, I want to use mines that way too. :smiley-evil:
I would recommend making some tickets for these - one per topic. That way we can track the issues better and hopefully get you some good news.
Think my previous question got lost in the rest - please could someone advise me how to use the deploy sandbag feature? I know I need to have an empty one in my gear before I can fill it and lay it, but I can't work out how to add an empty one to my inventory in the first place. Thanks.
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/sbeyO5HX9GA&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/sbeyO5HX9GA&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> can you change the fastroping in ACE, to be more realistic like that?
Evil_Echo
Jan 1 2010, 15:35
Think my previous question got lost in the rest - please could someone advise me how to use the deploy sandbag feature? I know I need to have an empty one in my gear before I can fill it and lay it, but I can't work out how to add an empty one to my inventory in the first place. Thanks.
Sandbag crate or empty sandbag. Names are in the ACE2 classlist wiki page.
CAn we expect a update today?
Paul-Hewson
Jan 1 2010, 17:00
Hello,
I've downloaded ACE 2 yesterday and today as a medic i've seen i can't heal anybody.
Some players told me about an "ACE Menu" that should be revealed using the right windows key but it does nothing for me as i don't have 2 Windows Key (only the one on the left).
I use a Logitech Illuminated Keyboard which have a "FN key" on the right.
How can i set up a new key ? I've seen config .hpp for ACE but even when modifying the line it changes nothing.
I've put that ->
class ace_sys_interaction
{
class Interaction_Menu
{
key = 184; // win l
shift = 0;
};
};
So the ALT Gr key should allow me to see the menu but it don't show up.
Thanks anyway for further explanation :)
!HNY!
A.C.E Mod Beta 2, Update #4 Released! (Rsync mirrors in sync and awaiting your requests!)
Release Notes (http://dev-heaven.net/news/show/273)
Issues, bugs, feedback, etc (http://dev-heaven.net/wiki/ace-mod2/Bugz)
(And for the Updater (http://dev-heaven.net/wiki/six-arma-updater/Bugz))
Hey Sickboy, did you see my question about the G-Effects for aircraft? I feel it would be one of the major steps in increasing the fidelity of aircraft simulation in ArmA II. :)
713th FireBird
Jan 1 2010, 17:10
Nice updating the Op4server now.
If I put on the earplugs, I don´t hear any sound changes neither they safe me from the "ear-crash".
Known bug or a problem on my side?
I had to run six-updater 3 times to be able to update the server properly. FYI.
I put the userconfig folder into a2 directory and it says "userconfig not found"
---------- Post added at 07:50 PM ---------- Previous post was at 07:49 PM ----------
I read the instructions but I dont see any a2-userconfig-ace....
Jan 01 - Kellys ACE Server & YAS ACE repository updated to b.204
Subscribe to Kellys RSS -> http://www.kellys-heroes.eu/forum/rss.php
Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)
YAS users: Do not forget to remove extra files through YAS !!
:icon_arrow:
713th FireBird
Jan 1 2010, 17:53
I had to run six-updater 3 times to be able to update the server properly. FYI.
I had to do the same for the Op4server...Hmm.
franklin
Jan 1 2010, 18:03
ive been having major issues running the six updater through remote admin (TCAdmin panel) for my server for about a week now. the hosting company is sending the error reports to the devs, and are also running the updater on their side for me.
I put the userconfig folder into a2 directory and it says "userconfig not found"
---------- Post added at 07:50 PM ---------- Previous post was at 07:49 PM ----------
I read the instructions but I dont see any a2-userconfig-ace....
I mean I have the userconfig folder but Idk where to put it
[KH]Jman
Jan 1 2010, 18:12
create a folder called 'ACE' in 'userconfig' and copy the four files to it.
Cescollino
Jan 1 2010, 18:33
hey where r gone the desert strykers?:bounce3:
I'm running Vopsound and the ACE sound mod.
I want to use ACE sounds but with Vopsound rifles and vanilla choppers. Can I set this up with some load order or renaming/deleting of .pbos?
