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Banderas
Jan 12 2010, 13:53
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. ;)

OK, I just thought it's an ACE related thing, because in vanilla I didn't have that. I know you are working on things like crazy (thanks for the M1028 ammo in the Abrams ;)), and I don't want to harass you, I just needed to confirm for myself you know about it. At least I thought better post here first than making another unnecessary ticket on dev-heaven.

TRexian
Jan 12 2010, 13:53
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. ;)

That's my observation, too, but would love to get some confirmation from ACE guys.

If there isn't the same stamina issues for AI, or something analogous, I think the better course is to have it default off, but an option for people who are doing PvP.

[=SFLR=]DK
Jan 12 2010, 13:54
ah ok thanks Manzilla, also has anyone tried using the spotting scope yet, do you get CDT when you look thought the sight?

Manzilla
Jan 12 2010, 13:55
ah ok thanks Manzilla, also has anyone tried using the spotting scope yet, do you get CDT when you look thought the sight?

Haven't tried it, not even sure which scope that is. I just got back from out of town.

[=SFLR=]DK
Jan 12 2010, 13:58
ok if you do get to try it you will have to add it "this addweaponcargo ["ACE_Spottingscope",1]" thanks

=KCT=BlackMamba
Jan 12 2010, 13:59
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?

wel im glad the ACE team releases the updates like this,
not everybody is using the same keyboard layout.
and so "i" am glad i can alter the keys to my needs.
its no mistake, its just to let u change keys needed for ACE controls.
open up the userconfigs with notepad, if u read carefully u will see how wonderfull it works....

Manzilla
Jan 12 2010, 14:01
ok if you do get to try it you will have to add it "this addweaponcargo ["ACE_Spottingscope",1]" thanks

I'll check it out. Thanks!


wel im glad the ACE team releases the updates like this,
not everybody is using the same keyboard layout.
and so "i" am glad i can alter the keys to my needs.
its no mistake, its just to let u change keys needed for ACE controls.
open up the userconfigs with notepad, if u read carefully u will see how wonderfull it works....

No doubt, it's a fantastic way to allow users to customize.

EDIT

panthersfan,

It worked just fine for me. I place it on the ground, enter as gunner and no CTD. Does it happen everytime?

[=SFLR=]DK
Jan 12 2010, 14:15
OK also there's wire cutters as well, which i guess is to cut fences? any idea how cause i tried it and no luck? this addweapon "ACE_wirecutter"

this is to the ACE MOD Team i would like to thank you for making the spotting scope as i was already in the process of making one but falling behind cause i messed the UV maps up

http://i765.photobucket.com/albums/xx296/DK717/Pic4.jpg

http://i765.photobucket.com/albums/xx296/DK717/pic3.jpg

http://i765.photobucket.com/albums/xx296/DK717/Pic2.jpg

http://i765.photobucket.com/albums/xx296/DK717/Pic1.jpg

so you saved me a lot of hassle

Manzilla
Jan 12 2010, 14:22
I haven't been able to get the wirecutters to work. I tried to walk up to a fence but nothing happens. I had it selected via f key but it wouldn't come down. I'm thinking I need to kneel next time. Can't remember if I tried that.

[DirTyDeeDs]-Ziggy-
Jan 12 2010, 14:24
look for the action menu when you approach a fence with the cutters ;)

[=SFLR=]DK
Jan 12 2010, 14:35
lol just figured the wire cutters, use it with the action menu "cut wire" wait for the time bar in top left to complete and the fence falls down, dont move away while the action is going on else it will cancel the action!

---------- Post added at 03:34 PM ---------- Previous post was at 03:33 PM ----------


-Ziggy-;1542213']look for the action menu when you approach a fence with the cutters ;)

thanks sorry missed tht post!

---------- Post added at 03:35 PM ---------- Previous post was at 03:34 PM ----------

Any one had any luck with the spotting scope yet?:)

HyperU2
Jan 12 2010, 14:51
I placed the spotting scope but saw no action option to use it.

Alex72
Jan 12 2010, 14:55
The addition of RAVEN's lift module was great. The extra features on it like emergency drop plus having to exit the helo to add new ones after the E-drop is supah! :) Only the lines where white to me. No textures i think?

The Wirecutters can be added "to back" and thus they dont mess the main weapon slot image. And when you click "in hands" you will actually see it. But ofcourse it takes some extra time to do this operation compared to cycle with "F". But at least it works, and its friggin supah again. :)

Smurf
Jan 12 2010, 15:03
The addition of RAVEN's lift module was great. The extra features on it like emergency drop plus having to exit the helo to add new ones after the E-drop is supah! :) Only the lines where white to me. No textures i think?


Thats only for some ropes\slings.
For small objects like ammo crates they are white. For a HMMWV, its ok.

Some text in the hint box while using RAVEN's are cutted, can´t read the whole phrase. Going to add a ticket ASAP if there is none.

[=SFLR=]DK
Jan 12 2010, 15:13
I placed the spotting scope but saw no action option to use it.

ok try going prone and get behind the sight, go on action menu "get in spotting scope as gunner" tht where it CDT for me any way

MattXR
Jan 12 2010, 15:13
Can everyone vote this issue, even though its already on Urgent!!

http://dev-heaven.net/issues/show/6738

Ive seen this on more than just our server also!! happens on others too, once the players get to about 30+ you get about 20/30min of game play before the server collapses and everyone looses connection. So please everyone vote it!

Manzilla
Jan 12 2010, 15:14
I placed the spotting scope but saw no action option to use it.

Did you look at it like an ammo crate? There should be an option to enter as gunner or pick up scope.

HyperU2
Jan 12 2010, 15:18
Did you look at it like an ammo crate? There should be an option to enter as gunner or pick up scope.

Actually I was playing as a spotter and it was a default piece. I could place it and pick it up but I didn't see the gunner option. I was on top of a hotel though, maybe there was a placement error.

Alex72
Jan 12 2010, 15:20
Thats only for some ropes\slings.
For small objects like ammo crates they are white. For a HMMWV, its ok.

Some text in the hint box while using RAVEN's are cutted, can´t read the whole phrase. Going to add a ticket ASAP if there is none.

Oh ok. The module on its own have black wires/lines/ropes (whatever you call em). And they are black when they hang loose in ACE, but when attaching (a vehicle in my case) the lines went all white. The standalone (first version) i tested even had the silver (metal) parts like rings wich the wires/lines are hooked to. I think in ACE its probably messed up a bit.

Tested with UH1 and MH60.

EDIT: Understood your text now mate... Yeah ticket would be good. I have a bunch of small things i want to ticket, but its not so easy to do many in one go since tickets needs a certain structure.

[=SFLR=]DK
Jan 12 2010, 15:31
im going to add a tickets about the spotting scope any one else having problem let me know and i add it to the ticket i do it in like 10-15 min or so if theres no solution:)

HyperU2
Jan 12 2010, 15:32
ok try going prone and get behind the sight, go on action menu "get in spotting scope as gunner" tht where it CDT for me any way


Worked fine for me. No CTD.

Smurf
Jan 12 2010, 15:39
Oh ok. The module on its own have black wires/lines/ropes (whatever you call em). And they are black when they hang loose in ACE, but when attaching (a vehicle in my case) the lines went all white. The standalone (first version) i tested even had the silver (metal) parts like rings wich the wires/lines are hooked to. I think in ACE its probably messed up a bit.

Tested with UH1 and MH60.


But its there: http://img196.imageshack.us/my.php?image=arma22010011122245414.jpg
Anyway, its a minor issue, and will be fixed in no time.
I liked that so much, and there is some more improvments in the way! :bounce3:


Looking forward to:

Mi-24 cargo doors are beign opened and closed when troops are embarking or disembarking. Will get useful when more vehicles get doors.

Thanks ACE Devs and modders that donate their work to make this one of the most complete mods out there.

[=SFLR=]DK
Jan 12 2010, 15:40
Worked fine for me. No CTD.

ok thanks tht good to know :) ok cancel last, not going to send ticket

Alex72
Jan 12 2010, 16:03
Smurfbr: Anyway, its a minor issue, and will be fixed in no time.
Yep for sure. No problems here. Just mentioned it. :) Cool image haha.

TheBlessedPig
Jan 12 2010, 16:03
Could somebody pls help me, I can't find the wire cutters in any crate, could somebody give me a classname? thx

Soupdragon
Jan 12 2010, 16:11
@<hidden>

I am getting the same issue as you with the spotting scope.
I just created a quick mission on Utes with just me and a crate with the scope in it. I took scope from the crate, fine, placed the scope, fine, got into scope as gunner, black screen, alt-tab out of arma error messsage on desktop saying arma 2 has stopped working. Had to ctl-alt-del and stope the Arma.exe.
So it seems you are not alone with this problem.

I am running in Win7 Ultimate 32bit BTW (if it makes any difference)

SD

---------- Post added at 05:11 PM ---------- Previous post was at 05:09 PM ----------

@<hidden> TheBlessedPig
Use this in the exec field

this addweapon "ACE_wirecutter" (to add to player)
or
this addweaponcargo ["ACE_wirecutter",1] (to put it in an ammo crate)

The thing to remember is that if you equip the wire cutters it will replace the main weapon, but you can put the cutters on your back in the gear arming screen

SD

Manzilla
Jan 12 2010, 16:21
But its there: http://img196.imageshack.us/my.php?image=arma22010011122245414.jpg
Anyway, its a minor issue, and will be fixed in no time.
I liked that so much, and there is some more improvments in the way! :bounce3:


Looking forward to:


Thanks ACE Devs and modders that donate their work to make this one of the most complete mods out there.

