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Soupdragon
Jan 9 2010, 15:26
change the key to a different one.
go into your userconfig\ACE folder and open up the ace_keys.tpp file in notepad

scroll down to this

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

and change the key number (in red) to a different key. There is a list of key numbers at the bottom of the file.

SD

[=SFLR=]DK
Jan 9 2010, 15:42
R windows key?, is tht for the interaction key, if so i change my completely to shift-delete
and deleted the original key in the key control option in the arma 2 menu, hope tht helps or give an idear what to do

Murklor
Jan 9 2010, 15:43
I think it's time to update it to the current version?
Meh if its working then its working. Its not good to be too hasty to update things. Couple of days ago I updated to latest Nvidia drivers. Now I cant play Empire TW because everything on the map is invisible :rolleyes:

Manzilla
Jan 9 2010, 15:47
Some functions of ACE are controlled with right windows key. My Logitech's Wave keyboard doesn't have one, only left windows key, but it doesn't work in Arma.

Any suggestions how to force it to work?

I think there's something about this in the FAQ or Biki. I know others have had this problem and discussed it and a solution in the thread.(Actually I think it was in the original Beta #1 thread.)

I don't know of a solution off hand but others have, I believe. You may want to check the first post then look around some of the links provided there.

Good luck.

rexehuk
Jan 9 2010, 16:50
All questions regarding Key Bindings can be found here:

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

:)

EricStephenVorm
Jan 9 2010, 16:51
Are you editing the config in the Main A2 Directory/userconfig/ACE2 folder or the configs that appear in the actual ACE2 Mod folder? Make sure you edit the files in the userconfig folder, not the ACE2 mod folder.

I hope that helps.

It did indeed! I was editing the @<hidden> mod folder user config, rather than the root directory user config.

Thank you very much for your help! All is well once again.

Thr0tt
Jan 9 2010, 17:03
I just did a quick test, seems to work fine here. Maybe some shortcut problem?
(I just added the server in YAS, clicked add modset, clicked guess modstring and was ready to go)
They do have some other islands etc loaded i think.

Thanks for doing that, yup it was me messing the shortcut up, seems though I had all the ACE components less the ACEX_PLA in the shortcut, used your great tool and did the same by clicking guess modstring and saw the difference immediately. Not had the issue before on that server so they may have just added the PLA part which is why I didn't have it there b4.

Happy again. :)

Cheers,

MattXR
Jan 9 2010, 17:11
-- == -- == -- ==

How does the ACE No Stamina System Module Work? Can i just place it on the map or do i have to connect it to all the Playable ACE Groups?

JW Custom
Jan 9 2010, 17:20
-- == -- == -- ==

How does the ACE No Stamina System Module Work? Can i just place it on the map or do i have to connect it to all the Playable ACE Groups?

The stamina module was broken last time i tried it but this works:

http://forums.bistudio.com/showpost.php?p=1537630&postcount=1049

Njayjay
Jan 9 2010, 17:42
How do you get or give ammo from a teammate? Do you have to interact with r windows?

sparks50
Jan 9 2010, 17:58
To give, Press G key, drop whatever you dont want on the ground, have a buddy pick it up.
If your teammate is an AI, you can select him and make him walk to the things you dropped on the ground, and press 6 (action) while having him selected.

You should see an action for "gear"(this will only show if a pile of ammo/guns/gear/ammo crate or other places you can store stuff in is nearby).
use the menu popping up to interact with hes gear. Getting ammo is pretty much the same procedure reversed.

Meatball0311
Jan 9 2010, 18:13
I have a question about six updater. When I run updater it automatically goes to web-client. Is that suppose to happen or am I suppose to get the menu option screen first?

Rykane
Jan 9 2010, 18:22
I've been following the FAQ and been trying to restore the voice commands for arma 2 with ACE 2 installed. I've followed the guide and done exactly what it says in the ace_clientside_config. It still doesn't seem to work. I've re-read the FAQ but still can't find a solution to get voice and radio chatter working.


/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - NO VOICE, NO RADIO CHATTER
--------------------
FEATURES: Disables AI radio chatter as well as player radio chatter
---------
TO ENABLE: Remove the "//" in front of the #define to enable the NO VOICE, NO RADIO CHATTER feature. To disable, think vice versa.
----------
//////////////////////////////////////////////*/

// #define ACE_NOVOICE

I've tried deleting the // #define ACE_NOVOICE line but to no avail. If anyone could help i'd be deeply appreciated.

Thanks.

Xeno
Jan 9 2010, 18:29
To give, Press G key, drop whatever you dont want on the ground, have a buddy pick it up.
If your teammate is an AI, you can select him and make him walk to the things you dropped on the ground, and press 6 (action) while having him selected.

Actually, you don't need to do that with ACE (if you have a working interaction key).

Simply point with your weapon to the player or AI you want to access gear (if he is close enough), press interaction key and select "Gear" from the dialog.

For an AI unit the gear dialog shows up immediately and you can take or give weapons and ammo. A player has to accept it first via action action menu.

Xeno

jcs89
Jan 9 2010, 18:37
Yesterday, i successfully altered the ace_clientside_config.hpp file inside my userconfig folder to add radio chatter back to the ACE2 mod version of the game. OK.....no problem with that. But today i went back to add the crosshair(just add "//" in front of "#define ACE_NOCROSS". When i went back into the game, i still had no crosshairs. I know it is not the difficulty level of the game. So i went back into the userconfig and tried to take away the radio chatter again by removing the '//". I went back to the game and still had radio chatter. It is like the game is not recognizing or reading the config file. It worked yesterday, but is not recognizing any changes today. Any suggestions? Thanks in advance.

EDIT: I just took the entire userconfig file out of my @<hidden> folder and the game is running ACE2 without it. It is not even being recognized by the game. My configuration is stuck until i find someone who knows more than me about this stuff.

Rykane
Jan 9 2010, 18:39
Yesterday, i successfully altered the ace_clientside_config.hpp file inside my userconfig folder to add radio chatter back to the ACE2 mod version of the game. OK.....no problem with that. But today i went back to add the crosshair(just add "//" in front of "#define ACE_NOCROSS". When i went back into the game, i still had no crosshairs. I know it is not the difficulty level of the game. So i went back into the userconfig and tried to take away the radio chatter again by removing the '//". I went back to the game and still had radio chatter. It is like the game is not recognizing or reading the config file. It worked yesterday, but is not recognizing any changes today. Any suggestions? Thanks in advance.

I'm getting this exact same problem but i want the radio chatter back on, it seems to not want to change so that the radio chatter is enabled. It looks like we are in the same boat mate.

jcs89
Jan 9 2010, 18:43
Rykane,
Did you try just deleting the // in front of the line? This worked for me and i got chatter back, but when i went back today and made more changes, nothing works.

Rykane
Jan 9 2010, 18:48
Yeah i've tried it, it didn't work. I made a backup of the CFG and tried again but it still didn't work. Whenever i put the "//" infront of #define_NOVOICE and start up arma 2 with ace 2 i get the error "no entry 'bin\config.bin/cfgvoicetypes/novoice.name"

jcs89
Jan 9 2010, 19:00
I just took the entire userconfig file out of my @<hidden> folder and the game is running ACE2 without it. It is not even being recognized by the game. My configuration is stuck until i find someone who knows more than me about this stuff.

luckyhendrix
Jan 9 2010, 19:07
It's normal the userconfig file in @<hidden> is just there in case you need the original , you need to put it in your main arma 2 folder in order to have it working

Slatmes
Jan 9 2010, 19:08
Is there a way (as of now) to get the a.i. to start the fast roping sequence?

Rykane
Jan 9 2010, 19:18
It's normal the userconfig file in @<hidden> is just there in case you need the original , you need to put it in your main arma 2 folder in order to have it working

I've just tried putting it in the main arma 2 root folder but it still hasn't worked. Anyone else able to help?

jcs89
Jan 9 2010, 19:26
Thanks lucky......
I was modifying the userconfig inside the @<hidden> folder instead of the one in the main ARMA2. Thanks for the help.

---------- Post added at 08:26 PM ---------- Previous post was at 08:21 PM ----------

Rykane, You should already have a userconfig file inside your main ARMA2 root folder. Is that the one you modified? Is ACE2 working fine except for not letting you alter the userconfig file? All i did was remove the //'s in front of the novoice line. It looks like this now: //#define ACE_NOVOICE

NMDANNY
Jan 9 2010, 19:27
Is there a way (as of now) to get the a.i. to start the fast roping sequence?

when you are a pilot and you deploy ropes, i think you should give the command Disembark and your squad members will rappel down

Rykane
Jan 9 2010, 19:29
Thanks lucky......
I was modifying the userconfig inside the @<hidden> folder instead of the one in the main ARMA2. Thanks for the help.

---------- Post added at 08:26 PM ---------- Previous post was at 08:21 PM ----------

Rykane, You should already have a userconfig file inside your main ARMA2 root folder. Is that the one you modified? Is ACE2 working fine except for not letting you alter the userconfig file? All i did was remove the //'s in front of the novoice line. It looks like this now: //#define ACE_NOVOICE

I don't have a userconfig file in the main ARMA 2 root folder. I modified the one in "ArmA 2\@<hidden>\userconfig" ACE 2 is working fine except the fact that theres no voice/ radio chatter, but i'd prefer if it was enabled.

Slatmes
Jan 9 2010, 19:32
when you are a pilot and you deploy ropes, i think you should give the command Disembark and your squad members will rappel down

No, I mean actually getting the A.I. to fly in and start fast roping out of the chopper without an actual player having to tell them to do it.

luckyhendrix
Jan 9 2010, 19:38
it's bot possible in the crurent state

Slatmes
Jan 9 2010, 19:41
How then do you get the bots to do it?

luckyhendrix
Jan 9 2010, 19:43
you can't the pilot must be a human player.

Slatmes
Jan 9 2010, 19:45
Ok then thanks

Rykane
Jan 9 2010, 19:59
I tried editing the ace_clientside_config.hpp file within "\ArmA 2\userconfig\ACE" and editing the line #define ACE_NOVOICE with adding "//" but it still get the "no entry 'bin\config.bin/cfgvoicetypes/novoice.name" error and no voice chatter.

Solarghost
Jan 9 2010, 21:14
Most would have figured this out already, but for the new people here is a short guide I wrote of for you.


Ok people, goto your documents folder

Arma 2 Other profiles

Your profile folder

Open up your profile config file in word pad, up the top it will have face, voice pitch blah blah blah.....
--------
Ok now keep that open...


2nd step is open up your ARMA2 dir in either Steam or program files BIS, then open up your user config folder

Open up the 'ACE' Folder, not the other ones

Double click on: 'ace_clientside_config'

Or here for normal versions:
C:\Program Files\Bohemia Interactive\ArmA 2\userconfig\ACE\ace_clientside_config.hpp

Now there will be the following...





/*//////////////////////////////////////////////
// ___ ______ ______ ___ //
// / | / ____/ / ____/ |__ \ //
// / /| | / / / __/ __/ / //
// / ___ | / /___ / /___ / __/ //
// /_/ |_| \____/ /_____/ /____/ //
// //
// //
////////////////////////////////////////////////
// //
// CLIENTSIDE CONFIG FILE //
// //
//////////////////////////////////////////////*/


/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - NO VOICE, NO RADIO CHATTER
--------------------
FEATURES: Disables AI radio chatter as well as player radio chatter
---------
TO ENABLE: Remove the "//" in front of the #define to enable the NO VOICE, NO RADIO CHATTER feature. To disable, think vice versa.
----------
//////////////////////////////////////////////*/

#define ACE_NOVOICE



/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - CARTRIDGES STAY ON GROUND
--------------------
FEATURES: Adds brass and cartridges on the ground
---------
TO ENABLE: Change the numbers in the following block
----------
//////////////////////////////////////////////*/

class ACE_CARTRIDGES
{
enabled = 1; // COMMENT: 0 - disabled, 1 - enabled
max_cartridges = 500; // COMMENT: max. amount of cartridges on map
max_distance = 0; // COMMENT: max. distance until cartridges become deleted by FIFO
max_lifetime = 600; // COMMENT: lifetime of cartridges in seconds
min_FPS = 15; // COMMENT: min. FPs when cartridges become deleted
};




/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - SIGHT ADJUSTMENT
--------------------
FEATURES: Enable range adjustment on scopes with BDC (Bullet Drop Compensation)
---------
TO ENABLE: Change the number(s) in the following block
----------
//////////////////////////////////////////////*/
class ACE_SIGHT_ADJUSTMENT_RIFLE_CONFIG
{
enable_BDC = 1; //COMMENT: 0 - Only angular units are displayed
};




/*//////////////////////////////////////////////
CONFIG SETTING FOR : ACE 2 MOD - Changeable glasses ingame
--------------------
FEATURES: Lets you choose different glasses
---------
TO ENABLE: Please ADD your Player Profile here + Your name
----------
EXAMPLE:
--------
class Identity
{
face="Default";
glasses="None";
speaker="Male01";
squad="http://www.squad.org/tag/squad2.xml";
pitch=1.0190428;
name = "John Doe";
};


//////////////////////////////////////////////*/
class Identity
{
face="Default";
glasses="None";
speaker="Male04";
squad="http://www.vma.net.nz/squadxml/squad.xml";
pitch=0.97171593;
name = "Solarghost";
};

class ACE_WIND_CONFIG
{
enable_drift = 1; //COMMENT: enable/disable wind drift
//COMMENT: will be overridden by mission in MP
};


//////////////////////////////////////
// DONT EDIT BELOW HERE !!!!!! ///////
//////////////////////////////////////
// Dedicated server settings /////////
//#include "ACE_serverconfig.hpp"
//////////////////////////////////////
// Settings for ace_sys_tracking /////
#include "ACE_Tracking.hpp"
//////////////////////////////////////

-----------------------------------------------------------------------------------------------

John Doe is the example one, the one below that is what you need to edit.

Edit the name as it is in game, i.e. "Solarghost"

You no longer need to copy over your squad XML, voice pitch, glasses etc etc from that other notepad you have open.
All you need to edit is your name. where I have it in bald


Save the config file, then start up your game and enjoy all the new glasses, and masks you can now use.



Kind regards,

Solarghost

Nuno Basto
Jan 9 2010, 21:49
I used search but i found nothing,...

I Can't install ACE2, and i dont know were the problem is,...

I start The Six Updater, then it opens the IE in the Six Updater page, i choose the A. C. E. MOD (Vanilla), select AutoSkip and i choose Install or Update on the Action box,... then i clic execute and opens another window with this:


Updater (v0.14.4) by Sickboy <sb_at_dev-heaven.net>
Run with --help for help
WARNING: Please make sure anything ArmA related has been closed / shutdown, incl
explorer windows, etc
ArmA 2 Standard Distribution detected
ArmA Path: C:\Program files\Bohemia Interactive\ArmA 2
Manager for: @<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

Processing:

= @<hidden>
Already installed, trying to update...
Current Version: 0, checking for updates...
Calculating checksums
Trying rsync://killingtimeproductions.com/rel/ace/.