And I have ACE_PLA installed, but I don't have the option of placing any Chinese units in the game.
thx jman,now it works.I found 2 troubles:the map seems a bit screwed...and the soldiers dont talk anymore...
evolve-r
Jan 1 2010, 19:15
M4A1 M203 microCCO,M4A1 M203 Holo - this weapons not have sound of shoot
Sorry for my bad english!
Sneaker-78-
Jan 1 2010, 19:23
M4A1 M203 microCCO,M4A1 M203 Holo - this weapons not have sound of shoot
Sorry for my bad english!
http://dev-heaven.net/projects/show/ace-mod2
just post you`re bug there :)
Ok,
So I just downloaded all the latest Public Beta 2 ACE files from Armaholic,
and was going to install via mod folders and then use a launcher with this setup
-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Am i doing anything wrong by just doing it this way? Will I be missing anything other than the automati updates? I play in SP so MP is not much of a concern for me?
Do i need Arma2 1.05 for this to work? I've just been using the previous version of Arma 2 because I won't have internet for a few weeks
Boris_Balzer
Jan 1 2010, 20:05
hey Guys from ACE i got a problem.the russian magazin types from arma doesnt work and i cant find the new names of classe types.
spike4379
Jan 1 2010, 20:10
hey arma guys, im trying to instal ace2 mod (full about 500 something mb) and i installed Six-Updater, ran the Six-Updater gui.exe bring up command prompt, updates everything and gets to =>rails 2.3.5 application starting on http://127.0.0.1:1633
then its comes up with on the next line
ERROR:uninitialized constant six.
so could anybody help me out please?
http://www.yourfilehost.com/media.php?cat=image&file=1372Untitled.jpg
^^^^^^^^^^^^^^^^
above is the error i screenshotted.
thanks for help
If I put on the earplugs, I don´t hear any sound changes neither they safe me from the "ear-crash".
Known bug or a problem on my side?
I´m expieriencing this porblem too, right at the moment ! :butbut:
Six Updater - Happy New Year (Reflection and future) (http://dev-heaven.net/news/show/274)
Infiltrator_2K
Jan 1 2010, 20:31
Stupid question I know, but when I launch ACE 2 why can't I see/access its missions when I try to host a game?
waylay00
Jan 1 2010, 20:33
I'm confused about deploying MGs. I cam able to deploy the MG itself, but I cannot load it with ammo, even when I have ammo on me. I don't see any "interact with MG" as the WIKI says...
Das Attorney
Jan 1 2010, 20:37
Use the left or right 'Windows' key when facing the MG.
CarlGustaffa
Jan 1 2010, 20:54
@<hidden>: Do you "equip" them?
Placed myself as SAW gunner. Equipped the ear plugs. Can now hear the brown noise thingy gling on (the disadvantage from wearing them). Shot 800 rounds at full auto (poor barrel!!), still hearing. Took out earplugs and started with more ammo. Hearing disappeared, but now the "hearing loss icon" is no longer shown. Also, I got an error message that was present before as well, but system seemed to work:
'
5 fadeSound |#|ACE_EARPLUG_SOUND;
5 fadeRadio ACE_EARPL...'
Error Undefined variable in expression: ace_earplug_sound
Strange...
Edit: Oh never mind the missing icon, it was just me having a hint on "fired" eventhandler going on, so it prevented it from showing, my bad.
@<hidden>: Try changing \ArmA 2\userconfig\ACE\ace_keys.hpp if you're having problems with the default keys, which many will have. I've set that interact button to 207 (End key), and that made it work for me.
Now, I have edited my user config, but the earplugs still don´t work.I can´t choose them in the action menue, but they re in my inventory:
class Identity
{
face="Default";
glasses="ACE_GlassesTactical";
speaker="Male01";
squad="http://www.squad.org/tag/squad2.xml";
pitch=1.0190428;
name = "[RS}2A-SP1.*Helo*";
};
---------- Post added at 11:27 PM ---------- Previous post was at 11:21 PM ----------
Ok, it´s working now. It was a spelling error in my config (username "]" instead of ")" )
Sandbag crate or empty sandbag. Names are in the ACE2 classlist wiki page.