Send that to the fansites for SOTW(shoot of the week). Wicked S&%$ bud!

TheBlessedPig
Jan 12 2010, 16:27
thanks for the quick reply Soupdragon

[=SFLR=]DK
Jan 12 2010, 16:30
[QUOTE=Soupdragon;1542308]@<hidden>

I am getting the same issue as you with the spotting scope.
I just created a quick mission on Utes with just me and a crate with the scope in it. I took scope from the crate, fine, placed the scope, fine, got into scope as gunner, black screen, alt-tab out of arma error messsage on desktop saying arma 2 has stopped working. Had to ctl-alt-del and stope the Arma.exe.
So it seems you are not alone with this problem.

I am running in Win7 Ultimate 32bit BTW (if it makes any difference)

SD[COLOR="Silver"]



ok i posted ticket go vote for it :)

http://dev-heaven.net/issues/show/8031

Simon C
Jan 12 2010, 16:31
ok i posted ticket go vote for it :)

I'll give the ACE team about 5 minutes before that one gets closed for being a duplicate ticket. Probably best to search a little next time. :p

Manzilla
Jan 12 2010, 16:32
@<hidden>

I am getting the same issue as you with the spotting scope.
I just created a quick mission on Utes with just me and a crate with the scope in it. I took scope from the crate, fine, placed the scope, fine, got into scope as gunner, black screen, alt-tab out of arma error messsage on desktop saying arma 2 has stopped working. Had to ctl-alt-del and stope the Arma.exe.
So it seems you are not alone with this problem.

I am running in Win7 Ultimate 32bit BTW (if it makes any difference)

SD[COLOR="Silver"]



ok i posted ticket go vote for it :)

http://dev-heaven.net/issues/show/8031

Odd stuff. I just can't seem to get the crash. Do you have any other Mods/AddOns running? I wonder if that could have anything to do with it. Although I play with a ton running so it would be unusual.

Soupdragon
Jan 12 2010, 16:41
tried it with and without mods with the same result. black screen and ARMA crash.

SD

[=SFLR=]DK
Jan 12 2010, 16:45
i get the same as well, you think it a vista thing, i get loads of CDT with arma mostly while on MP

Soupdragon
Jan 12 2010, 16:57
I'm not running Vista ( I run Windows 7) and I don't have many (if any) crashes at all.

SD

-=seany=-
Jan 12 2010, 17:02
I just went to update a pc with the latest mod versions and Six updater updated itself (says launcher 0.2.2 at the top of the 1st dos box) but now its doing that thing again where the 2nd dos box only opens for a second then closes after choosing "2" to update.

During the "Six updater" update it asked me if I wanted to uninstall a Gem, or some thing, I chose Yes. Is that what we are supposed to do?

This, second Dos box not staying open for Mod updates, was fixed previously by copying /chcp.com to "Six_Updater/Tools/Ruby/Bin/" and naming it chcp.exe. I checked and that file is still there...so now what?

Thanks for any help.

jibemorel
Jan 12 2010, 17:06
after choosing "2" to update.

So it's not the latest version of Six Updater, since with the latest version you update directly via the web-client GUI.

Edit Here is the link : http://dev-heaven.net/projects/list_files/six-arma-updater

malibu.stacey
Jan 12 2010, 17:08
[...](says launcher 0.2.2 at the top of the 1st dos box)[...]

current version is 0.5.2, time for an update ;)

Soupdragon
Jan 12 2010, 17:10
Actually current version is 0.5.3 (went live today)

SD

-=seany=-
Jan 12 2010, 17:20
I thought six updater updated itself? So everyone now has to uninstall Six updater and get the new version?

If I uninstall Six updater and install a new version wont I have to go through loads of setup/config that I cant remember how to do now?

Can I just install it over the last version? will it keep my settings?

Is there one place where this info is easily available, I try to keep up but some times the info for this mod (new procedures/ways of doing things/software) seems like its hidden, I go round in circles trying to find stuff on the help pages.

thanks again for any answers:)

NMDANNY
Jan 12 2010, 17:32
what crate have the spotting scope and wire cutter? or how to add those items to a crate?

=(+)=TheVoodoo
Jan 12 2010, 17:37
Just a question... is it intended that after activating the the vector 21 nite display and triggering the laser, the game zooms out to external view for a second and zooms back in? After that, the laser isnt enabled anymore. Is that supposed to simulate a short laserimpulse?

Soupdragon
Jan 12 2010, 17:42
@<hidden>
Check this out, i posted it a couple of pages back

Use this in the exec field

this addweapon "ACE_wirecutter" (to add to player)
or
this addweaponcargo ["ACE_wirecutter",1] (to put it in an ammo crate)

The thing to remember is that if you equip the wire cutters it will replace the main weapon, but you can put the cutters on your back in the gear arming screen

SD

Ginger McAle
Jan 12 2010, 18:27
Hey guys,

thanks for all the hard work! Enjoying it everyday!
Could you please add our server if possible to the servers listing?

HighFiDelity ACE2 Server hosted by Crowfire.de
82.98.216.205:2302
http://arma2.swec.se/server/image/127604

Homepage: http://www.hfd.de

Thank you!

Regards
a Fan :yay:

jibemorel
Jan 12 2010, 18:35
I thought six updater updated itself? So everyone now has to uninstall Six updater and get the new version?

If I uninstall Six updater and install a new version wont I have to go through loads of setup/config that I cant remember how to do now?

Can I just install it over the last version? will it keep my settings?

Is there one place where this info is easily available, I try to keep up but some times the info for this mod (new procedures/ways of doing things/software) seems like its hidden, I go round in circles trying to find stuff on the help pages.

thanks again for any answers:)

Six Updater don't update itself. Just download the new version and execute it, no need to erase anything. Normally your previous settings should remains the same. Execute Six Upd. the web-user interface should open itself on "main" page, select a preset config (e.g ACE (vanilla) if you choosed it previously) in "action" select install or update then click execute., go to preset choose one preset (ACE mod (vanilla) is good since it manage all ACE related mods, if you want to manage some more press the edit button at the end of the preset line you choosed, then select a mod and press add existing then scroll the page down and press update. Then go back to main select a preset config (e.g ACE (vanilla) if you choosed it previously) in action select install or update then click execute. Go back in main, select a preset config (e.g ACE (vanilla) if you choosed it previously) in action select install or update then click execute

-=seany=-
Jan 12 2010, 18:47
Six Updater don't update itself. Just download the new version and execute it, no need to erase anything. Normally your previous settings should remains the same. Execute Six Upd. the web-user interface should open itself on "main" page, select a preset config (e.g ACE (vanilla) if you choosed it previously) in "action" select install or update then click execute., go to preset choose one preset (ACE mod (vanilla) is good since it manage all ACE related mods, if you want to manage some more press the edit button at the end of the preset line you choosed, then select a mod and press add existing then scroll the page down and press update. Then go back to main select a preset config (e.g ACE (vanilla) if you choosed it previously) in action select install or update then click execute. Go back in main, select a preset config (e.g ACE (vanilla) if you choosed it previously) in action select install or update then click execute

got it, fixed, thanks ;)

Meatball0311
Jan 12 2010, 19:59
Do I have the latest six updater?

six updater - 14.6
six-rsync - 3.4

I could not be lazy so I checked for myself and I do have the latest six-updater. Go here and you can find the latest six-updater http://dev-heaven.net/wiki/six-arma-updater

---------- Post added at 01:59 PM ---------- Previous post was at 01:16 PM ----------

@<hidden>

Maybe you would like to tweek your weapon sounds to be closer to these for M16A4, M4, M249, M240

Great example of M16A4
http://www.youtube.com/watch?v=_guSZq47ACI

Great example of M249
http://www.youtube.com/watch?v=7KyYoXpzEfI


Great example of M240
http://www.youtube.com/watch?v=nQco8_kdeRg

I dont know what the process would be, but if there is anyway of getting the ACEX_SM weapon sounds to match these. It would really bring a more realistic sound for these weapons.


TO ACE2 FANS: If you would like those weapon sound to be tweeked to the above reference sounds... please go here and vote!! http://dev-heaven.net/issues/show/8039

Yoma
Jan 12 2010, 20:41
Small newsflash:
It seems Gamespy query now includes a signatures string.
In the next version of AddonSync you'll be able to query for servers based on this signature string. This means you'll be able to see for example if the server is running your ace version before connecting. It also means you'll be able to find servers that run your ace version (or any signed addon) if you enter the correct signature string.
There may be some other uses for this string but I haven't worked out anything concrete for those purposes yet. (It may be possible to get all sign files you have installed and at least have you select stuff based on those sign files)
Unfortunately gamespy will only allows a limited number of "like" statements so it won't be possible to "find all servers that have at least some of mods you have installed".

SpyderPB6
Jan 12 2010, 20:54
Still can not get the Crosshairs enabled by simply modifing the userconfig as noted. Have tried on all difficulties, does anyone have any other suggestions?


Thanks,
Mike.

Manzilla
Jan 12 2010, 21:15
Still can not get the Crosshairs enabled by simply modifing the userconfig as noted. Have tried on all difficulties, does anyone have any other suggestions?


Thanks,
Mike.

Check a few pages back. Make sure the files in the userconfig/ACE2 folder are up to date. Each new ACE2 update seems to update the .hpp files in the @<hidden>/userconfig, not the userconfig folder in the main A2 directory. Also, are you changing the files in the @<hidden>/userconfig folder? That's not the right ones. You need to put those in the userconfig/ACE2 folder.