And that's it,.. nothing else happens,... i've turned both the windows and router firewall's off and it's the same.

Murklor
Jan 9 2010, 22:11
I start The Six Updater, then it opens the IE in the Six Updater page, i choose the A. C. E. MOD (Vanilla), select AutoSkip and i choose Install or Update on the Action box,... then i clic execute and opens another window with this
Why do you select autoskip? Reset skipstatus and try again...

MaXyM
Jan 9 2010, 22:39
Why do you select autoskip? Reset skipstatus and try again...

Why now? autoskip means, up-to-date packages will be skipped.
So if he install first time, autoskip doesn;t matter

Nuno Basto
Jan 9 2010, 23:24
Same problem!

EvilNate
Jan 9 2010, 23:50
Great mod guys, yet again!

The only thing I see as a set back for ACE2 continues to be the exaggerated fatigue feature. I would like to see the recovery time decreased and the fitness levels of the solders increased a good amount.

Xeno
Jan 9 2010, 23:51
The only thing I see as a set back for ACE2 continues to be the exaggerated fatigue feature. I would like to see the recovery time decreased and the fitness levels of the solders increased a good amount.
We are working on it. Please be patient.

Xeno

Shumann
Jan 10 2010, 00:16
Hello everyone.
Xeno can you explain me why i have some problem with audio?
Example i cant hear any sound complete when i click on some button of my game and sound on game are very low and sometimes i cant hear sound on front of me.
This is only my problem or what?
Thx in advance and sorry for my bad english.

Paul-Hewson
Jan 10 2010, 02:18
For me i have no problem with Stamina. I've managed to move with gear up to near 60kg without a problem.

First use vehicle when you can. If you can't, run/walk/run/walk, sometimes stop and do some orientation with map, compass, gps or by eye sight.
It prevents me to get out of stamina out of combat area & i still enjoy of the game.

In combat area there is no problem with stamina as you have to keep covering position after lots of small movement toward the objective.

I never use the sprint movement, except in few situation where you have to move fast to survive. Sprint is really getting you tired quickly but i think that is okay if we consider no soldier gonna run like that in normal condition if there is no enemy in the area.

Enjoy myself !

nb : the only thing i can't get to work is the interaction menu though.

---------- Post added at 06:18 AM ---------- Previous post was at 06:13 AM ----------


I tried editing the ace_clientside_config.hpp file within "\ArmA 2\userconfig\ACE" and editing the line #define ACE_NOVOICE with adding "//" but it still get the "no entry 'bin\config.bin/cfgvoicetypes/novoice.name" error and no voice chatter.

Did you clean up your install. As you have modified lots of files & move them everywhere in your ArmA 2 folder.

Maybe you need to redo a clean install of ArmA2+Ace2 and modify only the .hpp files of "X:\ArmA2\UserConfig\Ace" next time ;)

NouberNou
Jan 10 2010, 03:39
For me i have no problem with Stamina. I've managed to move with gear up to near 60kg without a problem.

I like the sight of troops walking on patrol with their rifles down... :p Get to know your squad mates! ;)

Hbomber110
Jan 10 2010, 03:42
Same problem!

You know what i did when it happened to me ?

Yoma's synchronizer

Danno04
Jan 10 2010, 03:53
I tried editing the ace_clientside_config.hpp file within "\ArmA 2\userconfig\ACE" and editing the line #define ACE_NOVOICE with adding "//" but it still get the "no entry 'bin\config.bin/cfgvoicetypes/novoice.name" error and no voice chatter.

Any luck I have the same problem. I did everything per instruction edited the ace_clientside_config.hpp in the main folder and typed it my profile name and still get the same error message

jcs89
Jan 10 2010, 04:45
This may be an easy to answer question, but where do you find the packed parachutes to use when ejecting from aircraft?

Sneaker-78-
Jan 10 2010, 07:11
in the gearbox or in a aircraft

jcs89
Jan 10 2010, 07:28
i have not seen anything called "gearbox" anywhere. What unit do i need to place in the editor to find parachutes? I am sure i need to equip myself with one before i eject from a plane....
I have searched all of the crates such as ammo crates and weapon boxes. i probably am overlooking it somewhere.

Murklor
Jan 10 2010, 08:22
For me i have no problem with Stamina. I've managed to move with gear up to near 60kg without a problem.
Well I've been able to run fine with around 50kg of machinegunner stuff until they added the earplugs (my sound cut out enough without yet another background sound thank you). Move in small segments, rest between, dont get to the black out point.

Its once you get exhausted that it becomes a pain and often its hard to manage. As long as you can avoid it, its fine... But when you are exhausted you might as well pitch up a tent and go to sleep for 30 minutes because it aint going away.

It will be interesting to see what is done with it. Still hoping for another effect than that the awkward black in with annoying sound pop.

Sneaker-78-
Jan 10 2010, 09:07
i have not seen anything called "gearbox" anywhere. What unit do i need to place in the editor to find parachutes? I am sure i need to equip myself with one before i eject from a plane....
I have searched all of the crates such as ammo crates and weapon boxes. i probably am overlooking it somewhere.

maby it depends on the mission , what mission are you playing ?

VKing
Jan 10 2010, 09:49
There are parachutes in all planes/helicopters.

PogMoThoin
Jan 10 2010, 10:37
The fatigue could do with being relaxed a little, its a great feature but I feel its a little too restrictive.

There's also an issue where if You're not a pilot, You black out in the jets

I know these effects are put in for realism, but its a game ffs

Enforcer1975
Jan 10 2010, 10:51
The fatigue could do with being relaxed a little, its a great feature but I feel its a little too restrictive.

There's also an issue where if You're not a pilot, You black out in the jets

I know these effects are put in for realism, but its a game ffs

Never had that blackout when not beeing a pilot. And i tried a lot.

ArmA is the game. A.C.E. adds realism.

I agree the fatigue system is not that good. Sure you can carry around 50kg but it sure will be exhausting and encumbering. Blacking out when running a distance simulated encumbrance. You could also block running and normal walking if the guy is tired... In any case there will be someone who will whine about it.

Sniperwolf572
Jan 10 2010, 11:17
Never had that blackout when not beeing a pilot. And i tried a lot.

Played a stock WDF mission last night with ACE, It's definitely there, it's noticeable, and I love it, even tho stock WDF doesn't have pilot player slots to alleviate it. I think it adds an extra element to piloting (especially when you're not a pilot), as it makes you have to plan on what to do and avoiding doing crazy stunts. Love the addition of the plane effects aswell. Thumbs up.

=KCT=BlackMamba
Jan 10 2010, 11:36
i agree with the stamina effects being a little over the top,
i can understand when a unit is loaded with 40+kg's of weight he wont run allot
but in a combat situation when he's being ambushed by the enemy and have to make a quick decision, dropping his gear, loose precious time and taking the risk getting shot while doing so.
or make a run for it and black out after 150 mtrs being a numb bunny whaiting for its predetor..

maybe a solution (if its possible to implement)..
when packed with +40kg's of equipment the soldier would run allot slower as the weight would tangle up and down, and he black's out after maybe 1km with the exception of running up a hill.
dont u think a us marine can do such a thing??.

Panda_pl
Jan 10 2010, 11:52
About stamina:
- do not sprint
- add 20 killograms to the displayed weight to account for gear&protection wear
- lower your weapon (at least it used to work in ACE1, you'd get tired faster if running with weapon ready)
- when resting: crouch or go prone (preffered) to regain stamina faster.

@<hidden>
this is not possible in A2 engine. Animations have their speeds assigned.
How about instead of making running animation slower we come up with some system to force the player to run slower or walk... I dunno... any idea?

Vino3
Jan 10 2010, 12:18
- add 20 killograms to the displayed weight to account for gear&protection wear

exactly guys, you have to remember your guy isnt naked, he is carrying around his uniform and protective gear aswell.

JW Custom
Jan 10 2010, 12:27
i agree with the stamina effects being a little over the top,
i can understand when a unit is loaded with 40+kg's of weight he wont run allot


Why would you carry 40kg+ ???

I can carry:

M4A1 + 10 Mags
Glock 18 + 8 Mags
2 Frag grenades
M136 AT4

Weight = 25Kg

I can carry:

M249 Saw + 4*200 rounds = 800 rounds
Glock 18 + 8 Mags
2 Frag grenades

Weight = 26Kg

Your not supposed to carry AT and MG weapons at the same time!!!!

Thank god for this system, now there's far between idiotic loadouts... keep up the good work ACE team :cool:

Xeno
Jan 10 2010, 12:38
Like I allready wrote before, there are some issues with stamina currently and Rommel tries to adress them (just as a little extra pressure for Rommel :D).

If everything goes well stamina will be fixed in tomorrows release.

Xeno

=KCT=BlackMamba
Jan 10 2010, 12:39
dont know.. was only sugesting...

i dont know the possibility's of the A2 engine..

i think the ACE devs have well tought abouth it,
and i think so far they do a great job..

but it annoys me sometimes being in the middle of an open field, bullets flying over my head and i cant get out of there...

PogMoThoin
Jan 10 2010, 12:42
but it annoys me sometimes being in the middle of an open field, bullets flying over my head and i cant get out of there...

Any chance of adding some high energy drugs/party pills :yay:

Murklor
Jan 10 2010, 12:44
Why would you carry 40kg+ ???
Uhm, a heavy machinegun (as in just the machinegun, no AT) with decent amount of ammo can reach 50kg (or more if you want even more ammo).

Its kind of odd to make examples of weight when you pick one of the lightest assault rifles or one of the lightest machineguns.

LiberNull777
Jan 10 2010, 12:44
I need help. Is there any possibility that my units allready had a gas mask on face? And i do not have to constantly pull them from the box?

=KCT=BlackMamba
Jan 10 2010, 12:50
Uhm, a heavy machinegun (as in just the machinegun, no AT) with decent amount of ammo can reach 50kg (or more if you want even more ammo).

Its kind of odd to make examples of weight when you pick one of the lightest assault rifles or one of the lightest machineguns.

yes thats exactly what i mean

yesterday i played a single mission where i needed 3 satchel charges
+ my M249 Para, binocs, nvg its getting heavy,

and i needed to walk pretty far when i got to my 2nd objective i got shot at and wanted to get out of there only i got tired, blacked out and got killed at that time i had 2 satchels left (mission failed)...

kdjac
Jan 10 2010, 13:00
I think it adds an extra element to piloting (especially when you're not a pilot), as it makes you have to plan on what to do and avoiding doing crazy stunts. Love the addition of the plane effects aswell. Thumbs up.

Its excellent when there is a slot for pilots, some missions dont have them but have A10s sitting in the corner.

I think the mission makers need to redo some missions rather than ACE changing it.


cough domination 1.29 revive/ai cough cough :p

JW Custom
Jan 10 2010, 13:09
yes thats exactly what i mean

yesterday i played a single mission where i needed 3 satchel charges
+ my M249 Para, binocs, nvg its getting heavy,

and i needed to walk pretty far when i got to my 2nd objective i got shot at and wanted to get out of there only i got tired, blacked out and got killed at that time i had 2 satchels left (mission failed)...

Pretty bad mission design if you NEED to carry 3 satchels and a M249 by yourself and then have to travel far on foot, you can hardly blame that on the stamina system!

=KCT=BlackMamba
Jan 10 2010, 13:27
no comments on the quality never got further than mission 1 :o...
the campaign is abouth a "SAS" squad so yes sometimes u have to walk pretty far with Sh#t heavy loads...

going in with a mp5 isnt an option when truckloads full of heavy armed opfor's
coming for ya

maybe i could spread the load over my squad but i know what happens.
i switch to the second unit, to stealthy place the satchel.
while squadleader orders to engage the enemy and ruins the element of suprise...
this could be solved by being able to give a second unit command bevore switching to him

VKing
Jan 10 2010, 13:56
the campaign is abouth a "SAS" squad so yes sometimes u have to walk pretty far with Sh#t heavy loads...


Emphasis on "walk".
No SF team has ever gone anywhere running carrying all their gear

TheRev709
Jan 10 2010, 14:25
I'm having a problem with ACE2 Flashbangs and groups of guys in houses. I have two groups of OPFOR pre positioned inside of two different buildings, all with
nul=[this,3] execVM "setbpos.sqf"; this setUnitPos "Middle"; so they're crouching too. When I toss a flashbang, they all stand up and wobble around like their supposed to (simulating that they're stunned), but when they return to the crouched position none of them have their weapons drawn, and instead all of their guns are on their back. So in effect the flashbang has rendered all the threats absolutely defenseless. Not fun in a video game if no one is gonna shoot back at you (unless you're into that sorta thing . . . )

Yoma
Jan 10 2010, 14:37
You know what i did when it happened to me ?
Yoma's synchronizer

-If you mean that my tool caused it: do explain.
-If you mean it in a "talkdown sixupdater" kind of way: don't do this please.

=KCT=BlackMamba
Jan 10 2010, 14:38
Emphasis on "walk".
No SF team has ever gone anywhere running carrying all their gear

thats true

but when bullets are raining all around u, i think u would get the hell out of there wouldnt u

u wont sit down and drop your load in line of sight being cannon fodder...

evolve-r
Jan 10 2010, 14:50
Why in Stryker with MGS - 3 placeS ,in Stryker with rockets 2 places,but in Stryker with maCHINE GUN and MK-19 - 10 places.

TheRev709
Jan 10 2010, 14:57
Why in Stryker with MGS - 3 placeS ,in Stryker with rockets 2 places,but in Stryker with maCHINE GUN and MK-19 - 10 places.

the Stryker with MG and MK19 are ICV, aka Infantry Carrier Vehicle that can transport troops.

Alex72
Jan 10 2010, 14:58
Why in Stryker with MGS - 3 placeS ,in Stryker with rockets 2 places,but in Stryker with maCHINE GUN and MK-19 - 10 places.
Because they all carry different ammo? One is carrying big ammo, the other one too "rockets", and the 3d has only a MG and is also then a troop carrier.

Maybe im completelly wrong, but i guess thats roughly it.

EDIT: What is this "Adrenaline Button" i read about on DH? And how is it used? I checked the Features page etc but cant find info on it. Thanks.

luckyhendrix
Jan 10 2010, 15:28
because the room in the back is used to store ammo in the Struker ATGM and to stock ammo and the turret in stryker MGS

JW Custom
Jan 10 2010, 15:31
no comments on the quality never got further than mission 1 :o...
the campaign is abouth a "SAS" squad so yes sometimes u have to walk pretty far with Sh#t heavy loads...

going in with a mp5 isnt an option when truckloads full of heavy armed opfor's
coming for ya

maybe i could spread the load over my squad but i know what happens.
i switch to the second unit, to stealthy place the satchel.
while squadleader orders to engage the enemy and ruins the element of suprise...
this could be solved by being able to give a second unit command bevore switching to him

You could make the AI unit drop the satchel when needed and you could pick it up or you could order it to place the satchel where its needed.