Ah yes, found it, thanks. One thing worth mentioning though - I ordered an AI squadmate to attack the sandbag and got a CTD.
Sneaker-78-
Jan 1 2010, 22:37
Six Updater - Happy New Year (Reflection and future) (http://dev-heaven.net/news/show/274)
"I'm ready for a bright ArmA & Six Updater future! Are you?"
I am ready !
And realy great work to all DEV A.C.E guys !! :eek::eek::eek:
It would be nice if a gas mask + earplug combination would severely reduce the effect of flashbangs on the thrower. It's hard enough as it is trying to throw flashbangs inside and it's all too easy to flash yourself.
I realise the default gas mask probably isn't the tinted sort used for hostage rescue but I think it would be a nice feature. At the least the earplugs should reduce/remove the effects of a flashbang when you aren't looking at it.
As I understand it real hostage rescue teams can go into a room as the flashbang is going off due to equipment (mask, earplugs) as well as training.
Winchester Delta_1
Jan 1 2010, 23:07
Can somebody help me out. I have a problem with Six Updater not finding my ARMA2.exe after i had to move steam to another folder to get it to work. The game itself worked correctly. I did resync the files. Uninstalled and reinstalled steam. Reinstalled the Six Updater. But didn't work either.
Is there a manual way to point the Six Updater to your ARMA2.exe?
Is the "ACE_SYS_stick2gether" no longer part of ACE 2?
It`s needed for the Seal Team Six Campaign 3, and i´m missing it from my installation.
I use the SIX Updater, normally to prevent exactly such problems.:rolleyes:
Can somebody help me out. I have a problem with Six Updater not finding my ARMA2.exe after i had to move steam to another folder to get it to work. The game itself worked correctly. I did resync the files. Uninstalled and reinstalled steam. Reinstalled the Six Updater. But didn't work either.
Is there a manual way to point the Six Updater to your ARMA2.exe?Sure there is: Custom installation folder (http://dev-heaven.net/wiki/six-arma-updater/Documentation#No-valid-installation-folder-found)
Is the "ACE_SYS_stick2gether" no longer part of ACE 2?
It`s needed for the Seal Team Six Campaign 3, and i´m missing it from my installation.
I use the SIX Updater, normally to prevent exactly such problems.:rolleyes:It was indeed removed.
Either restart the savegame, edit it and remove the dependency, or setup a bogus (dummy) ace_sys_stick2gether config which you can use to finish the campaign.
(The addon was removed because it conflicted/was made obsolete with 1.05)
Can`t files that get removed be replaced with dummy files?
Can`t files that get removed be replaced with dummy files?After 1.00 probably, yes. But during this beta time, im sure you will be able to find alternative means to approach the situation :)
lazymong
Jan 1 2010, 23:19
As glorious as this mod sounds, getting to it has taken a couple of hours of going nowhere, downloading rsync etc and not getting anywhere, can i just download your fantastic mod and all the little bits that go with it in one nice zip file? i am sure in updating etc the rsync thing is fantastic but in terms of it working or being easy, it is awful.
Call me old fashioned but it has worked for the last ten years.
As glorious as this mod sounds, getting to it has taken a couple of hours of going nowhere, downloading rsync etc and not getting anywhere, can i just download your fantastic mod and all the little bits that go with it in one nice zip file? i am sure in updating etc the rsync thing is fantastic but in terms of it working or being easy, it is awful.
Call me old fashioned but it has worked for the last ten years.
If you have issues and report them (http://dev-heaven.net/wiki/six-arma-updater/Bugz) i'm sure we can get them sorted asap.
Otherwise the end of the first post of this thread contains the link to BIKI Downloads section with 3rd party means.