Das Attorney
Jan 12 2010, 21:37
Check a few pages back. Make sure the files in the userconfig/ACE2 folder are up to date. Each new ACE2 update seems to update the .hpp files in the @<hidden>/userconfig, not the userconfig folder in the main A2 directory. Also, are you changing the files in the @<hidden>/userconfig folder? That's not the right ones. You need to put those in the userconfig/ACE2 folder.

A bug report (http://dev-heaven.net/issues/show/8033) has been filed :)

[=SFLR=]DK
Jan 12 2010, 21:37
ok reinstalled A2 and ACE mod and got the spotting scope to work now, tho i have to say its very disappointing when using the sight it viewed as binos could of put a bit more effort in to make it a spotting scope and viewed like a spotting scope! so really i made all tht effort for nothing:(

mrcash2009
Jan 12 2010, 21:43
Well you know what they say ..

"If a jobs worth doing, its worth .... " *and fill the blank* :)

[=SFLR=]DK
Jan 12 2010, 22:02
Well you know what they say ..

"If a jobs worth doing, its worth .... "going to finish my scope" :)

WAY AHEAD OF YA! :yay:

http://forums.bistudio.com/showthread.php?t=74243&page=140 post #1398

FLv*VeNoM*
Jan 12 2010, 22:32
let me say that the ace team has done a very good job with this mod. and with the updater working as it should, even for me, I must say it is the system I've always dreamed about, updating your mods and addons without having to dl them over and over again, thank you guys for that.
but I've got some questions as well: I was playing the harvest red campaign the other day, and noticed that the osprey that is supposed to drop you off at manhattan crashes into trees without delivering you. happens all the time, so my question is: is there a way to fix it? or could you guys have a look at it, since it only happens with ace.
the next thing I wanted to ask is: in ace1 there was a special forces hmmwv, will it have a comeback? please, please!

HyperU2
Jan 12 2010, 22:33
ok reinstalled A2 and ACE mod and got the spotting scope to work now, tho i have to say its very disappointing when using the sight it viewed as binos could of put a bit more effort in to make it a spotting scope and viewed like a spotting scope! so really i made all tht effort for nothing:(


lol I was going to mention that when I got it to work for me.

[=SFLR=]DK
Jan 12 2010, 22:37
lol I was going to mention that when I got it to work for me.

haha never mind, thanks tho!

Manzilla
Jan 12 2010, 22:39
A bug report (http://dev-heaven.net/issues/show/8033) has been filed :)

It's not a bug. It's supposed to be that way I believe. I'm pretty sure it's so it doesn't over write the files and screw up your current config. It's easiest if I can open both and make sure every thing is the same plus the new stuff that may be added to it by the update.

Nemesis_wales
Jan 12 2010, 23:28
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

Manzilla
Jan 12 2010, 23:37
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

userconfig/ACE2/ace_keys.hpp

That should do it. That's got the range up/range down key selection.

Make sure you are looking in the main directory for the userconfig folder.

Nemesis_wales
Jan 12 2010, 23:43
thanks m8!

froggyluv
Jan 13 2010, 00:29
Hi, I haven't updated Ace in a while and am running version 1.203 and Six Updater 2.2 and can no longer update.

Never had a problem before, but when I pressed 2 to Update, it asked me if I wanted to uninstall a 'Gem' I believe, which not thinking anything of it pressed Y for ok. Now it says that there is nothing to Update and when I press 1, no longer goes to the Six portal.

Any quick tips how to get up and running again :o

Das Attorney
Jan 13 2010, 00:46
@<hidden> Manzilla - Not sure if it's a 'bug' or feature they've yet to implement but I thought I'd file it anyway. It doesn't look like they've meant for this to happen so I thought it worthwhile sending some feedback on. Probably should have mentioned why I sent it earlier.

@<hidden> Froggyluv - the same thing happened to me earlier. Download the new version of the installer here (http://dev-heaven.net/projects/list_files/six-arma-updater) and replace your existing version. Not sure if you need to uninstall the old one first. I did it just to be on the safe side.

-=seany=-
Jan 13 2010, 01:00
me and my mate tried to play ACE domination tonight and it was a disaster, Not all Ace's fault mind.

First I could connect to some servers he couldn't, no meaningful error msg, just "Failed to Connect". The we found a server where we both could join, then "Lost connection" - server crashed after about 15 minutes.

Then we tried another one, same thing server crash.

Then he could get onto some of the servers he couldn't before, so we joined one of them. I had already joined this server, so now I had the "fire" bug...then the server crashed a short time later.

This has been going on for a while now, I feel that ACE(Dom) servers seem to crash a lot more than vanilla Arma2(Dom) servers. Is this the experience for everyone?

And the Fire bug, who needs to fix this, Dom mission creator or BIS? My guess is BIS, but I see no bug report posted for it anywhere.

froggyluv
Jan 13 2010, 01:08
That seems to have done the trick.

Big thanks Das Attorney!

SpyderPB6
Jan 13 2010, 01:08
@<hidden>

Thanks for the information. I was editing the @<hidden> folder, the userconfig file in there, that is wrong. You must edit the Userconfig folder in the main arma directory.

Manzilla
Jan 13 2010, 01:41
@<hidden>

Thanks for the information. I was editing the @<hidden> folder, the userconfig file in there, that is wrong. You must edit the Userconfig folder in the main arma directory.

Glad to help bud. Enjoy! :)

Nazul
Jan 13 2010, 06:34
@<hidden> Froggyluv - the same thing happened to me earlier. Download the new version of the installer here (http://dev-heaven.net/projects/list_files/six-arma-updater) and replace your existing version. Not sure if you need to uninstall the old one first. I did it just to be on the safe side.

This worked for me too. Wasnt able to update.

S-M
Jan 13 2010, 07:45
Yes this is what i posted about a while back as i was suffering from the same thing.

You are apparently supposed to read the instructions properlly :rolleyes:
Regardless, i had my HD fail yesterday and spent last night installing a new one, plus i took the opertunity of upgrading the Win7.

Figuring i would not want to annoy the elite with my bumbling pc skills while reinstalling Arma 2 from scratch, i could not remember how i even set it all up, i thought i would follow the instructions yet again, because i was told i only had to look at them for 5 mins to work it all out.


QuickInstall

Check out the video! or use the so called "Lazy Method".
http://dev-heaven.net/wiki/ace-mod2#Videos-Web-Client

What video ?

Sickboy
Jan 13 2010, 07:51
@<hidden>: Link fixed.

Banderas
Jan 13 2010, 07:55
ATTENTION!

To everyone that plays ACE2 along CAA1.

If you discovered that BMP2s don't have any 9K113 Konkurs missiles, it's a config mess between ACE and OAC_Core. ACE mod removed the vanilla 8 round AT-5 magazine and replaces them with five individual ACE_AT5 magazine, and OAC config enforces the vanilla 8 round mag.

In order to give the rockets back to them one must write into the init line the next:

this addMagazine "8Rnd_AT5_BMP2"


Again only if you using ACE 2 and CAA1 (and OAC of course) at the same time.

Alex72
Jan 13 2010, 08:34
Lifting boxes with RAVEN's lift module gives white wires. but lifting a UAZ, EMERY's Buggys etc also uses those white lines. Wonder what the difference is from a UAZ and a hummer since the latter will get proper & texured wires? Is the UAZ class a box and not a car lol?

Soupdragon
Jan 13 2010, 11:00
How do you use Raven's lift module? I have tried multiple helo's with no success. I have even tried putting
null = this execVM "\RAV_Lifter\InitAir.sqf"
in the init box of the chopper, (as a last resort) still no joy. Could someone let me know how this works please.

Edit] Nevermind I didn't realise it was a module DUH!!!!! [end edit]

SD

=KCT=BlackMamba
Jan 13 2010, 11:12
A bug report (http://dev-heaven.net/issues/show/8033) has been filed :)

do u realize why ace updates the userconfigs like this ??

do u like to re-enter all your keys everytime u get a new update....

Das Attorney
Jan 13 2010, 13:52
do u realize why ace updates the userconfigs like this ??

do u like to re-enter all your keys everytime u get a new update....

Yes I realise, but it's not working for me correctly, hence filing a report. If you disagree, just vote it down over there.

I wouldn't really enjoy having to re-enter all the keys either, not sure why you thought I would... and I'm aware they deliberately don't update the ACE_keys file, so as to not reset user defined controls. However, it's not adding new keybindings, which is an issue. look at the Dev Heaven thread - they said they're looking in the future to make it prompt the user for outdated configs.

=KCT=BlackMamba
Jan 13 2010, 14:29
Yes I realise, but it's not working for me correctly, hence filing a report. If you disagree, just vote it down over there.

I wouldn't really enjoy having to re-enter all the keys either, not sure why you thought I would... and I'm aware they deliberately don't update the ACE_keys file, so as to not reset user defined controls. However, it's not adding new keybindings, which is an issue. look at the Dev Heaven thread - they said they're looking in the future to make it prompt the user for outdated configs.

ok so u get the configs in the @<hidden> folder but their exact same as in userconfig folder no lines added in the files what so ever?...

mrcash2009
Jan 13 2010, 14:37
Since day one I always make a duplicate of the config folder just before I run my updates, then make comparison and overwrite.

TheRev709
Jan 13 2010, 16:02
I'm having a huge problem here . . . after I last updated the preloaded rucksacks I used in my mission have stopped working. I cant add or take away from their inventory :(

Manzilla
Jan 13 2010, 16:03
I'm having a huge problem here . . . after I last updated the preloaded rucksacks I used in my mission have stopped working. I cant add or take away from their inventory :(

I had that same problem last update. The one Monday fixed it though.