=KCT=BlackMamba
Jan 10 2010, 16:12
thnx ill try that...

trickster1982
Jan 10 2010, 16:43
Right,sorry to be a pain guys but due to the at times unfriendly way this forum seems to be run my perfectly reasonable & polite (in my opinion) question regarding installation of this mod was locked, so please, if possible, could somebody let me know if there is an idiots guide to installing this mod anywhere? Im at best an amateur when it comes to messing around with files etc so could do with a complete step by step guide to getting it up & running without too much techno babble. I have used the search function on here & not found anything particularly helpful, and as a 27 year old bloke with other responsibilities I dont have all day to spend trawling for snippets of info unfortunately! Ive tried the mod folders approach as somebody posted on the armaholic link comments page, but that didnt work either.
It looks a great mod from the videos ive watched & I really want to give it a go, so would be most grateful if somebody could point me in the right direction.
Thanks

AceOfSpades
Jan 10 2010, 16:46
Noticed on my sons computer that his ACE config is not updating correctly. It is stuck on the userconfig dated dec 23rd 2009. I have erased it from both the arma2/userconfig/ace folder and the backup in the @<hidden>/userconfig folder but the updater keeps replacing it with the same dec. 23rd file. Therefore it is missing some of the config lines to update. Cant replace the file manually either because the six updater just eraes it and replaces it with the old one. Any ideas, anyone?

luckyhendrix
Jan 10 2010, 16:52
Will the flare system stay like it is now ? Because it doesn't add anything to gameplay and it's not realistic either.Pilot shouldn't be warned of IR missiles launches and should launch flares preventively.

malibu.stacey
Jan 10 2010, 16:59
@<hidden>

theres a video tutorial on how to install ACE via SIX Updater on the first page of this thread. Should be a start :)

EDIT: Here´s a direct link (http://updater.dev-heaven.net/images/vid.swf)

Sneaker-78-
Jan 10 2010, 17:07
Why would you carry 40kg+ ???

I can carry:

M4A1 + 10 Mags
Glock 18 + 8 Mags
2 Frag grenades
M136 AT4

Weight = 25Kg

I can carry:

M249 Saw + 4*200 rounds = 800 rounds
Glock 18 + 8 Mags
2 Frag grenades

Weight = 26Kg

Your not supposed to carry AT and MG weapons at the same time!!!!

Thank god for this system, now there's far between idiotic loadouts... keep up the good work ACE team :cool:

i also have that amount of kg , but some ppl carry :

M109+ammo
Smaw+ammo
Pistol+ammo
grenades

and a backpack with all the ammo for all weapons.

:eek:


But i Still love the stammina effect !

Panda_pl
Jan 10 2010, 17:17
Will the flare system stay like it is now ? Because it doesn't add anything to gameplay and it's not realistic either.Pilot shouldn't be warned of IR missiles launches and should launch flares preventively.
Do some reaserch into the warning systems mounted on helicopters and jets.

TheRev709
Jan 10 2010, 17:18
I'm having a problem with ACE2 Flashbangs and groups of guys in houses. I have two groups of OPFOR pre positioned inside of two different buildings, all with
nul=[this,3] execVM "setbpos.sqf"; this setUnitPos "Middle"; so they're crouching too. When I toss a flashbang, they all stand up and wobble around like their supposed to (simulating that they're stunned), but when they return to the crouched position none of them have their weapons drawn, and instead all of their guns are on their back. So in effect the flashbang has rendered all the threats absolutely defenseless. Not fun in a video game if no one is gonna shoot back at you (unless you're into that sorta thing . . . )

I'm still having issues with his if anyone can help me please.

Jon

Murklor
Jan 10 2010, 17:21
i also have that amount of kg , but some ppl carry :

M109+ammo
Smaw+ammo
Pistol+ammo
grenades

and a backpack with all the ammo for all weapons.

:eek:


But i Still love the stammina effect !
Yes and that is obviously over the top in terms of equipment. Still, there are loadouts that will net you alot of kgs. For example the default engineer carry 2 AT mines: that's 20kg right there. Add another 20-30kg for weapons and ammo and you're up to 40-50kg for a "standard" class.

luckyhendrix
Jan 10 2010, 17:22
Do some reaserch into the warning systems mounted on helicopters and jets.

Only F35/AH64/Su34/Uh1Y/ah1Z are warned of missile launch, for Ka-52 I lack the information.

But Mi-24,Ah-1W ,su25,A10 and AV8 have only a RWR so their only warned of fox 1 or fox 3(in ACE2 the only Fox1 or 3 are the Tunguska's missile and Su-27's R-27) but not of IR guided missiles wich are fox2 (Stinger,igla,strela or sidewinder,R73)

LiberNull777
Jan 10 2010, 18:09
I do not like spam. But I do not know where to get help. Someone give me advice on how to add to inventory a gas mask? And even once been equipped. Not pulling it from the box. Please: (

luckyhendrix
Jan 10 2010, 18:18
this addweapon "ACE_GlassesGasMask_US " in unit init

trickster1982
Jan 10 2010, 18:34
@<hidden>

theres a video tutorial on how to install ACE via SIX Updater on the first page of this thread. Should be a start :)

EDIT: Here´s a direct link (http://updater.dev-heaven.net/images/vid.swf)

Thanks for that, link seems to be down at the moment but il try again later :)

LiberNull777
Jan 10 2010, 19:03
Thank you Luckyhendrix.

funked1
Jan 10 2010, 19:22
About the ACOG: The older model with "Ironsights" is quite rare nowadays. The army has some kind of bias against the use of tritiuum light sources.


I have one of these on my carbine (TA01NSN). The issue is that the tritium dot on the front post is visible to people other than the operator, e.g. bad guys. The RCO has tritium too, but it's inside the optic and leaves no operator signature.

RacingLad
Jan 10 2010, 19:33
Ok, so I downloaded ACE 2 via Six Updater and have the proper folders in my ARMA2 directory. But now what!? I click the launch icon and all I get is vanilla.

What else needs to be done?

Rdz.

Soupdragon
Jan 10 2010, 19:34
again I am asking for help with this six updater problem.

http://i16.photobucket.com/albums/b5/the_soupdragon/updater_error_1.jpg

Anyone know a fix?

SD

Cole
Jan 10 2010, 19:41
Download the latest six updater. This one is like.. months old.

edit: From here http://dev-heaven.net/projects/list_files/six-arma-updater

RacingLad
Jan 10 2010, 19:54
Ok, so I downloaded ACE 2 via Six Updater and have the proper folders in my ARMA2 directory. But now what!? I click the launch icon and all I get is vanilla.

What else needs to be done?

Rdz.

Can anyone help?

TimRiceSE
Jan 10 2010, 19:58
Can anyone help?

Are you launching using a shortcut that includes the ACE addons?

JW Custom
Jan 10 2010, 20:41
Can anyone help?

Your shortcut target line should look similar to this:

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

mortyfero99
Jan 10 2010, 21:41
I saw you are working on some hk and m249 weapons .. really well done ..

Is there any project involving russian weapons and ruck model ??

bhaz
Jan 11 2010, 00:44
Download the latest six updater. This one is like.. months old.
I was under the impression it updated itself, is this not true?

Nemesis_wales
Jan 11 2010, 00:59
as im left handed, i use the arrows keys for movements, but when firing AT this becomes hard as going forward with AT in hand changes the range... is there a way i can change it to W for range up and S for range down? as i dont use them? cheers

Cossack8559
Jan 11 2010, 01:21
Can i just ask a question out of curiosity :rolleyes: why can we no longer use the rocket that the T-90 has? or should i say had.

I don't really use the T-90 much i command the T-72 on most of our tank missions :) but lately have been using it more and didn't quite realise how crap the T-90 actually is when up against the M1A1 in game...

In stock arma i would get mixed results with the T-90 sometimes winning and losing in 1v1's against the M1A1 but with ace the T-90 is always obliterated in some cases i see the M1A1 take out two T-90's without any other help... surely the T-90 ain't that weak? :eek:

maturin
Jan 11 2010, 01:32
The T-90 rocket is now fired like any other main gun ammo (like switching to HE rounds).

And it is weaker now because sabot rounds are no longer one-shot kill/disables most of the time. So it's a slugging match the T-90 will always lose instead of a question of who hits first.

jasonnoguchi
Jan 11 2010, 01:39
@<hidden> ACEX TEAM, I know you guys are working on a great looking HK416 series. :) Can't wait! One question, how are you guys differentiating the HK416 from the M4/M16 series in terms of performance ingame? Smaller spread? lesser possibility of jamming? how are you guys modelling the advantages in terms of config? :) Will the 40mm grenade come with a bigger blast radius than the M203 30mm grenades?

@<hidden> TEAM, Feature request. :) A dedicated key for fire mode select. Selecting firing mode is a bitch when you have grenades, flash bangs, smoke etc which you have to scroll through using the F key before finally reaching your desired primary weapon fire select...that can be destructive when the heat is on and that is one tactical drawback in the stock arma2 game.

Guys, if you want a dedicated fire mode select key with ACE, please vote at http://dev-heaven.net/issues/show/7946

[ZSU]Preacher
Jan 11 2010, 01:52
Is there a document somewhere that lists all of the init.sqf parameters that can be used in ACE to modify ACE behaviour? (eg ace_sys_tracking_markers_enabled = false;).

Cossack8559
Jan 11 2010, 01:53
The T-90 rocket is now fired like any other main gun ammo (like switching to HE rounds).

And it is weaker now because sabot rounds are no longer one-shot kill/disables most of the time. So it's a slugging match the T-90 will always lose instead of a question of who hits first.

Oh okay thanks, guess i'll have to resort to guerilla tactics when i come up against another M1A1...

another question... does the armour act like in real life... for example if i hit the rear end of a tank will it do more damage than if i was to hit the tank from its front?

fireship4
Jan 11 2010, 02:08
Panda, as far as I know, you cannot get a warning if you have an IR missle on you. They are passive. You can get RWR (radar warning recievers?) but they are not normally on helos, and only notify on track, launch etc. of a radar guided missle.

Some vehicles use IR jamming devices, which I believe flood the sensor on MANPADS etc. by having an IR light on the bird.

So yes, flares launched automatically on missle launch is unrealistic where man-portable missles are concerned as far as I know, as most if not all are IR guided. Flares are launched preventatively and if the pilot sees the launch.

[ZSU]Preacher
Jan 11 2010, 02:11
Panda, as far as I know, you cannot get a warning if you have an IR missle on you. They are passive. You can get RWR (radar warning recievers?) but they are not normally on helos, and only notify on track, launch etc. of a radar guided missle.

Some vehicles use IR jamming devices, which I believe flood the sensor on MANPADS etc. by having an IR light on the bird.

So yes, flares launched automatically on missle launch is unrealistic where man-portable missles are concerned as far as I know, as most if not all are IR guided. Flares are launched preventatively and if the pilot sees the launch.

Do you know how to use the ACE countermeasures? Are they manual, and if so what is the keybind? Ta.

fireship4
Jan 11 2010, 03:13
Pretty sure they are automatic, and are engaged when a missle is launched.

[ZSU]Preacher
Jan 11 2010, 03:15
Pretty sure they are automatic, and are engaged when a missle is launched.

I did some testing and whilst they seemed to work, I couldn't see any flares. Perhaps I wasn't looking properly.

Manzilla
Jan 11 2010, 03:23
Preacher;1540913']I did some testing and whilst they seemed to work, I couldn't see any flares. Perhaps I wasn't looking properly.

Do you need to "turn them on" via the ACE2_clientside_config.hpp?(The one in the Userconfig folder not the ACE2 mod folder.) I just got home and haven't had time to check/test the newest ACE2 updates including the CM's. I'm just thinking you might find the info there.

---------- Post added at 10:23 PM ---------- Previous post was at 10:20 PM ----------


Can anyone help?

Try this link, or the forum search function. There's tons of helpful info about getting a Mod up and running. You may not get many solid answer cause most people don't want to answer something that's been answered a ton of times before.

Good luck, enjoy ACE2.

RacingLad
Jan 11 2010, 04:39
Your shortcut target line should look similar to this:

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

Thanks, got it working now.

One thing though. When I launch the game there appears to be the begining of an intro video but then it all goes black. The option menu is quite visible and working properly though. Is this normal?

I can see an ACE2 logo on the top right corner of the screen.

JW Custom
Jan 11 2010, 06:43
One thing though. When I launch the game there appears to be the begining of an intro video but then it all goes black. The option menu is quite visible and working properly though. Is this normal?

I can see an ACE2 logo on the top right corner of the screen.

Same for me and other people have mentioned it, but who cares about that intro anyways :p

Alex72
Jan 11 2010, 08:08
Did anyone know what this Adrenaline Button thing is? I read somewhere that they were discussing it but then i saw SickBoy saying "have you used the Adrenaline Button?" as a reply on DH. But no one i know have a clue and i didnt find any information on this. Would be great to know. Thanks.

Kroky
Jan 11 2010, 08:10
And I dont have any clue what the panic button in ACE2 should do. Did anybody get it to work? And what is the effect of it?

SilverBlue
Jan 11 2010, 08:16
Did anyone know what this Adrenaline Button thing is? I read somewhere that they were discussing it but then i saw SickBoy saying "have you used the Adrenaline Button?" as a reply on DH. But no one i know have a clue and i didnt find any information on this. Would be great to know. Thanks.

Someone said its a "shot" of adrenaline which allows you to sprint abit longer in case you need to get out of indian country. :)

Alex72
Jan 11 2010, 08:18
Ok, maybe i didnt search properly through the boxes. I tried the epinephrine wich i think is adrenaline? But i couldnt use it when getting tired. Tried to run myself real tired to the point i blacked out. Tested to inject that stuff through all stages. No luck.

SilverBlue
Jan 11 2010, 08:26
No its not an injection from what I could see. Its just a "simulation" of the fact that in dangerous situations body will create more adrenaline so you can survive.

Edit: Yea, epinephrine = adrenaline.

Alex72
Jan 11 2010, 08:46
So... What the heck is it lol? Is it a button/shot or just eh what?

EDIT: Im asking because of what SickBoy said: "Have you considered using the adrenaline button to regain stamina?".
Source: http://dev-heaven.net/issues/show/7912

HyperU2
Jan 11 2010, 08:48
When I blacked out while running from the enemy yesterday they gave me a shot, it was fatal though.

Alex72
Jan 11 2010, 08:52
Not really helping is it Hyper? Burying posts that seeks proper answers...

HyperU2
Jan 11 2010, 08:56
Hopping in the middle so I can track if a solution comes up.

SilverBlue
Jan 11 2010, 09:15
So... What the heck is it lol? Is it a button/shot or just eh what?

EDIT: Im asking because of what SickBoy said: "Have you considered using the adrenaline button to regain stamina?".
Source: http://dev-heaven.net/issues/show/7912

Well, its a button which increases the amount of adrenaline in your body so you can run/sprint a bit further without blacking out.

Alex72
Jan 11 2010, 09:20
Well, its a button which increases the amount of adrenaline in your body so you can run/sprint a bit further without blacking out.