You'll only be able to keep up with the latest version and play on servers when you keep your mod up2date with either Yoma Addon Sync, or Six Updater though.
lazymong
Jan 1 2010, 23:37
If you have issues and report them (http://dev-heaven.net/wiki/six-arma-updater/Bugz) i'm sure we can get them sorted asap.
Otherwise the end of the first post of this thread contains the link to BIKI Downloads section with 3rd party means.
You'll only be able to keep up with the latest version and play on servers when you keep your mod up2date with either Yoma Addon Sync, or Six Updater though.
Thanks, i think the issues are just that nothing is clear or easy(er) than the old fashioned way which i will have a go at now, not to fussed as i tend to stay away from online, more the sp elements i am after.
Thanks for your reply.
techie714
Jan 1 2010, 23:38
I just installed this MOD & I have to say I'm really impressed. I mean it's like a whole new game, blood splatters, great effects, awesome models, etc. Thank you SO MUCH for the time & effort you devote to this MOD & the community. I really appreciate it.
Winchester Delta_1
Jan 1 2010, 23:53
wow thatw as a quick answer. Thanks. But i don't understand what to do there:
First: I have 2 registry entry's for Bohemia/ARMA2. I don't know wich one to delete. And i don't know what to add so that registry key is pointing to the right direction. 1 of those folders is with battle eye. So thats probably the right one. But there is only 1 registry file/line in there. Name: (Defaulth) Type:Reg_SZ Data: (value not set)
Than i try to find the sixupdater.yml as told in the six updater help link you gave me.
-There i only see six-updater.rb
-And in the tools folder the six-downloader.yml and .rb
They inlcude the data:
Six-updater.rb:
========================
gem 'six-updater'
load 'six/updater-app.rb'
========================
six-downloader.yml:
====================================================
# Lines starting with '#' are comments, to adjust such lines, remove '#'
---
:url:
- dev-heaven.net/downloads/six-updater.rb
- 6thsense.eu/downloads/six-updater.rb
:legacy: true
======================================================
And if one of those where the right files. Than where do i have to put: app_path: G:\Steam\steamapps\common\arma 2 ,command?
Than i readed this: Or define the path to your arma installation in the web-client,
I looked evrywhere in the webclient for a option to manually define the ARMA2 installation folder. But no luck.
Sorry for all those questions. But i want to do it right this time. I am working now for 5 day's to get STEAM the ARMA 1.05 patch and the ACE2 Mod to work. I got STEAM and the 1.05 patch to work. Now i only need the six-updater to update my folder.
Thanks for the quick answer posted before.
You have quite an old version :)
Please delete the software, the shortcuts and any other six updater software files you might have hanging around :), and install the latest version from:
http://dev-heaven.net/projects/list_files/six-arma-updater
Then start the GUI (Which looks like on this vid (http://updater.dev-heaven.net/main/vid)), as per documentation, once in the web-client, go to Configuration menu, Settings, edit the Vanilla settings profile, and add the path to your arma 2 installation, as described Custom ArmA installation folder (http://dev-heaven.net/wiki/six-arma-updater/Documentation#Custom-ArmA-installation-folder)
LordLemos
Jan 2 2010, 00:00
windows button is not working to give ammo to the mounted M2....
lazymong
Jan 2 2010, 00:06
Thanks, i think the issues are just that nothing is clear or easy(er) than the old fashioned way which i will have a go at now, not to fussed as i tend to stay away from online, more the sp elements i am after.
Thanks for your reply.
It seems running Yoma and downloading the mods used on the Kelly's Heros server is working nicely.
Thanks
jasonnoguchi
Jan 2 2010, 01:32
Land shaking when fortifications are hit is AWESOME SAUCE! Keep it up ACE team! :)
I'm running Vopsound and the ACE sound mod.
I want to use ACE sounds but with Vopsound rifles and vanilla choppers. Can I set this up with some load order or renaming/deleting of .pbos?
And I have ACE_PLA installed, but I don't have the option of placing any Chinese units in the game.