TheRev709
Jan 13 2010, 16:06
I had that same problem last update. The one Monday fixed it though.

I have build 215 which is their most up to date version thus far.

I can take stuff out of my ruck only if i have a spot open, but once I click on something in my regular inventory, the pack/unpack options grey out and its useless.

luckyhendrix
Jan 13 2010, 16:50
Can you simulate a jamming by a command ??

[DirTyDeeDs]-Ziggy-
Jan 13 2010, 16:51
I have build 215 which is their most up to date version thus far.

I can take stuff out of my ruck only if i have a spot open, but once I click on something in my regular inventory, the pack/unpack options grey out and its useless.


have you disabled the stamina system? if so re-enable it, try again, and report back.

713th FireBird
Jan 13 2010, 16:51
Does the mission have stamina turned off ? Turning stamina off bugs/disables rucks.

Dirty get out of my head :P

[DirTyDeeDs]-Ziggy-
Jan 13 2010, 16:55
Does the mission have stamina turned off ? Turning stamina off bugs/disables rucks.

Dirty get out of my head :P

you are posting in here when you should be updating the server? :butbut:

713th FireBird
Jan 13 2010, 16:57
*hides* I wasnt here, i am updating the server.

Sickboy
Jan 13 2010, 17:06
A.C.E Beta 2, Update #9 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/284)
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)

TheRev709
Jan 13 2010, 17:07
Does the mission have stamina turned off ? Turning stamina off bugs/disables rucks.

Dirty get out of my head :P

sadly yes, guess I'll have to re enable it.

is there a fix in the works for this?

[DirTyDeeDs]-Ziggy-
Jan 13 2010, 17:11
please, what is?

Changed

* Ahoi! [rocko]

And_Mak
Jan 13 2010, 17:13
and what is whis!?!?
Added

-SF GMV [rocko]

713th FireBird
Jan 13 2010, 17:16
sadly yes, guess I'll have to re enable it.

is there a fix in the works for this?

I dont know make a post somewhere on dev heaven i would like to know as well,Maybe they did it that way on purpose.

Cross
Jan 13 2010, 17:23
Kellys Heroes ACE Server & YAS Repository updated to b.217

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

tcp
Jan 13 2010, 17:27
SF GMV = special HMMWV http://www.americanspecialops.com/photos/special-forces-gallery.php

Evil_Echo
Jan 13 2010, 17:49
wrt: turning off stamina disables rucks system


sadly yes, guess I'll have to re enable it.

is there a fix in the works for this?

It's intentional. The lead dev decided that. His logic is that supermen don't need extra pockets.

Giuppo
Jan 13 2010, 18:00
Hi, and thx for this work!

I don't know if it's a bug, but when i put a satchel charge, my guy has no animation, the bomb is immediately on the ground, is it normal?

Smurf
Jan 13 2010, 18:17
Hi, and thx for this work!

I don't know if it's a bug, but when i put a satchel charge, my guy has no animation, the bomb is immediately on the ground, is it normal?

Yes, it is.

__________

Finally the ammocount! Thank you guys!

[DirTyDeeDs]-Ziggy-
Jan 13 2010, 18:18
wrt: turning off stamina disables rucks system



It's intentional. The lead dev decided that. His logic is that supermen don't need extra pockets.

:icon_eek:
http://cache.gawker.com/assets/resources/2008/04/ThumbsUp-thumb.png

Giuppo
Jan 13 2010, 18:19
ah, ok... not really "realist"...
but i guess that is the choice of a lot of players.

Thx for you answer

Regards

CarlGustaffa
Jan 13 2010, 18:22
Lol, me too :) Penalty for not playing with penalty - loving it :D

Soldier of Anarchy
Jan 13 2010, 18:27
Are rifle grenades even used nowadays? If so I'd like to see them included someday to help with indirect fire support. Until mortars come online we need something with more punch than M203 and less punch than arty.

Really miss them since the OFP days :(


Thank you for giving us this much :) Mod teams like your's makes great games even better.

[=SFLR=]DK
Jan 13 2010, 18:39
How do we go about implementing add-ons to ace mod i got a few projects on the go and would like them to use ace sys, what is the SOP for adding add-on to ACE mod nad using ACE scripts and so on?

TheRev709
Jan 13 2010, 18:53
wrt: turning off stamina disables rucks system



It's intentional. The lead dev decided that. His logic is that supermen don't need extra pockets.

IMO they should give mission makers the options, rather than eliminating one option if you choose another. I love hiking and backpacking, Red River Gorge in Kentucky is one of my favorite places to visit (I live only an hour away ^_^) but walking 3 miles in a video game is just boring. You can never have a truly "realistic" game, only one with some simulated realism, and I personally play games to be entertained, not re live something I do in the world. Don't get me wrong, I love Arma2 for its realistic military simulation, but its still a game in the end.

But thats just my .02 cents.

-=Grunt=-
Jan 13 2010, 18:54
Is there an ACE mod suggestion thread or something?..

Ah well, I just want to suggest Mi-28 "Havoc" gunships for the Russians. I play Warfare BE a lot and the Russian/Opfor side sure needs more toys.

EDIT: And... I'd also like the F-117A in ACE too.

tcp
Jan 13 2010, 18:58
Mission makers still have a lot of flexibility, if you ask me.

Murklor
Jan 13 2010, 19:15
Awww, the latest updates to some logr files in the updater broke my good old launcher, got to update :(

Sneaker-78-
Jan 13 2010, 19:25
tnks for the update guys !


Edit:

And maby we must stop with saying :

Add this mod to ace
Add this mod to ace
Add this mod to ace

I think they are going to be cracy with you all guys ..

:rolleyes:

[DirTyDeeDs]-Ziggy-
Jan 13 2010, 19:32
IMO they should give mission makers the options, rather than eliminating one option if you choose another. I love hiking and backpacking, Red River Gorge in Kentucky is one of my favorite places to visit (I live only an hour away ^_^) but walking 3 miles in a video game is just boring. You can never have a truly "realistic" game, only one with some simulated realism, and I personally play games to be entertained, not re live something I do in the world. Don't get me wrong, I love Arma2 for its realistic military simulation, but its still a game in the end.

But thats just my .02 cents.



Stamina system is a core feature of the mod.

And just to prevent more comments about stamina in ACE2:

If you don't like, don't use. No other advice can be given here.
If you cannot adapt to ACE2, learn how to adapt.
If you are unwilling to learn, stay away from ACE2. Probably ACE2 isn't the right mod for you to use.

I recommend you use a vehicle in your mission instead of the backpack, and fill that with your extra gear.

Enad
Jan 13 2010, 19:52
Can someone PLEASE help me. I've posted several times and no one has even responded to me.
What am I doing wrong!?!?
My ACE Mod is totally bugged.
Ever since the first time I installed it with the help of Dead3yez, it hasn't worked properly. Almost no features work.
I've tried reinstalling ACE2 twice. I even tried reinstalling the Six Updater to see if it was a flawed version. But still NO!
What the hell am I doing wrong!?
This is how I've been installing it:
-Press 1 in the Six Updater
-Web client loads
-Press Configuration, then press Synchronize.
-Go to Presets and add @<hidden> @<hidden> @<hidden> etc etc. Then press Update (There was already a slot there called A.C.E Mod Vanilla with all parts of the ACE Mod in it, I've tried using that one and the normal Vanilla one)
-Click main, then choose the preset you'd like to install or update
-Click Execute
-Installs...

Then it still doesn't work properly.
ACEX works fine. Thats what is confusing me. Why does ACEX work fine but ACE doesnt!!??
PLEASE tell me is there anything I'm doing wrong or a step I'm missing.
Please, I will appreciate any help I get. I really wanna figure out why the ACE Mod isn't working for me! The main thing that's bothering me is its causing alot of problems in my game that are easy to notice, for example; Nothing catches on fire even after it explodes. Nothing...Also nothing catches on fire or burns. Another big issue is many times, tanks don't explode now, not even when hit with a Javelin or Metis. Sometimes they will but only after enough time for the crew members to jump out and run to safety. I feel like a Javelin should inflict extreme damage on a tank, leaving no survivors.
Theres other thing but I cant remember them right now.
Please help!!

Johan S
Jan 13 2010, 19:59
Sounds like you are still starting the normal ArmA 2, without ACE. You have to put all the mods in the shortcut you use to start the game. When you start the game, do you see the ACE loading screen?

Enad
Jan 13 2010, 20:02
Yes. I got the shortcut fine...I see the ACE Logo and the ver. number in the bottom. All ACEX,ACEX_SM and ACEX_PLA Features work, but the core @<hidden> Mod doesn't work!
Please help!

jibemorel
Jan 13 2010, 20:04
Sounds like you are still starting the normal ArmA 2, without ACE. You have to put all the mods in the shortcut you use to start the game. When you start the game, do you see the ACE loading screen?

This shortcut is automatically created in your Arma2 mainfolder at each ACE2 installation/update, it is named :Play ArmA2 with @<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden> + by reading your post it seems your Six Upd. is not the latest version. Here is the link : http://dev-heaven.net/projects/list_files/six-arma-updater

Johan S
Jan 13 2010, 20:11
Yes. I got the shortcut fine...I see the ACE Logo and the ver. number in the bottom. All ACEX,ACEX_SM and ACEX_PLA Features work, but the core @<hidden> Mod doesn't work!
Please help!

Exactly what features is it that doesn't work? That the crew can sometimes get out of a vehicle that's been hit is normal, I think. And I'm also pretty sure that not every vehicle always catches fire when hit.