What button? cmon man you cant say A and not B haha. "its a button". Ok im with you that far. But what button? Are we talking keyboard button or are we talking voodoo?

afp
Jan 11 2010, 09:25
@<hidden> TEAM, Feature request. :) A dedicated key for fire mode select. Selecting firing mode is a bitch when you have grenades, flash bangs, smoke etc which you have to scroll through using the F key before finally reaching your desired primary weapon fire select...that can be destructive when the heat is on and that is one tactical drawback in the stock arma2 game.

Indeed, there are hundreds of keys and they put grenades and fire selector on the same key... I've noticed this long time ago.
It should be a key for fire selector, another one for grenades cycling and another one for throwing grenades, without changing the current weapon mode.
Or at least another key for throwing grenade....
F for fire selector, H for throwing grenade, shift-H grenade selector (or shift-F)

=KCT=BlackMamba
Jan 11 2010, 09:28
i believe its any "PANIC" button on the "NUM" pad u can change it to your liking in your ACE_Keys document

SilverBlue
Jan 11 2010, 09:29
What button? cmon man you cant say A and not B haha. "its a button". Ok im with you that far. But what button? Are we talking keyboard button or are we talking voodoo?

Hahaha. Sorry dude your post made me laugh so hard right now. :o


class Panic_Button
{
key = 69; // Num - Whatever
};

jasonnoguchi
Jan 11 2010, 09:53
@<hidden>, epinephrine is what you use to get a heart that is about to stop beating to resume beating. This is the shot you need in the original ACE mod for ArmA1 when someone has bled for too long without first aid and has gone into shock and will die if not administered. I don't think its properly implemented in the current wounding system yet. So far, I never had a single situation when that is needed but in ACE mod for ArmA1, its something I need for my men a lot!

SilverBlue
Jan 11 2010, 09:59
I know what it is and what its used for but your body produces it also in certain situations. I assume thats what the "Panic Button" is meant to do.

stilpu
Jan 11 2010, 10:03
Indeed, there are hundreds of keys and they put grenades and fire selector on the same key... I've noticed this long time ago.
It should be a key for fire selector, another one for grenades cycling and another one for throwing grenades, without changing the current weapon mode.
Or at least another key for throwing grenade....
F for fire selector, H for throwing grenade, shift-H grenade selector (or shift-F)

Tried scripting this with SwitchMagazine, unfortunately it's not usable for now due to the bugs explained in the wiki (no way to retrieve firing modes and it doesn't work properly anymore if you change gear)
http://community.bistudio.com/wiki/ArmA:_Actions#SWITCHMAGAZINE
Maybe we should fill a bug report in DevHeaven if I'm not the only one wanting this.

RUKH
Jan 11 2010, 10:31
@<hidden> TEAM, Feature request. :) A dedicated key for fire mode select. Selecting firing mode is a bitch when you have grenades, flash bangs, smoke etc which you have to scroll through using the F key before finally reaching your desired primary weapon fire select...that can be destructive when the heat is on and that is one tactical drawback in the stock arma2 game.

Damn! I was just sitting infront of my computer thinking of this! Yesterday I set up an ambush with claymores (clacker) and was going to open up on them after the first was set of....it took me 5 seconds to hit AUTO and I accidentally threw smoke on them while buttonmashing my way to a "hot" weapon.

It is really not intuitive to use "F" for everything, if I where in a real ambush I don't think that I would accidentally throw stuff instead of shooting.

Edit: Can't grenades and other equipment be put in the mousewheel sidemenu?

King Homer
Jan 11 2010, 10:46
another question... does the armour act like in real life... for example if i hit the rear end of a tank will it do more damage than if i was to hit the tank from its front?

The tanks are supposed to be more vulnerable but it's hard to simulate that with the current hitpoint system.

The problem of the T-90 is the less effective APFSDS ammo also the model hasn't got proper Hit-Point LOD and we can't change that yet.

Configwise the T-90 has got better armor than the M1A1 HC.

jasonnoguchi
Jan 11 2010, 11:18
Damn! I was just sitting infront of my computer thinking of this! Yesterday I set up an ambush with claymores (clacker) and was going to open up on them after the first was set of....it took me 5 seconds to hit AUTO and I accidentally threw smoke on them while buttonmashing my way to a "hot" weapon.

It is really not intuitive to use "F" for everything, if I where in a real ambush I don't think that I would accidentally throw stuff instead of shooting.

Edit: Can't grenades and other equipment be put in the mousewheel sidemenu?

Vote for the feature! :)

RUKH
Jan 11 2010, 11:33
Vote for the feature! :)

I visited your link but I could not find where to vote.

=KCT=BlackMamba
Jan 11 2010, 12:00
u have to register/login first thats when the button comes up

Alex72
Jan 11 2010, 12:09
Hahaha. Sorry dude your post made me laugh so hard right now. :o


class Panic_Button
{
key = 69; // Num - Whatever
};


Haha ok mate. I see the problem now and i think me has to whisp up a ticket. Like some others ive seen my USERCONFIG files doesnt seem to update with the rest of the mod. I dont have "cross hair" section in there and i dont have "panic button" in the keys file. Hmm...

Thanks though for the proper info - just gotta get it working. :)

Manzilla
Jan 11 2010, 12:12
Haha ok mate. I see the problem now and i think me has to whisp up a ticket. Like some others ive seen my USERCONFIG files doesnt seem to update with the rest of the mod. I dont have "cross hair" section in there and i dont have "panic button" in the keys file. Hmm...

Thanks though for the proper info - just gotta get it working. :)

I just noticed I had the same thing occur. I hadn't updated since the 29th but for some reason the userconfig files still look the same. I tried to update again but nothing. Hmmmm.

=KCT=BlackMamba
Jan 11 2010, 12:12
Damn! I was just sitting infront of my computer thinking of this! Yesterday I set up an ambush with claymores (clacker) and was going to open up on them after the first was set of....it took me 5 seconds to hit AUTO and I accidentally threw smoke on them while buttonmashing my way to a "hot" weapon.

It is really not intuitive to use "F" for everything, if I where in a real ambush I don't think that I would accidentally throw stuff instead of shooting.

Edit: Can't grenades and other equipment be put in the mousewheel sidemenu?

u can reassign the button for fire select to a button u can find quickly
just go to controls

i always use semi auto, to double tab the enemy, and use full only in cqb situations.
but i get your point its anoying when u want to switch back from auto and get nades instead of semi again....

the grenades should be imo under a different button instead of sharing it with the toggle firemode action

Manzilla
Jan 11 2010, 12:18
u can reassign the button for fire select to a button u can find quickly
just go to controls

i always use semi auto, to double tab the enemy, and use full only in cqb situations.
but i get your point its anoying when u want to switch back from auto and get nades instead of semi again....

the grenades should be imo under a different button instead of sharing it with the toggle firemode action

This is something I've never thought about but it would definitely be a nice option to have. Thanks for bringing this up guys. Got my vote!

Alex72
Jan 11 2010, 12:20
I just noticed I had the same thing occur. I hadn't updated since the 29th but for some reason the userconfig files still look the same. I tried to update again but nothing. Hmmmm.

Yeah were missing out a lot of goodies aparently. I noticed in my keys it says about the button 69: NUM = 69 So its not set cause the others are like this for example: NUM_6 = 77 wich means that button 6 on NUMPAD will do something. But the panic button wich i dont have is also ofcourse not assigned.

Will check if a ticket is raised.

JW Custom
Jan 11 2010, 12:40
Like some others ive seen my USERCONFIG files doesnt seem to update with the rest of the mod. I dont have "cross hair" section in there and i dont have "panic button" in the keys file. Hmm...


Same here.

=KCT=BlackMamba
Jan 11 2010, 12:45
wich userconfig file are u looking at??
i always find the new (updated) one in my @<hidden> folder and ill copy and paste the new lines to my old config file in the Default ARMA2/userconfig folder so i dont have to reset all my customized keys AGAIN,...

are u looking in the right folder

Manzilla
Jan 11 2010, 12:52
wich userconfig file are u looking at??
i always find the new (updated) one in my @<hidden> folder and ill copy and paste the new lines to my old config file in the Default ARMA2/userconfig folder so i dont have to reset all my customized keys AGAIN,...

are u looking in the right folder

Ooooh, I never thought about that. I'll check it out. Thanks for the heads up.

EDIT:

=KCT=BlackMamba,

Good looking out bud. That's the deal. I always wondered why the hell those were also in the ACE2 folder. A simple copy n' paste and I'm good to go!

Alex72
Jan 11 2010, 12:54
Same here.

I made a ticket wich was removed. With good reason since i found another one (missed it the first time sorry guys). Ticket: http://dev-heaven.net/issues/show/7120

Manzilla
Jan 11 2010, 12:57
I made a ticket wich was removed. With good reason since i found another one (missed it the first time sorry guys). Ticket: http://dev-heaven.net/issues/show/7120

Check inside the ACE2 folder, if you haven't already. They get updated there I guess. Not sure if that's the way it's supposed to be but at least for now I got the updated ones. A copy n' paste and you're off.

I can't believe I never noticed this before. I wonder how much the old .hpp files effected the updates I have played. I never remember any problems popping up. Weird stuff.

Alex72
Jan 11 2010, 13:18
Check inside the ACE2 folder, if you haven't already. They get updated there I guess. Not sure if that's the way it's supposed to be but at least for now I got the updated ones. A copy n' paste and you're off.

I can't believe I never noticed this before. I wonder how much the old .hpp files effected the updates I have played. I never remember any problems popping up. Weird stuff.

Oh... Thanks for the headsup mate. This was probably even common knowledge? :)

Manzilla
Jan 11 2010, 13:19
Oh... Thanks for the headsup mate. This was probably even common knowledge? :)

It may have been but I can't recall ever seeing anything about it.

Alex72
Jan 11 2010, 13:21
Remember to set your NAME in the client side file if copied over straight! So your gasmasks and camo face etc works.

Ville89
Jan 11 2010, 13:57
So umm... everytime we update ACE2 we have to copy the files from @<hidden>/userconfig to userconfig/ACE2?

@<hidden> Custom
Thanks for the quick reply, i guess i have been running ace2 with outdated userconfig files, havent had any erros or other troubles though :P i guess most people have been running ace2 with outdated files since nobody has informed us about this until now?

JW Custom
Jan 11 2010, 13:59
So umm... everytime we update ACE2 we have to copy the files from @<hidden>/userconfig to userconfig/ACE2?

It seems so if your wanna be able to use all features!

Manzilla
Jan 11 2010, 14:03
So umm... everytime we update ACE2 we have to copy the files from @<hidden>/userconfig to userconfig/ACE2?

I think that's why they have it DL to the ACE2 mod folder though. I'm actually glad they do it like this instead of overwriting it in the userconfig folder each time. Especially when they get real long I tend to forget what I had set to what. And not to mention I'd have to figure out how to set up the gas masks each time.(Thanks Alex72 for the heads up.)

I'm wondering how many people haven't realized this yet and are still using the old .hpp files. There could be a bunch of people not playing with all the features. Hopefully others will read this conversation.

=KCT=BlackMamba
Jan 11 2010, 14:25
yes u can simply copy and paste the new lines from the updated configs to your customized (old) config file that works fine so u wont have to re-enter all your settings

Ville89
Jan 11 2010, 14:35
What about ACE_tracking.hpp and ACE_serverconfig.hpp, should i leave them alone or replace them with the new ones?

Before anyone asks: yes i am total newbie :P

=KCT=BlackMamba
Jan 11 2010, 14:42
i suppose replace them,..

dont forget to enter your username again in the: ace_clientside_config.hpp

as there are some changes in those files asswel

doesnt mather so am i

Turin Turambar
Jan 11 2010, 14:50
WTF??? panic button??

What the hell are you people speaking about?

Damn, i have read all (or almost all) changelogs from ACE2, and i have never read anything like a new feature of a key for an "adrenaline shot". I have searched now in the ACE features (http://ace.wikkii.com/wiki/Features_of_ACE2), and ACE keybindings (http://ace.wikkii.com/wiki/Keybindings_for_ACE2) and there is no reference to it.

Will investigate when i reach home.

PD: If the ACE team doens't like so much complaining about the stamina system, they should try to annouce better this and update their own wiki.

Manzilla
Jan 11 2010, 14:54
WTF??? panic button??

What the hell are you people speaking about?

Damn, i have read all (or almost all) changelogs from ACE2, and i have never read anything like a new feature of a key for an "adrenaline shot". I have searched now in the ACE features (http://ace.wikkii.com/wiki/Features_of_ACE2), and ACE keybindings (http://ace.wikkii.com/wiki/Keybindings_for_ACE2) and there is no reference to it.

Will investigate when i reach home.

PD: If the ACE team doens't like so much complaining about the stamina system, they should try to annouce better this and update their own wiki.

I don't know what it is all about either but it sure is listed in the ace_keys.hpp:


class ace_sys_stamina
{
class Panic_Button
{
key = 69; // Num - Whatever
};
};


I'm not sure but I think it's the num lock key.

Mosh
Jan 11 2010, 14:57
WTF??? panic button??

I read about it somewhere too, and searching dev-heaven (briefly) turned up this... http://dev-heaven.net/repositories/revision/91/4feda5a469e39a59f4134f833b59d2cf55a56cae

I'm sure there is more documentation on it somewhere.

Turin Turambar
Jan 11 2010, 15:04
I never looked into the keys file, as i had no need to change any key, i just believed the new keys from ACE2 were this
http://ace.wikkii.com/wiki/Keybindings_for_ACE2

Johan S
Jan 11 2010, 15:18
Uhm, a heavy machinegun (as in just the machinegun, no AT) with decent amount of ammo can reach 50kg (or more if you want even more ammo).

Its kind of odd to make examples of weight when you pick one of the lightest assault rifles or one of the lightest machineguns.

That's why the heavier weapons like the M240 and the SMAW are usually employed by a two man team. One carries the weapon and some ammo, the other guy carries extra ammo. Don't expect to carry a heavy machinegun or AT weapon and a decent amount of ammo yourself and still be able to run long distances.

I like the stamina system. Just don't overload youself, use realistic loadouts and there will be no problem. And don't expect to run several kilometers to a target with lots of heavy stuff, either walk or use a vehicle.

Manzilla
Jan 11 2010, 15:18
I never looked into the keys file, as i had no need to change any key, i just believed the new keys from ACE2 were this
http://ace.wikkii.com/wiki/Keybindings_for_ACE2

You may want to check that file out. Those keys are out dated and the list doesn't include a bunch of new stuff. Some keys were changed and new one features added. And you can change the key bindings to your liking.

=KCT=BlackMamba
Jan 11 2010, 15:52
That's why the heavier weapons like the M240 and the SMAW are usually employed by a two man team. One carries the weapon and some ammo, the other guy carries extra ammo. Don't expect to carry a heavy machinegun or AT weapon and a decent amount of ammo yourself and still be able to run long distances.