Does anyone at least know about the PLA? When you don't have a readme with the file, and no online documentation, people really just have to come asking around here and then bump their instantly-buried questions.
NouberNou
Jan 2 2010, 02:07
Does anyone at least know about the PLA? When you don't have a readme with the file, and no online documentation, people really just have to come asking around here and then bump their instantly-buried questions.
Did you check under the independent side?
CarlGustaffa
Jan 2 2010, 02:07
Nevermind :)
ACE 204 downloading, Thanking you
Did you check under the independent side?
Only Guerrillas under Independent.
xy20032004
Jan 2 2010, 03:00
Once again, I can not find my previous post which talks about the same problem.
Has anyone met the same problem???
1. Only official aa2 105, everything is ok.
2. With ACE (from 195 and up), at the start of every mission, there is always a popup dialogue saying 'can not find ca\weapons abojnice_762.p3d'. I can keep on playing the game without noticiable problem.
I use -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>
With @<hidden>;@<hidden> or not, the missing p3d thing is always there, so the key seems to be with @<hidden>
Any Help???
jasonnoguchi
Jan 2 2010, 04:04
Once again, I can not find my previous post which talks about the same problem.
Has anyone met the same problem???
1. Only official aa2 105, everything is ok.
2. With ACE (from 195 and up), at the start of every mission, there is always a popup dialogue saying 'can not find ca\weapons abojnice_762.p3d'. I can keep on playing the game without noticiable problem.
I use -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>
With @<hidden>;@<hidden> or not, the missing p3d thing is always there, so the key seems to be with @<hidden>
Any Help???
If I remember correctly, that error has to do with your ArmA2 installation, not ACE. Your installation may be corrupted. (which may be why nobody answered. its not ACE related.)
SilverBlue
Jan 2 2010, 05:58
Only Guerrillas under Independent.
Did you place @<hidden> in your target shortcut?
Richieb0y
Jan 2 2010, 06:16
hey i see there is a update 204 but evertime i start the six updater it says nothing to update im still on 203 or do i have to redownload it.
Puppetmasterjjk
Jan 2 2010, 06:21
I'm running XP x64 and the updater is giving me the "ERROR: No such file or directory - chcp" message.
I have done the instructions of moving the file from the System 32 directory and renaming it to "chcp.exe"
I have also done the "lazy" method: http://dev-heaven.net/wiki/ace-mod2/Lazy
Each time I still recieve the same "chcp not found" error.
Does anyone have a solution?
Or is it possible for me to just install the mod without the Six-Updater?
Thanks.
spike4379
Jan 2 2010, 06:31
can i get an answer from somebody PLEASE?
im trying to instal ace2 mod (full about 500 something mb) and i installed Six-Updater, ran the Six-Updater gui.exe bring up command prompt, updates everything and gets to =>rails 2.3.5 application starting on http://127.0.0.1:1633
then its comes up with on the next line
ERROR:uninitialized constant six.
so could anybody help me out please?
http://www.yourfilehost.com/media.php?cat=image&file=1372Untitled.jpg
^^^^^^^^^^^^^^^^
above is the error i screenshotted.
thanks for help
Enforcer1975
Jan 2 2010, 07:16
hey i see there is a update 204 but evertime i start the six updater it says nothing to update im still on 203 or do i have to redownload it.
Seems a lot of up to date sites ( the recent ones ) are not up to date at all and some are not answering.
spike4379
Jan 2 2010, 07:22
someone acknowledge that im here please?
Enforcer1975
Jan 2 2010, 07:36
someone acknowledge that im here please?
It's early morning...
Meatball0311
Jan 2 2010, 07:37
someone acknowledge that im here please?
hey spike yes you are here...
@<hidden>
Did you guys remove the "clicking" sound when selecting like "Single Player" or "Editor"?
spike4379
Jan 2 2010, 07:39
does anyone have an answer or similar situation to my problem?