Enad
Jan 13 2010, 20:15
I just downloaded the Six Updater yesterday...Is that not the newest version.
And my Shortcut its correct! I have all those codes in the Target line. Im not an idiot, I've been playing ArmA 1 since it came out.

And its EVERY vehicle. Not some. Not one vehicle catches on fire OR smokes after being destroyed. I've asked others and seen videos. Most vehicles do burn and smoke after exploding, especially tanks. Its also annoying when 4 satchel charges only disable a tanks treads...:(
There are too many features that dont work so I will list the ones that do..
While reading the ACE2 Features list. These are the ones that work:
-AI Improvements?? Im not sure its hard to notice. They seem the same though.
-Attachments. Pretty sure.
-Blood Trails
-Grenades. I have them but they don't work like they should..And the Throw Type doesnt work since NONE of the key bindings work.
-Radio Silence- Override that because I didn't like it.
-Sandbags
-Shotgun Ammo

Thats it.
The thing thats confusing me the most is why the hell does all parts of ACEX work but the core ACE Mod doesn't work!? Why!?
It would probably help if a dev saw my post...

Am I doing anything wrong in the installation process or what!?

MacScottie
Jan 13 2010, 20:30
I have a request. Could you guys change the aimpoint and eotech reticle dots to be about 5-10x smaller.

These optics are supposed to ENHANCE combat effectiveness, not be a detriment to whoever uses it.

If anyone has ever played America's Army 3 with the aimpoint, THAT is how big the dot in the aimpoint should be. It shouldn't completely cover your target at 100m. It should be tiny to allow for long range(~300+m) shooting.

http://farm3.static.flickr.com/2607/3699676962_876cf7c6a1.jpg

This is about how big the dot should be.

Johan S
Jan 13 2010, 20:31
The thing thats confusing me the most is why the hell does all parts of ACEX work but the core ACE Mod doesn't work!? Why!?
It would probably help if a dev saw my post...

Am I doing anything wrong in the installation process or what!?

You have the latest version of the updater, but have you tried removing and installing ACE again? If you still have problems after that, you should report it as a bug at Dev-Heaven.

scubaman3D
Jan 13 2010, 20:32
by the luck of the draw, I happened to see your post. It must have been said 100 times now, to put feedback or bug reports over at dev-heaven.net

jibemorel
Jan 13 2010, 20:32
My @<hidden>\addons folder is 88 Mo big and contain 234 files.
I suggest you go in your Arma2\@<hidden>\userconfig folder and then copy, paste and replace the 4 config files inside your Arma2\userconfig\ACE to see what's going on.

BigMorgan
Jan 13 2010, 20:36
by the luck of the draw, I happened to see your post. It must have been said 100 times now, to put feedback or bug reports over at dev-heaven.net


Maybe you should update the link in your sig then ;):D

MattXR
Jan 13 2010, 20:46
i dont like the idea of being able to disable the stamina and then not be able to be able to use the backpack system, what is the point in that :/

Alex72
Jan 13 2010, 20:56
MacScottie: This has been discussed and there is a reason to why its not smaller. If its made smaller in ARMA2 you barely see it.

ACE Team: Thanks for yet another update. :)

Soldier of Anarchy
Jan 13 2010, 21:03
I've tested myself with pack and carry IRL...and failed miserably

1 fully...overloaded MOLLE 2 pack ,1 M4 in hand ,and 1 Polytech AK full size slung on my back. Ammo (7 mags for M4), (2 75rnd drums ,4 30rnd mags for AK)...and other assorted pcs...probably worthless kit :rolleyes: Not a realistic load out by any means ,but I do that ingame allot. Need a proper scale to weigh it all. :(

There would be noway I could even do half of what an encumbered game character can still do. Once I hit the ground I doubt I could get up again. Where in game I can still pop back up and fight on. So even with the down side of stamina in game, it's still a videogame. So I won't knock the stamina system to much ;)

It seems Bikes still show up as targeted vehicles by distant enemies ,so vehicles are kinda a mixed bag to get around stamina.

One thing I do is find a safe place drop kit, then take the basics in to a fight, come back to kit as needed.

I will say this, the stamina system makes me play this game differently than I normally would. When it comes to multi player I wont play the way admins want people to play. Teamwork and slow pace walks to a target = death.
So I flank and lonewolf as much as possible.....and leave teammates to die when their teams get mowed down by enemy troops/tanks they didn't have the stamina outrun......Yeah, Ima bastard :p

[DirTyDeeDs]-Ziggy-
Jan 13 2010, 21:05
i dont like the idea of being able to disable the stamina and then not be able to be able to use the backpack system, what is the point in that :/

I think that Ace2 devs dont want their mod making Supermen capable of carrying huge loadouts for infinite distance.

Alex72
Jan 13 2010, 21:08
Teamwork and slow pace walks to a target = death.
So I flank and lonewolf as much as possible.....and leave teammates to die when their teams get mowed down by enemy troops/tanks they didn't have the stamina outrun......Yeah, Ima bastard
Thanks for telling us. I'll remember your nick and stay clear of wherever you play. :D

FAR-Flashsnipe
Jan 13 2010, 21:11
Hi all,

It's possible to deactivate countermeasures ?

MattXR
Jan 13 2010, 21:16
-Ziggy-;1543525']I think that Ace2 devs dont want their mod making Supermen capable of carrying huge loadouts for infinite distance.

yes but isn't that up to the mission editor in the first place.

Soldier of Anarchy
Jan 13 2010, 21:17
Thanks for telling us. I'll remember your nick and stay clear of wherever you play. :D


Hehe, why would I use my game name here ;)

Just remember, I'll fix ya up when the enemy stops trying to kill me... just wait a lil longer, oh yeah, and the check is in the mail... :p

Meatball0311
Jan 13 2010, 21:44
by the luck of the draw, I happened to see your post. It must have been said 100 times now, to put feedback or bug reports over at dev-heaven.net

How are those 416's coming? any updates?
---------------------------------------------------------------
@<hidden> LOVERS OF THE ACE MOD
I have a 'Issue' ticketed about tweeking the sounds of M16A4, M4, M249, M240, to be closer to these below. Check out these sounds and I need your vote so go here and vote if you agree.

http://dev-heaven.net/issues/show/8039

Great example of M16A4 sound
http://www.youtube.com/watch?v=_guSZq47ACI

Great example of M249 sound
http://www.youtube.com/watch?v=7KyYoXpzEfI

Great example of M240 sound
http://www.youtube.com/watch?v=nQco8_kdeRg

Johan S
Jan 13 2010, 21:47
Anyone else had the Armory stop working after the latest update? Instead of the Armory a view over the water is shown, like I'm on a ship or something. Have to alt-tab to close the game to move on.

The Armory still works fine in vanilla, and I use no other mods.

Manzilla
Jan 13 2010, 21:53
I just downloaded the Six Updater yesterday...Is that not the newest version.
And my Shortcut its correct! I have all those codes in the Target line. Im not an idiot, I've been playing ArmA 1 since it came out.

And its EVERY vehicle. Not some. Not one vehicle catches on fire OR smokes after being destroyed. I've asked others and seen videos. Most vehicles do burn and smoke after exploding, especially tanks. Its also annoying when 4 satchel charges only disable a tanks treads...:(
There are too many features that dont work so I will list the ones that do..
While reading the ACE2 Features list. These are the ones that work:
-AI Improvements?? Im not sure its hard to notice. They seem the same though.
-Attachments. Pretty sure.
-Blood Trails
-Grenades. I have them but they don't work like they should..And the Throw Type doesnt work since NONE of the key bindings work.
-Radio Silence- Override that because I didn't like it.
-Sandbags
-Shotgun Ammo

Thats it.
The thing thats confusing me the most is why the hell does all parts of ACEX work but the core ACE Mod doesn't work!? Why!?
It would probably help if a dev saw my post...

Am I doing anything wrong in the installation process or what!?

You aren't really explaining how you set it up. I'm not really sure what you are trying to say here. All that stuff is working for me.

Are you sure you have the updated .hpp files in your userconfig/ACE2 folder. The new ones DL to the @<hidden>/userconfig folder(in the ACE2 mod folder). You need to copy and paste these to the userconfig/ACE2 folder, it's in the main A2 directory.

Also, upgrade to the new updater!


Anyone else had the Armory stop working after the latest update? Instead of the Armory a view over the water is shown, like I'm on a ship or something. Have to alt-tab to close the game to move on.

The Armory still works fine in vanilla, and I use no other mods.

Haven't tried it yet, I'll look though.

Edit: It doesn't work for me either, same thing. But if I hit esc I can exit.

Enad
Jan 13 2010, 22:03
My @<hidden>\addons folder is 88 Mo big and contain 234 files.
I suggest you go in your Arma2\@<hidden>\userconfig folder and then copy, paste and replace the 4 config files inside your Arma2\userconfig\ACE to see what's going on.

I cut and pasted that whole folder into my ArmA 2/userconfig folder and renamed it ACE.

@<hidden> Yes I've done that. I took the userconfig folder inside my @<hidden> folder and cut and pasted it into my ArmA II/userconfig folder and renamed it ACE. And I reinstalled the updater yesterday...Is that not the newest version??

@<hidden> off I don't understand how to submit a bug there. I've tried. And second how will that help me. I want to get a quick fix, why is it working for every other person that uses the ACE Mod...but not me. Its more frustrating knowing I've installed it correctly and nothing SHOULD be wrong.
A little more direct help would be better.:(

Alex72
Jan 13 2010, 22:14
Love the new EASA timer. :) Good work men!

However noticed that the Mk82's only fill up 1 per 3-slot hardpoint (closest to the body on each wing).