I like the stamina system. Just don't overload youself, use realistic loadouts and there will be no problem. And don't expect to run several kilometers to a target with lots of heavy stuff, either walk or use a vehicle.

thats true

but blacking out after only 150 mtrs isnt that a little to soone to black out.
couldnt that be changed to not being able to run anymore but just walk with heavy breathing,
or just drop down but still being able to answer a decent amount of lead when under heavy fire.... would be nice

Ville89
Jan 11 2010, 16:04
Seems like the ACE_tracking.hpp in @<hidden>/userconfig file is older than the one i had in userconfig/ACE2 folder, whats up with that? should i put the newer back in or what, does this even have any effect on anything?
The one i had in userconfig/ACE2 folder was last modified 28.11.2009 and the other was modified 8.9.2009, weird huh.

Enforcer1975
Jan 11 2010, 16:19
Do some reaserch into the warning systems mounted on helicopters and jets.

Then why did US pilots say they didn't see it coming when they have these systems? There are warning systems for laser and radar. Detecting a passive missile is almost impossible if you don't see it.

Btw... the automatic flare system is the most unrealistic feature in the game.

-=seany=-
Jan 11 2010, 16:29
hmm didnt know we had to copy the .hpp files to Arma2/userconfig/Ace.

In my Arma2/Userconfig/ folder I have two ACE directorys, one called Ace/ and one called ACE_1260646634/ . Do I need to have both of them? Do I have to copy all the new .hpp files from Ace/userconfig/ to both?

Johan S
Jan 11 2010, 16:32
I also had a file in userconfig/ACE2 that was newer than the file in @<hidden>/userconfig. It would be nice to know exactly what .hpp files we should copy where.

Manzilla
Jan 11 2010, 16:39
I also had a file in userconfig/ACE2 that was newer than the file in @<hidden>/userconfig. It would be nice to know exactly what .hpp files we should copy where.

Mine was the other way around. The .hpp files in the @<hidden> folder are newer then the one's in the main userconfig folder

Johan S
Jan 11 2010, 16:41
Mine was the other way around. The .hpp files in the @<hidden> folder are newer then the one's in the main userconfig folder

Most of mine were like that too, but one of the files was not.

luckyhendrix
Jan 11 2010, 16:45
Then why did US pilots say they didn't see it coming when they have these systems? There are warning systems for laser and radar. Detecting a passive missile is almost impossible if you don't see it.

Btw... the automatic flare system is the most unrealistic feature in the game.

It's not totaly true , the most modern aircraft do have launch detect ( they detect the flash that the missile produced when launched) But only some aircraft have such system I refer to my previous post:


Only F35/AH64/Su34/Uh1Y/ah1Z are warned of missile launch, for Ka-52 I lack the information.

But Mi-24,Ah-1W ,su25,A10 and AV8 have only a RWR so their only warned of fox 1 or fox 3(in ACE2 the only Fox1 or 3 are the Tunguska's missile and Su-27's R-27) but not of IR guided missiles wich are fox2 (Stinger,igla,strela or sidewinder,R73)


For instance look here : http://www.bellhelicopter.com/en/aircraft/military/bellUH-1Y.cfm
it is mentioned AN/AAR-47 missile warining : (http://www.fas.org/man/dod-101/sys/ac/equip/an-aar-47.htm)

But a lot of aircraft do not have such systems (on the OPFOR side the only one is the SU-34 for instance). So I agrre that a default automatic flare launch is unrealistic and breaks gameplay

=KCT=BlackMamba
Jan 11 2010, 16:50
hmm didnt know we had to copy the .hpp files to Arma2/userconfig/Ace.

In my Arma2/Userconfig/ folder I have two ACE directorys, one called Ace/ and one called ACE_1260646634/ . Do I need to have both of them? Do I have to copy all the new .hpp files from Ace/userconfig/ to both?

how many of the ACE_1260646634 folders do u have??
use the one with the highest number the .hpp files in that folder are the new ones.

Sickboy
Jan 11 2010, 17:00
A.C.E Beta 2, Update #8 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/283)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)

713th FireBird
Jan 11 2010, 17:01
Thanks for fixing the backpacks,It was a nightmare for me lol :P

=KCT=BlackMamba
Jan 11 2010, 17:06
oow boy lets go see the release notes

luckyhendrix
Jan 11 2010, 17:12
gosh what a changelog !

Manzilla
Jan 11 2010, 17:14
Wonderful update! Thanks guys!

---------- Post added at 12:14 PM ---------- Previous post was at 12:12 PM ----------

Wire cutters! Holy S#%$! Now that's something I've been dying to have. Thanks again guys!

DMarkwick
Jan 11 2010, 17:14
"Wirecutter" sounds intriguing. Is it what it sounds like? :)

Sneaker-78-
Jan 11 2010, 17:16
tnks for the great update guys (again!)

and ofc verry great to see

•RAVLIFTER from RAVEN (ty very much for this) [Xeno]

:cool:

Manzilla
Jan 11 2010, 17:16
"Wirecutter" sounds intriguing. Is it what it sounds like? :)

Damn I sure hope so. That is such a well needed option it's silly. :D


tnks for the great update guys (again!)

and ofc verry great to see

•RAVLIFTER from RAVEN (ty very much for this) [Xeno]

:cool:

No doubt about the RAVLIFTER. It's great to see things getting added on such a regular basis. Only in this community could something like this happen, my opinion of course. ;)

=KCT=BlackMamba
Jan 11 2010, 17:23
h3. Fixed

* Nil _x error in SYS_Stamina [rommel]
* Pain blurr effects (also for nvgoogles) [Xeno]
* Rucksack buttons disappearing after death [rocko]

h3. Added

* Earplugs to CDF [rocko]
* M1028 Canister shells [rocko]
* RAVLIFTER from RAVEN (ty very much for this) [Xeno]
* Spottingscope [rocko]
* Sys_thermal - working for Javelin, SOFLAM, M107, KSVK [zGuba]
* Wirecutter [rocko]

h3. Removed

* Thermal stuff from basic M107/KSVK [zGuba]


hope they solved the blackout issue im having
new wire cutter
think rav lifter is ability to lift ammo or trucks with helo

as far as i see no changes in the config files ...

Cross
Jan 11 2010, 17:27
Kellys Heroes ACE Server & YAS Repository updated to b.215

Subscribe to KH-RSS -> http://www.kellys-heroes.eu/forum/rss.php

Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z
Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z

***Make sure the Auto-Config-URL is exactly the same as above. URLs are case-sensitive (ie lowercase & uppercase matters) and may result in 404.

YAS users: Do not forget to remove extra files through YAS after updated.

Enjoy!



AddonSync Usage-> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212

Yoma
Jan 11 2010, 17:28
Hah! Wirecutters! I've actually posted those as suggestion to BIS before Arma1 was released.
Haven't gotten the time to test them yet, but sounds very promising.
It's one of these small gamechanging features when attacking bases :-)

Simon C
Jan 11 2010, 17:29
Why bother with wirecutters when you have the new M1028 Canister rounds? ;)

:p

Both sound excellent, cheers ACE team. :)

Ville89
Jan 11 2010, 17:32
Great update, US Army has now proper weapons :)

Xeno
Jan 11 2010, 17:34
Hah! Wirecutters! I've actually posted those as suggestion to BIS before Arma1 was released.
Haven't gotten the time to test them yet, but sounds very promising.
It's one of these small gamechanging features when attacking bases :-)
Please report if it won't work on a fence with the location where I can find the fence on Chernarus or other islands to add it.

Thank you.

Xeno

Yoma
Jan 11 2010, 17:36
Why bother with wirecutters when you have the new M1028 Canister rounds? ;)

:p

Both sound excellent, cheers ACE team. :)

Because tank shells tend to be noisy and tanks aren't always around ;-)

---------- Post added at 07:36 PM ---------- Previous post was at 07:34 PM ----------


Please report if it won't work on a fence with the location where I can find the fence on Chernarus or other islands to add it.
Thank you.
Xeno
If i run into fences that beat my cutters i'll give you a sign.

noamles
Jan 11 2010, 17:42
the Spottingscope seems to be crashing my game.
i added this addweapon "ACE_Spottingscope" to the init.
in the mission place Spottingscope worked excellent, then get into will crash the game.

am i missing something? thanks

Soldier of Anarchy
Jan 11 2010, 17:44
3 quick questions.

Will engineers ever get the option to clear firing lanes? Clearing shrubs and trees totally, instead of blowing them down?

Was it ACE in ARMA that allowed people to build dug in improvised firing positions and sandbag walls or another mod?
I remember engies having the option to build small sandbag bunkers. Might this happen in ACE with engie squads? Not asking for magic, just the more people building the faster it might go.

Murklor
Jan 11 2010, 18:11
* RAVLIFTER from RAVEN (ty very much for this) [Xeno]

What is this? The description is a little cryptic :confused:

Jingle
Jan 11 2010, 18:11
In which crates do I find the wirecutters and the m1028 please.

Cross
Jan 11 2010, 18:14
* RAVLIFTER from RAVEN (ty very much for this) [Xeno]

What is this? The description is a little cryptic :confused:


http://www.armaholic.com/page.php?id=9060

columdrum
Jan 11 2010, 18:17
I love the RAVLIFTER and the Wirecutters . But there is some new bugs too , i think that they are obyus and i dont have time to report all:

1- Yo can activate the """thermal""" vision with almost any weapon when using iron sight ( T key default)

2- Laser marker /vector not displaying azimud , elevation or any hud data ( red dot, laser still working)

3- Wirecutter removes your ammo .

UKMERC
Jan 11 2010, 18:17
Hey Sickboy and the other lads over at ACE i can not thank you enough for this MOD and especially your quickness in trying to sort the bugs out that inevitably appear. Like my Ruck one.

Thanks again for a brilliant MOD

*SALUTE*

Murklor
Jan 11 2010, 18:27
http://www.armaholic.com/page.php?id=9060
Ah I see...

This process determines, for example, that an AH‐6 could never lift a UAZ, or a UH‐60 could not lift a truck URAL type or a CH‐47 could not lift a M1A1. But a AH‐6 can lift ammunition boxes and water or fuel barrels or motorcycles, or that a UH‐60 could easily lift a HMMWV or M119 type or a CH‐47 could carry a LAV‐25 or an electric generator or a MTVR truck.


So does that mean we get a Chinook, otherwise ACE Domination MHQ handling is gonna collapse :p

-=seany=-
Jan 11 2010, 18:33
how many of the ACE_1260646634 folders do u have??
use the one with the highest number the .hpp files in that folder are the new ones.

just one with numbers and one called "Ace"in Arma2/userconfig/. Both of these contain ace_clientside_config from the 24/12/09 and contain my User name. The one in @<hidden>/userconfig/ is from 23/12/09 and has no user name set, still John Doe. I guess that file has not been changed since the 23rd.

Which one does the game read?


I also notice that some other .hpp files in @<hidden>/userconfig/ are newer than the ones in Arma2/userconfig/ (ace_keys and ACE_serverconfig).
But Ace_tracking in the same folder is older than the ones in Arma2/userconfig. :confused:

Cole
Jan 11 2010, 18:35
I love the RAVLIFTER and the Wirecutters . But there is some new bugs too , i think that they are obyus and i dont have time to report all:

1- Yo can activate the """thermal""" vision with almost any weapon when using iron sight ( T key default)

2- Laser marker /vector not displaying azimud , elevation or any hud data ( red dot, laser still working)

3- Wirecutter removes your ammo .
Please please please follow this guide to add the bugs to the bug tracker:
http://dev-heaven.net/wiki/ace-mod2/Bugz

It's MUCH easier for the devs to track the bugs there, separated from all the talk in here!

=KCT=BlackMamba
Jan 11 2010, 18:46
the one in the @<hidden> folder is always the updated one

when u update your ACE it gives u a fresh config file in the ARMA2/@<hidden> folder
thats always the newest config file however it does not mean anything has changed in the config file itself so when u have updated look carefully in the config file wich u can open using notepad if there are changes,... if so u can do 2 things just copy and paste the entire config file into ARMA2/userconfig/ACE folder, or simply copy and paste the added lines in the config file itself...


I also notice that some other .hpp files in @<hidden>/userconfig/ are newer than the ones in Arma2/userconfig/ (ace_keys and ACE_serverconfig).
But Ace_tracking in the same folder is older than the ones in Arma2/userconfig.
no explanation....
just looked at that myself right now... your right...

tcp
Jan 11 2010, 19:37
Regarding the Rangefinding, please see http://ace.wikkii.com/wiki/Features_of_ACE2#Rangefinding_Devices

You need to turn on power using Reload (R) first.

Cross
Jan 11 2010, 19:41
From time to time copy the files from @<hidden>/userconfig to arma2/userconfig/ACE overwriting the old ones, entering your nick and changing them to your liking once again, in case they've added/changed settings in them.

Alternatively you can take a look into teh files visually and manually add/remove/change scripts in them.

RevolverAce
Jan 11 2010, 20:19
Can somone plz make a alternate download for the sixupdater. i can't download it it always get stuck downloading, the most i got was 10mb before it got stuck. i disabled my virusscanner and al that crap.

Mr_Tea
Jan 11 2010, 20:54
Use the Free Dwonload Manager (http://www.freedownloadmanager.org/) to get complete downloads.;)

Das Attorney
Jan 11 2010, 21:34
Quick question for the community - Where can I find the wirecutters? I've had a look in a lot of the ammo boxes, but to no avail. Is it an item assigned to a specific class or something I have to specify in the 'Init' field?

Cheers, DA

stk2008
Jan 11 2010, 21:43
thanks for all the great updates.

before any one gets on there high horse etc i have looked in game on on the web but i cant find where to get the new wire cutters from i have checked ammo boxes etc.

allso the new thermal imaging is that for most guns or just vehicles if for guns i press ace key plus T but keeps bringing up team selection window.

cheers all

great work btw :)

Manzilla
Jan 11 2010, 21:51
Quick question for the community - Where can I find the wirecutters? I've had a look in a lot of the ammo boxes, but to no avail. Is it an item assigned to a specific class or something I have to specify in the 'Init' field?

Cheers, DA

Yup, I've been looking as well. I can't seem to get the class name right to add it to the player either.

rexehuk
Jan 11 2010, 21:55
Wirecutter - ACE_Wirecutter

http://ace.wikkii.com/wiki/Class_Lists_for_ACE2

Manzilla
Jan 11 2010, 22:02
Wirecutter - ACE_Wirecutter

http://ace.wikkii.com/wiki/Class_Lists_for_ACE2

Didn't work for me. Makes my rifle disappear with it in hand, it's not in the gear menu but the rifle is. This was posted though.

stk2008
Jan 11 2010, 22:06
i cant even get that far but then i cant script so im doing it wrong...what do i put before the

ACE_Wirecutter?

cheers

Bravo0246
Jan 11 2010, 22:22
to quickly test is i just put this into Unit init line.

this Addweapon "ACE_Wirecutter";

Though the slot it's put into is primary weapon, but still have your weapon just overlaps it.


Then cycle through weapons, F, go upto a fence post then select cut wire might have to be crouched not sure.

Then wall fence falls down and you're free to break and enter as you please.

AceOfSpades
Jan 11 2010, 22:25
On the config file topic... I think people are havibng the same issue I am having but our point is not getting across. I posted on this about 30 posts ago but guess it got glanced over...