BearBison
Jan 2 2010, 07:55
looks like you will have to wait for your ticket, I have replied there giving you details of how to get your logs
jasonnoguchi
Jan 2 2010, 08:54
hey spike yes you are here...
@<hidden>
Did you guys remove the "clicking" sound when selecting like "Single Player" or "Editor"?
Strangely I am missing those sounds too...hahaha... thought it was a random error or something.
Banderas
Jan 2 2010, 09:08
Sorry if it has been asked, but how can you make AI airplanes use their laser guided bombs?
CrazyAce
Jan 2 2010, 09:11
So far so good, I would suggest fixing the userconfig deployment problem, most people that don’t understand the architecture of this game will report the same problems over and over.
Please...please...please...add a script so that when people join an ACE server...tell them that they need the ACE Mod when they have not got it.
It's soo annoying when they just keep on trying to connect using Vanilla! Thanks
jasonnoguchi
Jan 2 2010, 09:16
Sorry if it has been asked, but how can you make AI airplanes use their laser guided bombs?
Get someone to las the target. That's what laser markers are for. Remember "Into the storm" in Harvest Red?
Please...please...please...add a script so that when people join an ACE server...tell them that they need the ACE Mod when they have not got it.
It's soo annoying when they just keep on trying to connect using Vanilla! Thanks
Arent players automatically kicked before they technically "join", ie before you can send messages too them?
I really dont think anything other than writing "ACE" in the mission name is required... I mean you'd think they get the hint ;)
@<hidden>:
Point the target with laserdesignator and tell the AI pilot to fire, make sure the pilot is in your group... also make sure you use Harrier.
Banderas
Jan 2 2010, 10:50
@<hidden>
Thank you, but also sorry for not being exact on my question. I was thinking about how to make them use their LGB when planes are not part of my squad, but acting on their own.
@<hidden>
Yes I remember, but I didn't figure out just yet how to use properly the ACE laserdesignator (I will somehow). And if I remember in that mission there were no Harrier LGBs but some kind of cruise missiles.
Maybe I'll try some air support script I'll find around.
Other: maybe it's not ACE related, but seemingly aircrafts tend to drop their freefall bombs too early. I don't know if it can be improved in ACE (wether or not it's vanilla problem), but if can then I'll make a ticket for it on dev-heaven.
what are the names of the blue targets that are shot at in the ace features videos? Are they a part of vanilla A2, are these added with ace mod or are these a completely seperate download? Im asking because i need something like this for a sniper school series of missions im making and i am getting sick of shooting blue plastic barrels lol. thanks
At all feedback, suggestions, requests, bug reports, "Did you guys".... http://dev-heaven.net/wiki/six-arma-updater/Bugz
can i get an answer from somebody PLEASE?
ERROR:uninitialized constant six.
You can keep posting it every day, or you could actually read the replies and supply the required info.
http://dev-heaven.net/issues/show/7601
There is no answer without it.
I'm running XP x64 and the updater is giving me the "ERROR: No such file or directory - chcp" message.
I have done the instructions of moving the file from the System 32 directory and renaming it to "chcp.exe"
The file is now probably called chcp.exe.com (Reference: http://www.fileinfo.com/help/windows-show-extensions.html) please rename it properly to chcp.exe or follow up on http://dev-heaven.net/wiki/six-arma-updater/Bugz
Also please make sure you have the latest version installed, 0.4.8.
Ey Sickboy, thanks for portin RCO scope for rifle m4a1 (m203) i was happy to see it again, but, when i checked the rest two rifles of m4a1RCO and m4a1RCO silenced they are still use ACOG instead, do u guys mind change that too? for the last time now... and i won't be bother ya :) cheers.
SafetyCatch
Jan 2 2010, 15:43
I've searched this thread with no results so I'll post here. Is it possible to add the ACE fast rope feature to 3rd party addons and how would someone go about doing this?
Thanks :)
Hello.. I have a problem..
In @<hidden> folder I have .version.txt-file and it shows ACE version is 204 BUT when Iam ingame a2 shows ace version 203.. I removed ace, acex & cba folders and downloaded files again but problem didn't disappear.