Manzilla
Jan 13 2010, 22:31
I cut and pasted that whole folder into my ArmA 2/userconfig folder and renamed it ACE.

@<hidden> Yes I've done that. I took the userconfig folder inside my @<hidden> folder and cut and pasted it into my ArmA II/userconfig folder and renamed it ACE. And I reinstalled the updater yesterday...Is that not the newest version??

@<hidden> off I don't understand how to submit a bug there. I've tried. And second how will that help me. I want to get a quick fix, why is it working for every other person that uses the ACE Mod...but not me. Its more frustrating knowing I've installed it correctly and nothing SHOULD be wrong.
A little more direct help would be better.:(

Name it ACE2.

RUKH
Jan 13 2010, 22:50
MacScottie: This has been discussed and there is a reason to why its not smaller. If its made smaller in ARMA2 you barely see it.

How can that be? There are 1-2 pixel wide crosshairs on all other optics.

tcp
Jan 13 2010, 23:27
Name it ACE2.

Actually it should be named just ACE (\userconfig\ACE\). An outdated userconfig would most likely only cause masks and key binds not to work. If the game cannot find the userconfigs, it will not start, giving you a not found error.

If you are still stuck, I recommend uninstalling SIX updater and choosing to remove user preferences if asked.

Check C:\Users\tcp\AppData\Local\VirtualStore for any files that belong to arma2/ACE and delete them. This is UAC-protected storage and it may be caching old files.

Reinstall the latest SIX updater. On your first run, right-click and run as Administrator. No need to delete the whole ACE directory, that won't help. SIX will detect any incorrect/old files and replace them.

If you run SIX a second time and any files are being redownloaded or unpacked (even though you just updated), you may have a permissions problem. What you want to see is No Updates Found for each mod folder.

Manzilla
Jan 13 2010, 23:45
Yup, not sure why I thought it was ACE2. This sounds like old .hpp's or a bad set up.

Alex72
Jan 14 2010, 00:59
How can that be? There are 1-2 pixel wide crosshairs on all other optics.

Ask the creators - if they will reply a 1000 time about why its not smaller. Good luck. :)

gnrnr
Jan 14 2010, 01:26
And second how will that help me. I want to get a quick fix.(

Sickboy usually responds to bugs submitted there the same day. just create a login at the dev heaven site and then select new issue from within the ACE or Six-updater pages there.

i think that will be about the quickest fix you're likely to get. He ususally seems to be online about 10-12 am GMT based on me being in Aus and he is responding at between 8-10pm here.

A_Blunt_Rifle
Jan 14 2010, 01:50
Quote:
Originally Posted by Johan S View Post
Sounds like you are still starting the normal ArmA 2, without ACE. You have to put all the mods in the shortcut you use to start the game. When you start the game, do you see the ACE loading screen?
This shortcut is automatically created in your Arma2 mainfolder at each ACE2 installation/update, it is named :Play ArmA2 with @<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden> + by reading your post it seems your Six Upd. is not the latest version. Here is the link : http://dev-heaven.net/projects/list_...x-arma-updater


i just downloaded and installed today, but i don't see the shortcut you say that get automaticly created. what do i do? or how do i get it to create one for me

Alex72
Jan 14 2010, 01:54
Use mine: -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden> -nosplash

And add it to your excisting ARMA2 shortcut. Rightclick it - Properties. And in the Shortcut tab you have a box called "Target:" where the ARMA2.exe path is. Right after it you add the line i posted above. So it should look like this:

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

A_Blunt_Rifle
Jan 14 2010, 01:58
how would i get it to create it automatically for future references on updates? or doesn't it do it either for everyone? and what about the ace_pla?

Alex72
Jan 14 2010, 01:59
-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden> -nosplash

Future updates goes into the folders you added. No need to add new things just cause of an update. If you however get another addon then just add it to the excisting modline i posted.

Look in my signature - how to install addons&mods youtube video.

Manzilla
Jan 14 2010, 02:15
I cut and pasted that whole folder into my ArmA 2/userconfig folder and renamed it ACE.

@<hidden> Yes I've done that. I took the userconfig folder inside my @<hidden> folder and cut and pasted it into my ArmA II/userconfig folder and renamed it ACE. And I reinstalled the updater yesterday...Is that not the newest version??

@<hidden> off I don't understand how to submit a bug there. I've tried. And second how will that help me. I want to get a quick fix, why is it working for every other person that uses the ACE Mod...but not me. Its more frustrating knowing I've installed it correctly and nothing SHOULD be wrong.
A little more direct help would be better.:(

A quick fix? Submit the bug report and help us all.

A_Blunt_Rifle
Jan 14 2010, 02:18
Ok i just Played with the ACE mod for the first time in the editor and i noticed that i can't hear voices while giving commands or from the SecOp Radio anymore. how do i fix this?

Manzilla
Jan 14 2010, 02:20
Ok i just Played with the ACE mod for the first time in the editor and i noticed that i can't hear voices while giving commands or from the SecOp Radio anymore. how do i fix this?

Check userconfig/ACE/ace_clientside_config.hpp. It's in the main A2 directory.(Not the ones in the @<hidden> folder.) It's the first option.

Also, use the search this thread function first. Most questions have already been answered and people may not answer them.

Enjoy the Mod it rocks!

Cross
Jan 14 2010, 02:22
How can that be? There are 1-2 pixel wide crosshairs on all other optics.

A short trip to aimpoint website before posting would have saved us time...

Aimpont only has the 2" and 4" dot size options @<hidden> purchase, and most come with 4" because it is meant to be used with closer targets. You have ACOGs & DMs for targets >= 300 mtrs.


The size of the dot
You can buy ACET sights in two different dot sizes, 2 or 4 MOA*. When factoring in speed and accuracy, extensive trials have shown that 4 MOA is the optimal dot size for most users. Tests performed by the military have repeatedly proven that one single red dot is the reticle with which marksmen most quickly fire a well-aimed shot.

*MOA (Minute of angle)

* 1 MOA = 30 mm at 100 m (1” at 100 yards)
* 2 MOA = 60 mm at 100 meters (2" at 100 yards)
* 4 MOA = 120 mm at 100 meters (4" at 100 yards)

In practice this means that the 4 MOA dot covers the target with:

* 30 mm at 25 meters (1" at 25 yards)
* 60 mm at 50 meters (2" at 50 yards)
* 120 mm at 100 meters (4" at 100 yards)

For a more first hand discussion ;) http://www.m4carbine.net/archive/index.php/t-1024.html

So normally a 4MOA should approx cover a man's head completely @<hidden> 100 mtrs and


..

A_Blunt_Rifle
Jan 14 2010, 02:27
thanks manzilla how would i search for an answer to my question? im very new to the forums as well not quite sure what i would do in the config exactly. once again im very sorry for not knowing much about any of this. very new to all of it.

Enad
Jan 14 2010, 02:30
Actually it should be named just ACE (\userconfig\ACE\). An outdated userconfig would most likely only cause masks and key binds not to work. If the game cannot find the userconfigs, it will not start, giving you a not found error.

If you are still stuck, I recommend uninstalling SIX updater and choosing to remove user preferences if asked.

Check C:\Users\tcp\AppData\Local\VirtualStore for any files that belong to arma2/ACE and delete them. This is UAC-protected storage and it may be caching old files.

Reinstall the latest SIX updater. On your first run, right-click and run as Administrator. No need to delete the whole ACE directory, that won't help. SIX will detect any incorrect/old files and replace them.

If you run SIX a second time and any files are being redownloaded or unpacked (even though you just updated), you may have a permissions problem. What you want to see is No Updates Found for each mod folder.

I did exactly what you said and it says Nothing to Update. But its still messed up.
Seriously, there is no reason why the ACE2 mod shouldn't work for me. Im doing it the same way as everyone else. Why would it be bugged for me but not anyone else and more importantly why would ACEX work perfectly fine but the core ACE mod doesn't work?

Alex72
Jan 14 2010, 02:43
thanks manzilla how would i search for an answer to my question? im very new to the forums as well not quite sure what i would do in the config exactly. once again im very sorry for not knowing much about any of this. very new to all of it.

It is explained in the ARMA2/Userconfig/ACE/ace_clientside_config.hpp

The line that says: #define ACE_NOVOICE means that there is no voices. To cancel NO voices and thus get voices all you need to do is add 2 slashes in front of that line. Like so:

//#define ACE_NOVOICE

And save.

Now go play a bit instead of messing around. :)

TheRev709
Jan 14 2010, 04:02
I just noticed the "elavadar aereo de carga" module . . . what does this do? translated it means air freight elevator in english, yet i cant find anything about it in the ace wiki or ace features page . . .

Johan S
Jan 14 2010, 05:38
Why does this: http://dev-heaven.net/issues/show/8074 have low priority, and is marked "future"?

Are you not going to fix this so the Armory can be used when using ACE?

Zipper5
Jan 14 2010, 06:12
I hardly ever use the armory. In fact, I don't think I've used it since I installed ArmA II for the first time. I think my situation is similar for many people. It's a really low priority, therefore, because there are other issues that the dev team need to spend their time on, I guess.

AnimalMother92
Jan 14 2010, 06:15
Just gotta say the SF HMMWV that was added is awesome :thumbsup:

Also I have an idea for improving the roundcount system:
http://dev-heaven.net/issues/show/8095

Johan S
Jan 14 2010, 06:27
I hardly ever use the armory. In fact, I don't think I've used it since I installed ArmA II for the first time. I think my situation is similar for many people. It's a really low priority, therefore, because there are other issues that the dev team need to spend their time on, I guess.