I am running arma2/ACE on two computers, one computer is fine but the other computer is not. The six updater on the other comp is not updating with the latest config file. Even if removed from both the arma/userconfig/ace folder AND the @<hidden>/userconfig folder it just gets replaced with a old 2009 copy of the config. Back when you had to input your voice pitch ect.

The only way to get around this was to email to my other computer the newest config and insert it in the arma/userconfig/ace folder.

Is this what is occuring with anyone else?

Can someone take a look at this?

I there a bug report section for just the six-updater that I need to report this to?

TY

DragonBaron
Jan 11 2010, 22:43
to quickly test is i just put this into Unit init line.

this Addweapon "ACE_Wirecutter";

Though the slot it's put into is primary weapon, but still have your weapon just overlaps it. ...
Try this:

removeAllWeapons player; this Addweapon "ACE_Wirecutter"

nocturna
Jan 11 2010, 22:47
uh thermal doesnt work for me... i've tried T or shift + T but nothing happens, i use six updater @<hidden> lazy method and im sure its fully updated (im able to join servers with latest version) help ? :mad:

edit: nvm, found xeno post, thanks

tcp
Jan 11 2010, 22:51
@<hidden>: Check C:\Users\LOGINNAME\AppData\Local\VirtualStore

After you delete the cached files (UAC-protected storage), run Six-Updater. If it is still caching files, then run as administrator once.

Das Attorney
Jan 11 2010, 23:05
Bravo0246 and Rexehuk - thanks for the pointers. :)

rabiddawg
Jan 11 2010, 23:11
cant get ACE to work arma2 wont boot?
wish there was an installer?
I get this error message

Include file userconfig\ace\ace_clientside_config.hpp not found.

oxmox
Jan 11 2010, 23:15
First great job and I really like the basic parts of this mod, it implements some features what the game really needs.

There is just on major point i dislike in the multiplayer in general, probably more people will agree and I hope you can maybe modify that. There are too many rambo style infantry units around, means almost everyone is carrying an anti tank or anti air weapon which is not really realistic.

What about to restrict that that actually a soldier has to play his role and decide what he wants to play without being ready for every situation. I did open already one thread about such ideas in the multiplayer forum.

The current non restricted weapon possibilites aswell the option to have multiple units as an AI squad which is another point, is the only thing i really dislike in the basic game and I hope this can get changed for more realistic gameplay.

Is this possible to implement this ? If not maybe the editor of the BE warfare mod can do that, i have no clue what changes can be done.

Thx a lot for the great mod so far and I hope we can give some suggestion and ideas to improve this mod, gj.

MattXR
Jan 11 2010, 23:22
Our server seems to be getting more and more crashes! it doesn't last two hours now without crashing!

None of the logs really say anything useful except this:

=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 0052B46D
graphics: No
resolution: 160x120x32
Addons:
acex_t_wep_m16 in x\acex\addons\t_wep_m16\
acex_t_wep_pistol in x\acex\addons\t_wep_pistol\
acex_m_veh_m1 in x\acex\addons\m_veh_m1\, acex_t_veh_m1 in x\acex\addons\t_veh_m1\
acex_t_wep_shotgun in x\acex\addons\t_wep_shotgun\
ace_m_wep_crewserved in x\ace\addons\m_wep_crewserved\
acex_s_wep_mg in x\acex\addons\s_wep_mg\
acex_m_veh_mah6 in x\acex\addons\m_veh_mah6\, ace_c_gear in x\ace\addons\c_gear\
acex_m_veh_stryker in x\acex\addons\m_veh_stryker\, CAAir2 in ca\air2\
CA_Animals2_Chicken in ca\animals2\birds\chicken\
Ind_Shed_02 in ca\buildings2\ind_shed_02\
CA_Missions_GarbageCollector in ca\modules\garbage_collector\
pond_test in ca\structures\pond\, CAStructuresBarn_W in ca\structures\barn_w\
CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\
CAFonts in ca\uifonts\, CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\
CAWeapons_Colt1911 in ca\weapons\colt1911\, CAWheeled3 in ca\wheeled3\
acex_main in x\acex\addons\main\, acex_m_veh_m2 in x\acex\addons\m_veh_m2\
acex_m_wep_smg_us in x\acex\addons\m_wep_smg_us\
acex_t_veh_m2 in x\acex\addons\t_veh_m2\
acex_t_veh_su27 in x\acex\addons\t_veh_su27\
acex_m_veh_air_wep in x\acex\addons\m_veh_air_wep\
ace_anims_movement in x\ace\addons\anims_movement\
ace_c_wep_m16a4 in x\ace\addons\c_wep_m16a4\, ace_main in x\ace\addons\main\
ace_sys_thermal in x\ace\addons\sys_thermal\, CAAir2_Pchela1T in ca\air2\pchela1t\
CAAir2_ChukarTarget in ca\air2\chukar\, CAAir3 in ca\air3\
CA_Animals2_WildBoar in ca\animals2\wildboar\, CA_Animals2_Cow in ca\animals2\cow\
BI_SRRS in ca\modules\srrs\, CA_Missions_BattlefieldClearance in ca\modules\bc\
CA_Modules_ARTY in ca\modules\arty\, CARoads2Bridge in ca\roads2\bridge\
CATracked2_T34 in ca\tracked2\t34\
ace_sys_backblast in x\ace\addons\sys_backblast\
ace_settings_no_radio_chat in x\ace\addons\settings\no_radio_chat\
acex_m_wep_pistol in x\acex\addons\m_wep_pistol\
acex_c_veh_mah6 in x\acex\addons\c_veh_mah6\
Shed_wooden in ca\buildings2\shed_wooden\
CA_Missions_AmbientCombat in ca\modules\ambient_combat\
CARoads2Dam in ca\roads2\dam\
CAStructuresHouse_Church_02 in ca\structures\house\church_02\
CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\
ace_sys_muzzleblast in x\ace\addons\sys_muzzleblast\
ace_c_weapon in x\ace\addons\c_weapon\
acex_m_veh_su_common in x\acex\addons\m_veh_su_common\
ace_rsc_generic in x\ace\addons\rsc_generic\
acex_m_men_sfor in x\acex\addons\m_men_sfor\, ace_sys_gas in x\ace\addons\sys_gas\
CAAir2_F35B in ca\air2\f35b\, CA_Anims_Char in ca\anims\characters\config\
Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\
CA_Missions_SecOps in ca\missions\som\
CAStructuresHouse_Church_03 in ca\structures\house\church_03\
CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\
CAWeapons in ca\weapons\, CAWeapons2_SMAW in ca\weapons2\smaw\
CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\
CAWheeled2_LAV25 in ca\wheeled2\lav25\, acex_c_weapon in x\acex\addons\c_weapon\
acex_m_wep_launcher in x\acex\addons\m_wep_launcher\
acex_t_wep_sniper in x\acex\addons\t_wep_sniper\
ace_sys_grenadethrow in x\ace\addons\sys_grenadethrow\
acex_c_wep_rifle in x\acex\addons\c_wep_rifle\, MAP_EU in map_eu\
ace_c_headmovement in x\ace\addons\c_headmovement\
CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\
Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\
CALanguage_missions in ca\languagemissions\, WarfareBuildings in ca\misc3\wf\
CA_Missions_Armory2 in ca\missions\armory\, CASigns2 in ca\signs2\
CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\
CATracked2_BMP3 in ca\tracked2\bmp3\, Utes in ca\utes\
CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\
ace_sys_attachments in x\ace\addons\sys_attachments\
ace_sys_mv in x\ace\addons\sys_mv\, acex_s_veh_m1 in x\acex\addons\s_veh_m1\
acex_s_wep_smg in x\acex\addons\s_wep_smg\
acex_s_veh_mah6 in x\acex\addons\s_veh_mah6\
ace_sys_combatdeaf in x\ace\addons\sys_combatdeaf\
acex_m_veh_m113 in x\acex\addons\m_veh_m113\
Extended_EventHandlers in extended_eventhandlers\
Faces in x\acexpla\addons\c_fromz_faces\
ace_sys_camshake in x\ace\addons\sys_camshake\
ace_sys_ofpec_ils in x\ace\addons\sys_ofpec_ils\
ace_version in x\ace\addons\version\, CA_AH64D in ca\ah64\
CAAir2_UH1Y in ca\air2\uh1y\, CAAnimals in ca\animals\
Church_01 in ca\buildings2\church_01\
Misc_WaterStation in ca\buildings2\misc_waterstation\, CA_Dubbing in ca\dubbing\
Ind_SawMill in ca\structures\ind_sawmill\
fromz_tracked in x\acexpla\addons\c_veh_tracked\
acex_c_wep_shotgun in x\acex\addons\c_wep_shotgun\
ace_sys_eject in x\ace\addons\sys_eject\, ace_test in x\ace\addons\test\
acex_m_wep_sniper in x\acex\addons\m_wep_sniper\
ace_sys_multi_barrel in x\ace\addons\sys_multi_barrel\
ace_sys_sandbag in x\ace\addons\sys_sandbag\
ace_sys_huntir in x\ace\addons\sys_huntir\
acex_s_veh_stryker in x\acex\addons\s_veh_stryker\
cba_versioning in x\cba\addons\versioning\, CAAir in ca\air\
ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\
CA_HighCommand in ca\modules\hc\, CA_Modules_DynO in ca\modules\dyno\
CAStructures_Ruins in ca\structures\ruins\
CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\
ace_settings_recognize in x\ace\addons\settings\recognize\
ace_sys_faces in x\ace\addons\sys_faces\
ace_sys_shotgun in x\ace\addons\sys_shotgun\
ace_sys_ruck in x\ace\addons\sys_ruck\
acex_c_veh_m113 in x\acex\addons\c_veh_m113\
ace_sys_ravlifter in x\ace\addons\sys_ravlifter\
CA_Animals2_Rabbit in ca\animals2\rabbit\
Rail_House_01 in ca\buildings2\rail_house_01\
Ind_Garage01 in ca\buildings2\ind_garage01\
CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\
CAStructures_Wall in ca\structures\wall\, CAWheeled2_Ikarus in ca\wheeled2\ikarus\
CAWheeled2_VWGolf in ca\wheeled2\vwgolf\
acex_bink_us_acu in x\acex\addons\bink_us_acu\
Eslinga in x\ace\addons\sys_ravlifter\
ace_m_wep_m16a4 in x\ace\addons\m_wep_m16a4\
ace_sys_missileguidance in x\ace\addons\sys_missileguidance\
ace_module_easa in x\ace\addons\module_easa\, cba_vectors in x\cba\addons\vectors\
CA_Animals2_Goat in ca\animals2\goat\
Ind_Workshop01 in ca\buildings2\ind_workshop01\
CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\
CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\
CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\
CAWater2_fishing_boat in ca\water2\fishing_boat\, CAWater2 in ca\water2\
FDF_Isle1_a in ca\fdf_isle1_a_c\
ace_c_sound_running in x\ace\addons\c_sound_running\
ace_sys_dogtag in x\ace\addons\sys_dogtag\
acex_s_wep_rifle in x\acex\addons\s_wep_rifle\
ace_m_compass in x\ace\addons\m_compass\
ace_sys_irstrobe in x\ace\addons\sys_irstrobe\
ace_sys_magazines in x\ace\addons\sys_magazines\
Shed_small in ca\buildings2\shed_small\, Barn_Metal in ca\buildings2\barn_metal\
CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\
CABuildings2 in ca\buildings2\, CAData_ParticleEffects in ca\data\particleeffects\
CA_Modules in ca\modules\
CAStructuresHouse_HouseBT in ca\structures\house\housebt\
CAStructures_Nav in ca\structures\nav\, CATracked2_T90 in ca\tracked2\t90\
CATracked2 in ca\tracked2\, CAWeapons_bizon in ca\weapons\bizon\
CAWeapons_AK in ca\weapons\ak\, ace_sys_wounds in x\ace\addons\sys_wounds\
ace_sys_addons in x\ace\addons\sys_addons\
UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER in UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER\
acex_bink_us_acu_c in x\acex\addons\bink_us_acu_c\
ace_sys_flashbang in x\ace\addons\sys_flashbang\
CA_CruiseMissile in ca\air2\cruisemissile\
CA_Animals2_Anim_Config in ca\animals2\animconfig\
Misc_PowerStation in ca\buildings2\misc_powerstation\
CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\
CACharacters2 in ca\characters2\, CA_Modules_ZoRA in ca\modules\zora\
CA_Modules_Coin in ca\modules\coin\
CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\
CAStructures_Railway in ca\structures\rail\railway\
CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\
ace_settings_identities in x\ace\addons\settings\identities\
zeu_c_ai_skill in x\zeu\addons\c_ai_skill\
ace_sys_nomaptex in x\ace\addons\sys_nomaptex\
ace_sys_vehicle in x\ace\addons\sys_vehicle\
acex_t_veh_mah6 in x\acex\addons\t_veh_mah6\
ace_c_veh_steering in x\ace\addons\c_veh_steering\
acex_m_wep_rifle in x\acex\addons\m_wep_rifle\
ace_sys_goggles in x\ace\addons\sys_goggles\
acex_c_vehicle in x\acex\addons\c_vehicle\
cba_diagnostic in x\cba\addons\diagnostic\
ace_sys_canister in x\ace\addons\sys_canister\
CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\
CA_Modules_UAV in ca\modules\uav\, CARoads2 in ca\roads2\
CAStructures_Mil in ca\structures\mil\, CAStructuresHouse in ca\structures\house\
CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\
CAWater2_Destroyer in ca\water2\destroyer\, CAWeapons2 in ca\weapons2\
stra_debug2 in stra_debug2\, ace_c_vehicle in x\ace\addons\c_vehicle\
GLT_Missilebox in glt_missilebox\
acex_t_wep_launcher in x\acex\addons\t_wep_launcher\
ace_c_ai_sensors in x\ace\addons\c_ai_sensors\
CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\, CAData in ca\
CA_HC_Sounds in ca\missions\data\sounds\, CA_Modules_clouds in ca\modules\clouds\
CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\
CAWheeled_Pickup in ca\wheeled\datsun_armed\, cba_network in x\cba\addons\network\
ace_anims_weaponsway in x\ace\addons\anims_weaponsway\
ace_c_visiblity in x\ace\addons\c_visibility\
ace_sys_invisible_targets in x\ace\addons\sys_invisible_targets\
GLT_Falcon in glt_f16\, oh2_air in x\acexpla\Addons\c_veh_air\
acex_s_wep_pistol in x\acex\addons\s_wep_pistol\, CAAir3_Su34 in ca\air3\su34\
CA_Heads in ca\characters\heads\, CA_Modules_Alice in ca\modules\alice\
CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\
A_TVTower in ca\structures\a_tvtower\, CAWheeled2_V3S in ca\wheeled2\v3s\
CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\
CAWheeled3_M1030 in ca\wheeled3\m1030\, mu90 in mu90\
acex_c_wep_mg in x\acex\addons\c_wep_mg\
acex_t_veh_stryker in x\acex\addons\t_veh_stryker\
ace_sys_sight_adjustment_at in x\ace\addons\sys_sight_adjustment_at\
acex_t_men_sfor in x\acex\addons\t_men_sfor\
ace_anims_reload in x\ace\addons\anims_reload\
acex_c_wep_rh_ak in x\acex\addons\c_wep_rh_ak\, CAA10 in ca\a10\
CAAir2_C130J in ca\air2\c130j\, CA_Missions_FirstAidSystem in ca\modules\fa\
CA_Modules_StratLayer in ca\modules\strat_layer\
CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\
CAStructures in ca\structures\, Warfare2 in ca\warfare2\
acex_t_veh_air_wep in x\acex\addons\t_veh_air_wep\
ace_sys_knicklicht in x\ace\addons\sys_knicklicht\
ace_sys_sight_adjustment in x\ace\addons\sys_sight_adjustment\
acexpla_main in x\acexpla\addons\main\
ace_sys_explosives in x\ace\addons\sys_explosives\
acex_c_wep_smg_us in x\acex\addons\c_wep_smg_us\
ace_c_ai_skill in x\ace\addons\c_ai_skill\
acex_m_wep_socom in x\acex\addons\m_wep_socom\
Farm_Cowshed in ca\buildings2\farm_cowshed\
CAStructuresHouse_HouseV2 in ca\structures\house\housev2\
CAWater2_seafox in ca\water2\seafox\, CAWheeled2_MTVR in ca\wheeled2\mtvr\
CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\
ace_settings_crosshair in x\ace\addons\settings\crosshair\
acex_c_wep_pistol in x\acex\addons\c_wep_pistol\
oh2_Characters in x\acexpla\addons\c_men_pla\
acex_t_veh_m113 in x\acex\addons\t_veh_m113\
ace_sys_tailrotor in x\ace\addons\sys_tailrotor\
ace_sys_towingtractor in x\ace\addons\sys_towingtractor\
ace_sys_nuke in x\ace\addons\sys_nuke\
acex_c_ui_background in x\acex\addons\c_ui_background\, CALanguage in ca\language\
CAMisc2 in ca\misc2\, missions_ew in ca\missions_ew\, CATracked in ca\tracked\
CAUI in ca\ui\, CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\
ace_sys_tracking in x\ace\addons\sys_tracking\
acex_c_wep_launcher in x\acex\addons\c_wep_launcher\
ace_sys_afterburner in x\ace\addons\sys_afterburner\
acex_c_veh_mi24 in x\acex\addons\c_veh_mi24\
acex_s_wep_sniper in x\acex\addons\s_wep_sniper\
zeu_c_ai_rof in x\zeu\addons\c_ai_rof\
acex_c_veh_air_wep in x\acex\addons\c_veh_air_wep\
acex_m_wep_shotgun in x\acex\addons\m_wep_shotgun\
acex_t_wep_rifle in x\acex\addons\t_wep_rifle\
CABuildingParts in ca\buildings2\buildingparts\, CAMisc3 in ca\misc3\
CA_Modules_Silvie in ca\modules\silvie\, CAWater2_Fregata in ca\water2\fregata\
CAWheeled_Offroad in ca\wheeled\hilux_armed\
acex_c_veh_ah1 in x\acex\addons\c_veh_ah1\
acex_c_veh_atv in x\acex\addons\c_veh_atv\
ace_sys_sight_adjustment_gl in x\ace\addons\sys_sight_adjustment_gl\
ace_sys_tracers in x\ace\addons\sys_tracers\
ace_sys_rocket_ballistics in x\ace\addons\sys_rocket_ballistics\
acex_m_veh_ah1 in x\acex\addons\m_veh_ah1\
acex_m_veh_atv in x\acex\addons\m_veh_atv\
ace_m_wep_magazines in x\ace\addons\m_wep_magazines\
ace_sys_wirecutter in x\ace\addons\sys_wirecutter\
cba_common in x\cba\addons\common\
ace_wep_magazines in x\ace\addons\c_wep_magazines\
oh2_wheeled in x\acexpla\Addons\c_veh_wheeled\
Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\
CA_Modules_Functions in ca\modules\functions\, CAMusic in ca\music\
CATracked2_AAV in ca\tracked2\aav\, CAWeapons_M1014 in ca\weapons\m1014\
ace_sys_flashlight in x\ace\addons\sys_flashlight\
ace_c_useractions in x\ace\addons\c_useractions\
ace_sys_disposal in x\ace\addons\sys_disposal\
Eslinga_L in x\ace\addons\sys_ravlifter\
ace_sys_planefx in x\ace\addons\sys_planefx\, cba_arrays in x\cba\addons\arrays\
acex_c_men_usarmy in x\acex\addons\c_men_usarmy\
acex_s_wep_rh_ak in x\acex\addons\s_wep_rh_ak\
acex_c_veh_m1 in x\acex\addons\c_veh_m1\, Arma2_Ka52 in ca\air2\ka52\
CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\
CA_Missions_AlternativeInjurySimulation in ca\modules\ais\
CAStructures_Nav_pier in ca\structures\nav_pier\
CAStructuresHouse_HouseV in ca\structures\house\housev\
CAWeapons_Warfare_weapons in ca\weapons\static\
CAWheeled2_BTR90 in ca\wheeled2\btr90\
acex_c_veh_stryker in x\acex\addons\c_veh_stryker\
ace_sys_craters in x\ace\addons\sys_craters\
ace_sys_flares in x\ace\addons\sys_flares\
acex_bink_us_acu_m in x\acex\addons\bink_us_acu_m\
Eslinga_M in x\ace\addons\sys_ravlifter\, cba_main in x\cba\addons\main\
acex_c_wep_sniper in x\acex\addons\c_wep_sniper\
acex_t_veh_ah1 in x\acex\addons\t_veh_ah1\
acex_t_veh_atv in x\acex\addons\t_veh_atv\
acex_c_veh_m2 in x\acex\addons\c_veh_m2\
ace_anims_turn in x\ace\addons\anims_turn\
A_Crane_02 in ca\buildings2\a_crane_02\
CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\
CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\
CAweapons_m107 in ca\weapons\m107\
zeu_c_ai_recognition in x\zeu\addons\c_ai_recognition\
ace_sys_weaponrest in x\ace\addons\sys_weaponrest\
ace_sys_recoildust in x\ace\addons\sys_recoildust\
ace_sys_cartridges in x\ace\addons\sys_cartridges\
ace_sys_crewprotection in x\ace\addons\sys_crewprotection\
acex_m_wep_rh_ak in x\acex\addons\m_wep_rh_ak\
acex_m_veh_su27 in x\acex\addons\m_veh_su27\
ace_sys_autorotation in x\ace\addons\sys_autorotation\
ace_sys_crew_dmg in x\ace\addons\sys_crew_dmg\
CA_Animals2_Sheep in ca\animals2\sheep\
Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\
Chernarus in ca\chernarus\, CA_Modules_Animals in ca\modules\animals\
CAStructuresLand_Ind_Stack_Big in ca\structures\ind\
oh2_weapons in x\acexpla\addons\c_fromz_weapons\
acex_s_veh_ah1 in x\acex\addons\s_veh_ah1\
ace_sys_particlefx in x\ace\addons\sys_particlefx\
ace_sys_blood in x\ace\addons\sys_blood\, CAAir2_MV22 in ca\air2\mv22\
Ind_Tank in ca\buildings2\ind_tank\, HouseRuins in ca\buildings2\houseruins\
CAWeapons_ZU23 in ca\weapons\zu23\, CAWeapons_DMR in ca\weapons\dmr\
CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\
ace_sys_overheating in x\ace\addons\sys_overheating\
ace_sys_destruction in x\ace\addons\sys_destruction\
ace_sys_air_refuel in x\ace\addons\sys_air_refuel\
ace_sys_dummies in x\ace\addons\sys_dummies\
ace_sys_fastroping in x\ace\addons\sys_fastroping\
acex_s_wep_shotgun in x\acex\addons\s_wep_shotgun\
cba_strings in x\cba\addons\strings\
ace_sys_interaction in x\ace\addons\sys_interaction\
acex_c_veh_su27 in x\acex\addons\c_veh_su27\
ace_sys_countermeasures in x\ace\addons\sys_countermeasures\
Eslinga_P in x\ace\addons\sys_ravlifter\, CA_AIR2_Su25 in ca\air2\su25\
CA_Anims in ca\anims\, CA_Editor in ca\editor\, CAMisc in ca\misc\
CA_Missions in ca\missions\
CAStructuresShed_Small in ca\structures\shed\shed_small\
CAStructures_Rail in ca\structures\rail\
CAStructures_Castle in ca\structures\castle\
CAWeapons_Saiga12K in ca\weapons\saiga12k\
ace_m_wep_rpg7 in x\ace\addons\m_wep_rpg7\
ace_sys_recognize in x\ace\addons\sys_recognize\
ace_sys_sight_adjustment_rifle in x\ace\addons\sys_sight_adjustment_rifle\
ffaa_terrorista_civil in ffaa_terrorista_civil\
ace_sys_viewblock in x\ace\addons\sys_viewblock\
Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\
Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CARocks2 in ca\rocks2\
CAWeapons2_RPG18 in ca\weapons2\rpg18\
CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\
cba_events in x\cba\addons\events\, ace_c_ui in x\ace\addons\c_ui\
ffaa_terrorista in ffaa_terrorista\
ace_sys_crewserved in x\ace\addons\sys_crewserved\
CATEC in ca\buildings2\buildingparts\signs\tec\
CAWater2_smallboat_1 in ca\water2\small_boat\, CAWeapons_SPG9 in ca\weapons\spg9\
ace_sys_helidust in x\ace\addons\sys_helidust\
acex_t_veh_mi24 in x\acex\addons\t_veh_mi24\
ace_c_ui_background in x\ace\addons\c_ui_background\
ace_sys_g_effects in x\ace\addons\sys_g_effects\
acex_m_wep_mg in x\acex\addons\m_wep_mg\, acex_t_wep_mg in x\acex\addons\t_wep_mg\
ace_sys_smaw_spottingrifle in x\ace\addons\sys_smaw_spottingrifle\
CA_Animals2_Dogs in ca\animals2\dogs\
CA_Anims_Wmn in ca\anims\characters\config\wmn\
Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\
CA_Dubbing_Counterattack in ca\dubbing\counterattack\
CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\
CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\
CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\
CAweapons_ksvk in ca\weapons\ksvk\, acex_t_wep_rh_ak in x\acex\addons\t_wep_rh_ak\
ace_sys_ladebalken in x\ace\addons\sys_ladebalken\
Mando_Missile_Addon in mando_missiles\
ace_sys_wind_deflection in x\ace\addons\sys_wind_deflection\
ace_settings in x\ace\addons\settings\
ace_anims_fastswitch in x\ace\addons\anims_fastswitch\
CA_Anims_Sdr in ca\anims\characters\config\sdr\
CAStructures_A_CraneCon in ca\structures\a_cranecon\
ace_sys_cleaner in x\ace\addons\sys_cleaner\
acex_m_veh_t72 in x\acex\addons\m_veh_t72\
acex_t_veh_su_common in x\acex\addons\t_veh_su_common\
acex_c_veh_t72 in x\acex\addons\c_veh_t72\
acex_s_wep_launcher in x\acex\addons\s_wep_launcher\
CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\
IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\
CA_Modules_Marta in ca\modules\marta\
CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\
CAStructuresInd_Quarry in ca\structures\ind_quarry\
CAWater2_LHD in ca\water2\lhd\, CAWeapons_Kord in ca\weapons\kord\
acex_m_wep_m16 in x\acex\addons\m_wep_m16\
ace_sys_willipete in x\ace\addons\sys_willipete\
cba_hashes in x\cba\addons\hashes\
ace_c_wep_crewserved in x\ace\addons\c_wep_crewserved\
ace_m_wep_optics in x\ace\addons\m_wep_optics\
acex_c_wep_m16 in x\acex\addons\c_wep_m16\
ace_sys_lademeister in x\ace\addons\sys_lademeister\
ace_c_ai_rof in x\ace\addons\c_ai_rof\
ace_t_wep_crewserved in x\ace\addons\t_wep_crewserved\, HALO_Test in ca\air2\halo\
CABuildings in ca\buildings\, A_statue in ca\buildings2\a_statue\
CABuildingParts_Signs in ca\buildings2\buildingparts\signs\
CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\
A_GeneralStore_01 in ca\buildings2\a_generalstore_01\
Farm_WTower in ca\buildings2\farm_wtower\, CASounds_Missions in ca\soundmissions\
CAWater in ca\water\, oh2_core in x\acexpla\addons\c_fromz_core\
ace_c_wep_rpg7 in x\ace\addons\c_wep_rpg7\, queshkibrul in floosy\queshkibrul\
acex_t_veh_t72 in x\acex\addons\t_veh_t72\, ace_sys_nvg in x\ace\addons\sys_nvg\
ace_sys_sniper_tools in x\ace\addons\sys_sniper_tools\
ace_sys_stamina in x\ace\addons\sys_stamina\
acex_t_wep_smg_us in x\acex\addons\t_wep_smg_us\
ace_sys_rangefinder in x\ace\addons\sys_rangefinder\, NIM_Clouds in nim_weather\
CA_Animals2 in ca\animals2\, Ind_Shed_01 in ca\buildings2\ind_shed_01\
CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\
CABuildings2_A_Pub in ca\buildings2\a_pub\, CACharacters in ca\characters\
CASounds in ca\sounds\
CAStructuresHouse_Church_05R in ca\structures\house\church_05r\
CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\, CAWheeled in ca\wheeled\
CAWheeled2 in ca\wheeled2\, CAWheeled2_MMT in ca\wheeled2\mmt\
CAWheeled3_TT650 in ca\wheeled3\tt650\
Mods: CA;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Distribution: 0
Version 1.05.62014
Fault address: 0052B46D 01:0012A46D C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe
file: co@<hidden> (__cur_mp)
world: Chernarus
Prev. code bytes: 87 3C 05 00 00 6B F6 18 8B 74 30 0C 85 F6 74 DB
Fault code bytes: 83 BE 08 03 00 00 00 7E D2 8B 86 04 03 00 00 8B

Registers:
EAX:2F4D0018 EBX:0763B800
ECX:0763BD20 EDX:00A29AAC
ESI:3CCCCCCD EDI:0763B800
CS:EIP:001B:0052B46D
SS:ESP:0023:26D7FAD8 EBP:26D7FB88
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010202
=======================================================
note: Minidump has been generated into the file Profiles\arma2server.mdmp


=====================================================================
== C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe
== "C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe" -port=2302 -config=server.cfg -cfg=Profiles\Arma2.cfg -profiles=Profiles -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
=====================================================================
Exe timestamp: 2009/12/22 15:31:27
Current time: 2010/01/11 23:47:16

File nim_weather\config.cpp, line 558: '/CfgVehicles/ThunderLight.scope': Missing ';' at the end of line
File nim_weather\config.cpp, line 568: '/CfgVehicles/ThunderLight.cost': Missing ';' at the end of line
File nim_weather\config.cpp, line 569: '/CfgVehicles/ThunderLight.armor': Missing ';' at the end of line
File nim_weather\config.cpp, line 585: '/CfgVehicles/ThunderLight/Smoke.initT': Missing ';' at the end of line
File nim_weather\config.cpp, line 586: '/CfgVehicles/ThunderLight/Smoke.deltaT': Missing ';' at the end of line
File nim_weather\config.cpp, line 591: '/CfgVehicles/ThunderLight/Smoke/Table/T1.maxT': Missing ';' at the end of line
File nim_weather\config.cpp, line 596: '/CfgVehicles/ThunderLight/Smoke/Table/T2.maxT': Missing ';' at the end of line
File nim_weather\config.cpp, line 601: '/CfgVehicles/ThunderLight/Smoke/Table/T3.maxT': Missing ';' at the end of line
Updating base class UH1_Base->Helicopter, by UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER\config.cpp/CfgVehicles/UH1Y/
Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/
Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/
Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/
Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/
Updating base class Helicopter->UH1_Base, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/UH1Y/
File description.ext, line 7: '.respawn': Missing ';' at the end of line
File description.ext, line 1: '.respawnDelay': Missing ';' at the end of line


although this is the server shortcut:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe" -port=2302 -config=server.cfg -cfg=Profiles\Arma2.cfg -profiles=Profiles -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

Manzilla
Jan 11 2010, 23:39
Probably report it. That's most likely the best place for it. I have know idea what it could be, SP is all I play.

tcp
Jan 11 2010, 23:53
@<hidden> You have to be able to duplicate the crash without all those extra mods loaded.