My a2 shortcut target: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -mod=;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Six updater says cba version is 40, ace version 204 and acex version is 164 and no updates found.. What's teh problem...
For all issues, suggestions etc: http://dev-heaven.net/wiki/ace-mod2/Bugz
Hello.. I have a problem..
In @<hidden> folder I have .version.txt-file and it shows ACE version is 204 BUT when Iam ingame a2 shows ace version 203.. I removed ace, acex & cba folders and downloaded files again but problem didn't disappear.
My a2 shortcut target: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -mod=;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Six updater says cba version is 40, ace version 204 and acex version is 164 and no updates found.. What's teh problem...
Please clean your virtual store: http://dev-heaven.net/issues/show/6806
If that wasnt the problem, please check: http://dev-heaven.net/wiki/six-arma-updater/Bugz
EDIT: There has been some concrete developments thanks two community members and bandwidth issue is no longer a problem and we will continue to update YAS AddonSync ACE Repository as usual. More info here -> http://forums.bistudio.com/showpost.php?p=1534219&postcount=851
In the light of the above development, NO donations/funds are needed regarding KH ACE & Community YAS Repository.
Regards,
Cross
--------------------------------
Dear Community Members using Kelly's Yoma AddonSync ACE Repository,
There are approximately 3000 of you out there !
It has been a pleasure to serve you the ACE YAS Repository. Unfortunately we are at a decision point as Kellys Heroes, whether to 1) keep the Repository Public 2) Stop it or 3) Limit it.
And it all depends on you !
I'll give you some info and you'll get the idea;
KH normal (pre-ACE) traffic was 1TB a month
KH free Bandwidth limit is 3TB
Everything over 3TB is charged to KH.
Number of people using KH YAS ACE Repository is 2890...approx 3000 people.
December bandwidth usage was 6TB (ie extra 5TB over KH normal usage and 3TB over our free limit)
There is a min of 200 GB daily traffic which ensures we hit 6TB every month now.
The overcharge for every extra 1TB over 3TB traffic is £20+VAT.
We were charged(and will be charged) more than £60 extra each month.
Here is the usage data per month and see the December 2009
http://cross.kellys-heroes.eu/private/RS/UsageData.JPG
Here are the more detailed weekly/monthly & annual traffic charts.
http://cross.kellys-heroes.eu/private/RS/PastWeek.pnghttp://cross.kellys-heroes.eu/private/RS/PastMonth.pnghttp://cross.kellys-heroes.eu/private/RS/PastYear.png
At Kelly's Heroes there is nothing we are gaining from this traffic and we'd like to keep it that way.
We'd like to keep supporting ACE-Mod and possibly additional selective islands/mods.
We'd like to keep an ad-free site & forum environment.
We believe it is NOT fair to ask KH members to pay for the community & ACE related extra charges.
We'd like to keep a certain level of quality in everything we do.
Now, the main question...
We have 3 options;
1) Stop & remove the KH ACE YAS Repository - This is the easiest way, we won't need your support. You will no longer be able to use KH YAS Repository to download/update ACE mod. It will be for KH members only.
2) Limit the public access to YAS Repo so that we do not exceed free 3TB traffic - Again we will not need your support but the download speed & quality will be horrible, and actually we do not want to do this. Most of you will get max-user-reached errors most of the time. It will just frustrate you and us.
3) Keep the YAS repository up with donations of these 3000 people, who continually use Kellys ACE YAS repository, covering the extra traffic cost. We as KH are happy to give our free 3TB to the use of the community but we cannot continue paying extra £s. At least 70 of you should donate £1 each month. Or 25 of you donate £3 each month.
So for this month choice is yours.
We'd like to see your donations & supports, to cover the extra traffic charges, and we'll be able to keep the ACE YAS Public as much as we can. We, as KH, always keep & post the list of donators & the donated amounts and the account balance in a transparent manner. Target is to raise £70-£80 each month to cover extra ACE traffic.