I use the Armory all the time, to try out new things and also for training by completing the challenges. Much quicker and easier than having to create a complex training mission in the editor, and better practice too since you don't know exactly what enemies you are meeting. So I hope they'll fix this soon.

Alex72
Jan 14 2010, 08:08
I use the Armory all the time, to try out new things and also for training by completing the challenges. Much quicker and easier than having to create a complex training mission in the editor, and better practice too since you don't know exactly what enemies you are meeting. So I hope they'll fix this soon.

Not entirely correct. I have a template mission i made months ago. Using that when i want to test out new gear. And i can test lots of new stuff at the same time wich you cant in the armory.

I never use that armory. Its annoying. :)

Soupdragon
Jan 14 2010, 08:17
I just noticed the "elavadar aereo de carga" module . . . what does this do? translated it means air freight elevator in english, yet i cant find anything about it in the ace wiki or ace features page . . .

Ranger this is the Airliting script by Raven. It allows for ropes to be deploye from helos and also cargo lifting by helos.
Just chuck the module on the map and it will work, no need to synch with your unit.
SD

pigglywiggly
Jan 14 2010, 08:19
How do I recruit ACE AI in a mission I'm making?

Alex72
Jan 14 2010, 08:20
The RAVEN lifter module is indeed in Spanish atm. I guess ACE team havent got around changing that yet, but im sure they will when they get time. :)

PigglyWiggly: With scritps im sure. Look for the ACE classnames. I dont think people will start a discussion about how to script in this thread wich is about the ACE2 mod.

Johan S
Jan 14 2010, 09:00
Not entirely correct. I have a template mission i made months ago. Using that when i want to test out new gear. And i can test lots of new stuff at the same time wich you cant in the armory.

I never use that armory. Its annoying. :)

Ok, well that's good for those of you who are good at mission creation in the editor. I haven't got into that yet, so for me the Armory is the only option.

MattXR
Jan 14 2010, 10:01
What happned to the class lists??

http://community.bistudio.com/wiki/Class_Lists_for_ACE2

http://community.bistudio.com/wiki/Class_Lists_for_ACEX

---------- Post added at 11:01 AM ---------- Previous post was at 10:59 AM ----------


Not entirely correct. I have a template mission i made months ago. Using that when i want to test out new gear. And i can test lots of new stuff at the same time wich you cant in the armory.

I never use that armory. Its annoying. :)

yes thats you, no one else.. dnt post such crap unless u want to share! :)

Ville89
Jan 14 2010, 10:02
MattXR

They have been moved to here:
http://ace.wikkii.com/wiki/Main_Page

Alex72
Jan 14 2010, 10:13
yes thats you, no one else.. dnt post such crap unless u want to share! :)

Boy did a step on a toe here... Im using the ACM + SOM module wich is explained to death all over the forum. Im a very bad mission maker but this is very easy to setup.

And it was my opinion. Sorry you feel its crap...

jasonnoguchi
Jan 14 2010, 11:13
SIX_updater suddenly won't update anymore. When I update today, it suddenly asked me to uninstall y/n. I chose y because it thought its another updater update and it certainly was but it turned out a bunch of error messages and then after that, hit enter to continue. Continue brings me to the starting menu but from then on, no matter if I hit 1 or 2, the second update window never pops up anymore. Why?

Right now, when I enter "2", It says :

Updating Ruby Gems
Updating installed gems
Nothing to update
Clearning up installed gems...
Clean up complete
Starting Updater...

Please press enter to continue.

After I press enter, I get back to the starting menu where I will enter "2" and then the whole jazz repeats.

I have been using the six-updater successfully from the first day of release to its release 2 days ago (build 215) so yes, I know how it works. Please help.

Njayjay
Jan 14 2010, 11:16
Just a question and I HOPE IT GETS ANSWERED THIS TIME. When running the updater, should I leave autoskip on or off?? Thanks, much obliged.

Manzilla
Jan 14 2010, 11:17
Did you update the updater recently? I had the same problem until I updated. Although now I have to start the DL through the web, I can't select 1 or 2(and so on) anymore.

jasonnoguchi
Jan 14 2010, 11:23
@<hidden>, guess sickboy broke the updater in the latest update huh? Well, I guess I have to DL through the web as well... hope sickboy get this bad boy working again. :)

Njayjay
Jan 14 2010, 11:33
So can somebody address my f'kin question?? I have absolutely no clue what you are talking about. I asked if I should run autoskip or not. Thank you so much in advance.

Manzilla
Jan 14 2010, 11:36
So can somebody address my f'kin question?? I have absolutely no clue what you are talking about. I asked if I should run autoskip or not. Thank you so much in advance.

I don't know. I turned it off once cause it kept skipping the updates. Now it's on. Do you have troubles or are you just asking? If your not having trouble then keep doing what you are doing. If you are having trouble with updates then turn it off and try to update.

The reason you haven't been answered yet is because it's been discussed in both ACE2 threads.(I know, I brought it up twice.)

NouberNou
Jan 14 2010, 11:45
Just a question and I HOPE IT GETS ANSWERED THIS TIME. When running the updater, should I leave autoskip on or off?? Thanks, much obliged.

I've found that if it auto skips a bunch of stuff, I re-run it with it off to see if anything changes.









Does anyone else think of Rodney Dangerfield when they read some of the posts in this thread? :cool:

Manzilla
Jan 14 2010, 11:49
I've found that if it auto skips a bunch of stuff, I re-run it with it off to see if anything changes.

Does anyone else think of Rodney Dangerfield when they read some of the posts in this thread? :cool:

I do. Especially if Rodney had a thing for asking questions that have already been answered/discussed. ;)

MattXR
Jan 14 2010, 11:53
MattXR

They have been moved to here:
http://ace.wikkii.com/wiki/Main_Page

Thanks!!

@<hidden> no hard feelings, this forum moves too fast for people to keep up and u didn't first mention thats what u needed to do but i think the armory has a lot more to offer :)

-=Grunt=-
Jan 14 2010, 13:01
To anyone thats having problems or is confused with the Six Updater, I suggest using Yoma's AddOn Sync 2009. It's really easy, just 3 clicks to update ACE2.

1. Install AddOn Sync 2009

2. Double-click the shortcut on the desktop

3. Click the "Favorite Servers" tab

4. Click the big "New Server" box

5. Put this link in the "Auto config URL" text box and then click Import Server

http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z

6. Click "Save"

EDIT: The 3 clicks start here lol.

7. The update server should appear in the "Favorite servers" tab, just left click it (If it's not already highlighted) and click "Connect to server..."

8. The Kelly's Heroes tab should open, left click it and click "Check for addons" it'll check your ACE2 files and once it's done, click "Download addons" and just wait till the updater says "Finished!"

If you still don't have ACE2, you can download it from that server, just left click all the check boxes to the left and click "Download addons" and wait.

9. Have fun.

Manzilla
Jan 14 2010, 13:07
To anyone thats having problems or is confused with the Six Updater, I suggest using Yoma's AddOn Sync 2009. It's really easy, just 3 clicks to update ACE2.

1. Install AddOn Sync 2009

2. Double-click the shortcut on the desktop

3. Click the "Favorite Servers" tab

4. Click the big "New Server" box

5. Put this link in the "Auto config URL" text box and then click Import Server

http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z

6. Click "Save"

EDIT: The 3 clicks start here lol.

7. The update server should appear in the "Favorite servers" tab, just left click it (If it's not already highlighted) and click "Connect to server..."

8. The Kelly's Heroes tab should open, left click it and click "Check for addons" it'll check your ACE2 files and once it's done, click "Download addons" and just wait till the updater says "Finished!"

If you still don't have ACE2, you can download it from that server, just left click all the check boxes to the left and click "Download addons" and wait.

9. Have fun.

That is excellent, hopefully that will help people who can't seem to find the install info. I vote for plastering this on every page for now on so people don't have to keep bitchin about how hard the setup is.

Well done sir! :)

jasonnoguchi
Jan 14 2010, 13:18
@<hidden>, Looks like I will have to switch to your solution then. :) Bye Six-updater, Hello Addon Sync 2009.

tcp
Jan 14 2010, 13:21
If you had the problem with Six-updater asking to uninstall, but it broke, try the option Update Ruby.

Although, if you are still using the version where you have to select 1 or 2 at the DOS prompt, then you have an old version that may not update Ruby correctly. You need to download a new version on Six-updater and reinstall.

[DirTyDeeDs]-Ziggy-
Jan 14 2010, 13:35
dam, since I am able to continue to use the sixupdater, I must be a genius. :j:

or, maybe i can follow directions, like installing the latest updater? ;)

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

gunterlund21
Jan 14 2010, 13:50
Well I think I got myself updated to the new Updater. Is the latest version of ACE2 .217?

Mosh
Jan 14 2010, 13:51
-Ziggy-;1544140']dam, since I am able to continue to use the sixupdater, I must be a super genius. :j:

Damnit I thought I was the only one...

If you use ACE 2 right now you should know by now it gets updated every 2 days (it's beta, remember that).

So... why not check the updater too?

Here's how I spend 30 seconds every couple days:

1. What mods does the six updater have now? http://updater.dev-heaven.net/main

2. What version is the updater? http://dev-heaven.net/projects/list_files/six-arma-updater

3. Run the updater (or install if newer). Get cool stuff for free.

4. Check latest news to see what has changed. http://dev-heaven.net/projects/ace-mod2/news

5. Check BI Forums to read 32 different topics all asking same thing. :rolleyes:

None of the above links are hidden, hard to find, top secret, whatever... They are all over people's signatures, posts, etc...