MattXR
Jan 12 2010, 00:04
The only mod folders with anything in them is the 2 gol mods, and they have been fine for well ever lol! even preivious versions of ace. Will test some more and if it persists will post logs on the bug tracker.. with just ACE

-=seany=-
Jan 12 2010, 00:09
the one in the @<hidden> folder is always the updated one

when u update your ACE it gives u a fresh config file in the ARMA2/@<hidden> folder
thats always the newest config file however it does not mean anything has changed in the config file itself so when u have updated look carefully in the config file wich u can open using notepad if there are changes,... if so u can do 2 things just copy and paste the entire config file into ARMA2/userconfig/ACE folder, or simply copy and paste the added lines in the config file itself...

no explanation....
just looked at that myself right now... your right...

Thanks


From time to time copy the files from @<hidden>/userconfig to arma2/userconfig/ACE overwriting the old ones, entering your nick and changing them to your liking once again, in case they've added/changed settings in them.

Alternatively you can take a look into teh files visually and manually add/remove/change scripts in them.

And thanks, I understand how it works now.

jasonnoguchi
Jan 12 2010, 00:32
WIRE CUTTERS AT LAST!!! Thank you ACE team! Time to replay those sneak in missions where I've always had to find holes in the wires! haahahah!

Das Attorney
Jan 12 2010, 03:13
I couldn't get the IR to work on the M107 at first, so I copied over the ACE_keys file from C:\...Your_path.....\Bohemia Interactive\ArmA 2\@<hidden>\userconfig to C:\..Your_Path...\Bohemia Interactive\ArmA 2\userconfig\ACE and it now works fine. I believe it's something to do with ACE not wanting to overwrite the userconfig file to default values everytime it's updated. Looks like it still updates the one in the ACE folder though, leading to a mismatch.

The default 'Team' key is still activated when I activate the IR (have to back out of the team menu), and also if you are using the IR and come out of zoom/scope view, then the first person view is still IR. The binding doesn't work to switch it back to normal unless you go back into zoom/scope view and hit T again (then close the Team menu).

Can someone please confirm this? If so, I'll make a bug report over at Dev Heaven.

Cheers.

CrazyAce
Jan 12 2010, 03:29
I never quite understood this problem with the userconfigs... I thought once the team packages the file it gets distributed as it is packed, no ifs and or butts :o about it... Is it a mistake and no one fixed it?

jasonnoguchi
Jan 12 2010, 03:43
@<hidden>, well, the IR is just a fake one anyways. Put a human in a forest and then turn it on white hot and you won't even see that person. :) Pretty much useless for now.

Das Attorney
Jan 12 2010, 03:48
That's fair enough, but the problem still persists about the config file not updating correctly. This presumably could affect future enhancements with new ACE keybindings, even if you don't like or use the IR.

jasonnoguchi
Jan 12 2010, 04:00
That's fair enough, but the problem still persists about the config file not updating correctly. This presumably could affect future enhancements with new ACE keybindings, even if you don't like or use the IR.

That's strange, cos I use the six-updater too and the config files are updated correctly. You just have to manually move it to the userconfig folder.

Meatball0311
Jan 12 2010, 04:20
Hey have you guys seen Sickboy today? OMG did he actually take a day off? I hope he comes back all rested up and ready to go.

Variable
Jan 12 2010, 05:43
First, let me just say thanks for this great modification. For me it finally made the game playable.

One suggestion though:

Currently in ArmA2 vanilla and ACE2, a soldier can aim up to 90 degrees upwards while being prone. This whole angle range suffers from no decrease in accuracy. In real - life, the prone position do not allow humans to aim a rifle more than 20-25 degrees upwards.

It may sound insignificant, but it removes one of the most crucial motivation to achieve a higher, controlling point over your enemy. In real life, the higher unit will be able to aim accurately while being prone and use the ground to stabilize its weapon. Since while being prone, humans can not aim a weapon more than 20-25 degrees upwards. the controlled unit will not be able to do the same thing- because it must aim to much higher elevation- it will have to crouch or stand up in order to aim properly and thus sometimes reveal itself or get out from low, hard cover like rocks etc..

Without such effect, it's not really needed to gain an altitude advantage in the game- which is one of the main tactical advantages in real - life. Adding such effect will make it much more important to attack from an elevated position and to avoid moving in low grounds (appart from the advantages of convinient visibility and increased view distance).

Hence, I think that the weapon should shake much more when crossing the 15-20 elevation degrees and aiming elevation should be limited to 20 while in the prone position. What do you guys think?

Johan S
Jan 12 2010, 06:19
Makes sense, good suggestion. Although most of the firefights in ArmA 2 seems to be at such long range that this would not matter much. But in urban fighting for instance you should not be able to fire at someone on a rooftop when laying prone on the street.

Jingle
Jan 12 2010, 06:40
Has someone nerfed the Javelin or are tanks operating a new damage system noticed in a game of warfare last night fired a javelin at a PLA Tank, - it carried on and proceeded to hunt me through the woods...
So I tested it in the editor being inside various tanks PLA MBT and T- 90, let an enemy javelin marine fire at me - all that happened was slight armour damage. I thought that javelins were one shot one kill weapon systems or has ace implemented a damage system for tanks in the last patch?

Sickboy
Jan 12 2010, 07:03
delffff

King Homer
Jan 12 2010, 07:57
Has someone nerfed the Javelin or are tanks operating a new damage system noticed in a game of warfare last night fired a javelin at a PLA Tank, - it carried on and proceeded to hunt me through the woods...
So I tested it in the editor being inside various tanks PLA MBT and T- 90, let an enemy javelin marine fire at me - all that happened was slight armour damage. I thought that javelins were one shot one kill weapon systems or has ace implemented a damage system for tanks in the last patch?

Nope...

Problem: Arma2 engine can't differentiate top or front armor - it's all the same. But we're working on it.

pigglywiggly
Jan 12 2010, 08:03
Thanks for such an awesome mod ACE TEAM! I'm making a mission and am wondering how I can recruit ACE AI and have an ammo crate with all the ACE weapon? I hope you guys can help me. Keep up the great work and looking forward to a great new year playing ARMA2 with your mod.:)

Alex72
Jan 12 2010, 08:09
Dont think there is an ALL-ACE crate this time around so you have to create it with filling your own box. Look in my signature (Mr.Murrays editing guide) and then check the ACE2 classnames.

nukey
Jan 12 2010, 08:47
As always, in arma2 you must spend the best part of your life trying to install the mod, look through hundreds of pages of chat. waste countless hours attempting the impossible. About time things were made easy for once!!!!

Banderas
Jan 12 2010, 09:05
@<hidden>

It seems to me that some tanks can take a lot more shots into the side armor than the front (in case of T-90 three 3 sabots from M256 to the front, and about 5-6 shots to the side from a 90 degree position). T-90, T-72B so far tested, I'll test M1s and the rest later today. Story may be different if targeting front/forward or front/aft and when firing at the target from different angles.
Not counting this, overally I can say that there is a visible improvement considering armor, most tanks can absorb more punishment on the front than the rear.

King Homer
Jan 12 2010, 09:31
@<hidden>

It seems to me that some tanks can take a lot more shots into the side armor than the front (in case of T-90 three 3 sabots from M256 to the front, and about 5-6 shots to the side from a 90 degree position). T-90, T-72B so far tested, I'll test M1s and the rest later today. Story may be different if targeting front/forward or front/aft and when firing at the target from different angles.
Not counting this, overally I can say that there is a visible improvement considering armor, most tanks can absorb more punishment on the front than the rear.

That's true Banderas. The problem is affected by the hitpoint LOD in the model itself along with the firegeometry LOD. The Abrams hitpoint LOD is quite detailed on that so it might be better balanced to the turret front. So far we couldn't have a look into the T-90 model nor the T-72 model without proper MLODs to change anything.
As pointed out: We're working on a better solution for that. Stay tuned. ;)

Väinämöinen
Jan 12 2010, 09:33
Some error in the updater?
http://forums.bistudio.com/showthread.php?t=93632
http://img199.imageshack.us/img199/7578/errorra.png

gnrnr
Jan 12 2010, 10:44
Some error in the updater?
http://forums.bistudio.com/showthread.php?t=93632
http://img199.imageshack.us/img199/7578/errorra.png

You need to download the newest version of the updater to fix this.

stege
Jan 12 2010, 10:55
Where is the newest version?

Mosku_FIN
Jan 12 2010, 11:01
Where is the newest version?

http://dev-heaven.net/projects/list_files/six-arma-updater


Check the first message of this topic, and especially sickboys Sign.

CarlGustaffa
Jan 12 2010, 11:18
3 quick questions.

Will engineers ever get the option to clear firing lanes? Clearing shrubs and trees totally, instead of blowing them down?

Was it ACE in ARMA that allowed people to build dug in improvised firing positions and sandbag walls or another mod?
I remember engies having the option to build small sandbag bunkers. Might this happen in ACE with engie squads? Not asking for magic, just the more people building the faster it might go.

Don't think you can actually delete stuff that is placed on the map, only damage it. Which is not a good idea as the remains (fallen trees) blocks your view but not the AIs view. Not sure though, but I've never seen it anyways.

Sandbags are available in ACE2. Cumbersome to use, but I let everyone use sandbags if they want to, while engineers can build other structures. For a improvised firing position (here, for prone MGs), I use this based on Domination code (location checking not included):



d_mgnest_pos = player modeltoworld [0,2,0];
mg_nest = "Fort_EnvelopeSmall" createvehicle d_mgnest_pos;
mg_nest setdir (getdir player);
mg_nest setPos [position mg_nest select 0, position mg_nest select 1, 0];
mg_cutter = "HeliH" createvehicle (mg_nest modelToWorld [0,5,0]);
deleteCollection mg_cutter;


Btw Xeno: Those helper HeliHEmpty location points for slope checking is done better with other checks, which I believe is included as a function :D

The engineer class is the class scripted in missions to do various specific tasks, depending on the mission. I even use them as ammo bearers for their increased stamina. I don't think engineers should have abilities based on a mod, as maybe that ability conflicts with the flow of your mission.

Unless that ability is not possible to achieve via common scripting.

MARBESSI
Jan 12 2010, 11:53
There is a new version of six updater 0.5.3. It fixes trouble for me.... launch six updater again...

Manzilla
Jan 12 2010, 11:55
As always, in arma2 you must spend the best part of your life trying to install the mod, look through hundreds of pages of chat. waste countless hours attempting the impossible. About time things were made easy for once!!!!

Huh, are you joking? Mods for A2 difficult to install? It's a piece of cake. I do like the ACE2 method though. Definitely an ingenious way to do it.

King Homer,

Working on it?! I don't know how the hell you guys do what you do, but it's remarkable. Thanks for your time and keep banging away. You guys are geniuses.

Alex72
Jan 12 2010, 12:13
Thank you ACE team for the latest update. Friggin "A" to put C4's at the base of fences and open them up. :) Isla Duala gets even better thanks to this.

Great work guys. Thanks!

Manzilla
Jan 12 2010, 12:36
http://dev-heaven.net/attachments/download/4321/SIX_Updater_Suite_v0.5.2_setup.exe


Check the first message of this topic, and especially sickboys Sign.

That link gives me a 404 error. Was it moved?

EDIT:

Think I found it.

Njayjay
Jan 12 2010, 13:05
How do I load ammo into a tripod mounted machinegun? I've assembled it, and have the ammo belts in my inventory but I see no "interact with machinegun" option as per the instructions in ACE features. Can someone enlighten me?

Linelor
Jan 12 2010, 13:07
You have to hit the ACE key which is the right windows key by default.

TRexian
Jan 12 2010, 13:13
Hey guys - quick question. Are AI also affected by stamina issues? Particularly enemy AI?

DMarkwick
Jan 12 2010, 13:14
Hey guys - quick question. Are AI also affected by stamina issues? Particularly enemy AI?

Noob.

Njayjay
Jan 12 2010, 13:17
Which battery is needed to make the VECTOR 21 rangefinder work? I picked up a normal red one labeled "battery" but I'm not getting it to work.

[DirTyDeeDs]-Ziggy-
Jan 12 2010, 13:17
Noob.
was this entirely necessary? doncha think it could've been a PM (http://forums.bistudio.com/private.php?do=newpm&u=44554)?
participating in mod creation doesn't exclude you from following forum rules, like spam...:raisebrow:

TRexian
Jan 12 2010, 13:19
LOL

Don't worry about it. DM's kinda a freakishly rude person, and a good friend. :D

[=SFLR=]DK
Jan 12 2010, 13:31
ok this is to anybody not just the ACE crew, i updated and found ELEVADOR AEREO DE CARGA in the module section, is there a readme for it and wat is it for ? thanks

Manzilla
Jan 12 2010, 13:45
-Ziggy-;1542152']was this entirely necessary? doncha think it could've been a PM (http://forums.bistudio.com/private.php?do=newpm&u=44554)?
participating in mod creation doesn't exclude you from following forum rules, like spam...:raisebrow:

Same thing I thought at first but then I saw it was by DM to TRexian, just some friendly ribbin'.

TRexian,

I don't think the AI is effected by stamina, pretty sure about that. Sometimes I load em up like pack mules just for kicks, especially if it's the Army. ;)

---------- Post added at 08:45 AM ---------- Previous post was at 08:44 AM ----------


ok this is to anybody not just the ACE crew, i updated and found ELEVADOR AEREO DE CARGA in the module section, is there a readme for it and wat is it for ? thanks

That's RAVLIFTER- ACE2 version. Heli slings.

http://www.armaholic.com/page.php?id=9060 This is the newest, stand alone version but pretty much the same thing.