Otherwise, I am really sorry to tell you this but, if we do not receive any specific donations when we hit the 2TB mark in the month we'll need to remove the Kellys ACE-YAS repository from public access.
We cannot put this burden on the shoulders of KH Members. They've already paid an extra £60 for you. Of course you can always use other mirrors that are out there.
Kellys ArmA2 ACE Public Server will always be updated to latest and it will be accessible to all of you guys, as usual.
I hope you understand our position.
You can find the PayPal Donation link on our front page http://www.kellys-heroes.eu
Make sure You add Your Name and KH-ACE-YAS to the additional instructions box.
You can see the account balance and usage here -> http://www.kellys-heroes.eu/forum/viewtopic.php?f=6&t=2401&p=28897#p28897
You can see the donators here -> http://www.kellys-heroes.eu/forum/viewtopic.php?f=6&t=1726
As I said, unless there is public support toward covering the extra charges, we'll be taking the ACE-YAS Repo OFFLINE. There are still other YAS providers out there and of course the official distribution tool the six-updater.
Regards,
MERT
-=seany=-
Jan 2 2010, 16:35
I wanted to know if bugs with the nightvision brightness controls, HDR and daytime brightness is a known issue?
Also a bug where you loose options for things like IR Strobe, Balaclava etc after using the parachute? - have yet to confirm this one.
These where on Ace domination.
Enforcer1975
Jan 2 2010, 16:53
As I said, unless there is public support toward covering the extra charges, we'll be taking the ACE-YAS Repo OFFLINE. There are still other YAS providers out there and of course the official distribution tool the six-updater.
Regards,
MERT
Thanks to guys like you we always have an updated version of the mod.
BUT
You shouldn't take this out on the players only. Daily updates from the ACE Team ( which are ok but very annoying to lots of players for a longer period of time ) causes a lot of traffic. I am sure everyone is grateful for their work.
Maybe the update mayhem should be limited to once a month and not once ore multiple times a week...
The mod seems to be running quite good atm.
Just a thought.
DMarkwick
Jan 2 2010, 16:57
Thanks to guys like you we always have an updated version of the mod.
BUT
You shouldn't take this out on the players only. Daily updates from the ACE Team ( which are ok but very annoying to lots of players for a longer period of time ) causes a lot of traffic. I am sure everyone is grateful for their work.
Maybe the update mayhem should be limited to once a month and not once ore multiple times a week...
The mod seems to be running quite good atm.
Just a thought.
The current mishmash of versions on people's machines is a direct result of the fluid beta status of the mod. As soon as the mod is out of beta, there will be a standard release that everyone can install and be compatible. And so on for each milestone release I expect.
Thanks a lot Cross (KH) for all the service you guys do and have done!
It was a little expected and (at least for me) very much underlines why the Updater Platform was built in the first place (http://dev-heaven.net/news/show/237). :)
Thanks to guys like you we always have an updated version of the mod.
BUT
You shouldn't take this out on the players only. Daily updates from the ACE Team ( which are ok but very annoying to lots of players for a longer period of time ) causes a lot of traffic. I am sure everyone is grateful for their work.
Maybe the update mayhem should be limited to once a month and not once ore multiple times a week...
The mod seems to be running quite good atm.
Just a thought.
Which is exactly why we deploy the mod on the Six Updater platform:
http://dev-heaven.net/wiki/six-arma-updater/Examples
http://dev-heaven.net/news/show/274
Besides, you are using a Beta Mod, with a set Update Schedule (http://dev-heaven.net/wiki/ace-mod2#Update-Schedule).
1.00 will be available (http://dev-heaven.net/projects/roadmap/ace-mod2) as a normal mod release (Even Beta1 and Beta2 are available as 7z's), but even beyond 1.00 we will continue development.
Our update schedule and plans have even been announced beforehand and at every release too.
Without wanting to sound harsh at all, but if you know you don't want to update all the time; why are people using / updating it, if they don't want to :)
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