Plus they just came out with something called 'google'. It's neat, try it (it involves 'searching', another futuristic technology, which I hear some really advanced forums even have).

Mr.Peanut
Jan 14 2010, 14:10
Hi there,

I have a linux ded server and I would like to force all clients connecting to have the same version of ace installed. Is verifySignatures sufficient for this?

There is another problem. The linux update script does not erase old ace keys(I will fix this soon). Does this mean clients with older ace versions will still be able to connect and play (and maybe crash server) ?

On the wiki page under server features I am confused between parameters check_pbos and check_all_ace_pbos. Having two variables for this seems redundant. Please explain.

Finally, this is more of an MP config issue, but will the following line work to globally disable stamina effects if added to the server config?
onUserConnected = "ACE_NoStaminaEffects = True; publicVariable ""ACE_NoStaminaEffects""" ;Firstly I am uncertain whether the publicVariable command would be successful in this context. Secondly, if this does work, is it executed before the init.sqf i.e. could the init.sqf override to reenable stamina effects?

TimRiceSE
Jan 14 2010, 14:40
Did you update the updater recently? I had the same problem until I updated. Although now I have to start the DL through the web, I can't select 1 or 2(and so on) anymore.


@<hidden>, guess sickboy broke the updater in the latest update huh? Well, I guess I have to DL through the web as well... hope sickboy get this bad boy working again. :)

I believe there is a shortcut in the Start > SIX > Six Updater Suite called "Six Updater - Console" which has the same function as pressing 2 on early versions.

[=SFLR=]DK
Jan 14 2010, 14:41
is there a way to activate the IR stobe for AI group members in game? or something to go in the init line?

JW Custom
Jan 14 2010, 14:48
Finally, this is more of an MP config issue, but will the following line work to globally disable stamina effects if added to the server config?
onUserConnected = "ACE_NoStaminaEffects = True; publicVariable ""ACE_NoStaminaEffects""" ;

Why not just add ACE_NoStaminaEffects = True; to your init.sqf?

[DirTyDeeDs]-Ziggy-
Jan 14 2010, 14:51
Why not just add ACE_NoStaminaEffects = True; to your init.sqf?

every mission would have to be edited that way...

remember, no stamina = no backpacks/rucks. :nener:

DMarkwick
Jan 14 2010, 14:58
-Ziggy-;1544189']every mission would have to be edited that way...

remember, no stamina = no backpacks/rucks. :nener:

As an extension of this idea - fatigue should be disabled UNLESS you're wearing a ruck. IMO (and I know everyone has one ;)) the fatigue system is by far the most contentious and restrictive part of ACE. Personally I'd just like to play the game thanks, so I always disable it. However, the above description would allow for more gameplay variance.

To summarise - fatigue should be disabled by default. But wearing a ruck should implement it, subject to weight variance. Also have the option to enable it under all conditions, serverside, for the realism players out there. I think that's a reasonable central line to walk :)

Sgt_Hawkins
Jan 14 2010, 15:00
I read this in the ACE feature list...

"Flashlights

Tactical flashlights can be attached to some small-arms."

How do you attach flashlights to pistols or can it be done?

JW Custom
Jan 14 2010, 15:00
-Ziggy-;1544189']every mission would have to be edited that way...


Ahh i get it, he want server to disable stamina system rather than the mission :)



-Ziggy-;1544189']
remember, no stamina = no backpacks/rucks. :nener:

About that.... weird it's like saying "if you don't wanna use our stamina system you can't use our rucksacks" :butbut:

But i don't care i like the stamina system but still weird :p

Manzilla
Jan 14 2010, 15:21
Ahh i get it, he want server to disable stamina system rather than the mission :)




About that.... weird it's like saying "if you don't wanna use our stamina system you can't use our rucksacks" :butbut:

But i don't care i like the stamina system but still weird :p

No doubt, it is. Good thing I like the Stamina System!

TheRev709
Jan 14 2010, 15:29
I like the stamina system as well, forces the player to play differently than normal. However, for my first SP mission I released it created a delimma. The mission takes the player across a mountain range into enemy territory to locate and rescue hostages. Naturally, they'll need rucks because there is no resupply and they have a long way to go (close to three kilometers) with enemy camps, patrols, and snipers along the way. I originally wanted to disable no stamina because its almost guaranteed the player will get tired after all of the fighting and running around hills. While I only started to black out once while testing my mission, I felt for other players who didn't already know every exact enemy location like me would most likely run into this situation a few times while playing. But alas, I determined having rucks and tons of ammo was a key to surviving this mission.

TRexian
Jan 14 2010, 15:36
To summarise - fatigue should be disabled by default. But wearing a ruck should implement it, subject to weight variance. Also have the option to enable it under all conditions, serverside, for the realism players out there. I think that's a reasonable central line to walk :)

+1

Particularly since it appears that the AI are not affected, or at least not to the same extent as human players. This basically makes the stamina feature specific to PvP or maybe large scale co-op. But, in SP (or small scale coop v. AI), it puts the player(s) in a significant gameplay disadvantage.

Manzilla
Jan 14 2010, 15:42
+1

Particularly since it appears that the AI are not affected, or at least not to the same extent as human players. This basically makes the stamina feature specific to PvP or maybe large scale co-op. But, in SP (or small scale coop v. AI), it puts the player(s) in a significant gameplay disadvantage.

It is a disadvantage for SP players. I do like it though. For SP players like myself, I have to accept that disadvantage so I can use the rucks. They work beautifully for my missions and I need them as part of it.

That said I'm not sure why the devs feel the need to punish other SP players that don't want the disadvantage. MP I understand, but for SP it's nuts to disable the rucks if people don't like the stamina deal.

DMarkwick
Jan 14 2010, 15:59
I like the stamina system as well, forces the player to play differently than normal. However, for my first SP mission I released it created a delimma. The mission takes the player across a mountain range into enemy territory to locate and rescue hostages. Naturally, they'll need rucks because there is no resupply and they have a long way to go (close to three kilometers) with enemy camps, patrols, and snipers along the way. I originally wanted to disable no stamina because its almost guaranteed the player will get tired after all of the fighting and running around hills. While I only started to black out once while testing my mission, I felt for other players who didn't already know every exact enemy location like me would most likely run into this situation a few times while playing. But alas, I determined having rucks and tons of ammo was a key to surviving this mission.

I think maybe a more useful implementation would be to simply reduce the speed of each unit subject to weight. Then have the fatigue passing-out thing as a serverside enablement as an additional option for realism. But certainly disable it by default IMO.

TRexian
Jan 14 2010, 16:03
Well... It isn't that much of a punishment, as it is pretty easy to create a mission without it. And, I *really* like the idea of it. It is an additional (realistic) layer of tactics to deal with.

I think one of the remaining sore spots in A2 is the logistics (that the stamina issue helps illustrate). There's no real simulation of that, whereas it is one of the most important parts of the modern battlefield.

I just think the implementation needs to grow/improve a bit before it is made a standard/default feature.

While we're on the topic - I think there should be an automatic adrenalin injection. :D I think it would be easy enough (<--- famous last words) to determine if the person knows about any enemies within ~100m. If so, kick in some adrenalin. Just an idea.

DMarkwick
Jan 14 2010, 16:06
I just think the implementation needs to grow/improve a bit before it is made a standard/default feature.

Hmm yeah this :) I know ACE2 is still in beta, and as such all features are beta, but I think *some* things can be beta-within-beta, to be enabled separately. I think fatigue, as a hotly debated feature, should come into this category. Maybe :)

MARBESSI
Jan 14 2010, 16:19
@<hidden>, Looks like I will have to switch to your solution then. :) Bye Six-updater, Hello Addon Sync 2009.

@<hidden> I use both of them. ACE and CBA with Addon sync 2009 and other addons like JTD or GL4 with six-updater. I think it's better use both cause not all addons are in only one of them...

Manzilla
Jan 14 2010, 16:23
Well... It isn't that much of a punishment, as it is pretty easy to create a mission without it. And, I *really* like the idea of it. It is an additional (realistic) layer of tactics to deal with.

I think one of the remaining sore spots in A2 is the logistics (that the stamina issue helps illustrate). There's no real simulation of that, whereas it is one of the most important parts of the modern battlefield.

I just think the implementation needs to grow/improve a bit before it is made a standard/default feature.

While we're on the topic - I think there should be an automatic adrenalin injection. :D I think it would be easy enough (<--- famous last words) to determine if the person knows about any enemies within ~100m. If so, kick in some adrenalin. Just an idea.

Wait, I can make a mission that includes rucks but doesn't use stamina? I must be confused why people are discussing that then.

I stikll don't see how the stamina effecting only the player in an SP mission is not a disadvantage to most people.(I personally like it though) Not to mention it's not at all real to have something effect only the player when everyone else is not effected(AI). Again, I don't mind it though. Just can't figure out why it's not a complete disadvantage when playing SP.

TRexian
Jan 14 2010, 16:29
Well... I may be speaking out of turn, but it seem like if you used the init line method to disable stamina, then rucks wouldn't be affected? Also, I haven't deconstructed the ACE stuff, but it may also be as simple as a game logic or something that monitors the variables for the stamina and "adjusts" it/them.

As I read recently someplace, "All things are possible." :)

Evil_Echo
Jan 14 2010, 16:30
I have brought up a server-side switch for stamina among the devs - just to let you know that has been discussed. The jury is still out, so can't say more about that.

But to the heart of the stamina issue. Mission designs that use ACE and then expect you to hump heaps of ammo all over God's Green Acre. I'd like to remind the mission designers that ACE includes a large number of vehicles, most capable of carrying extra items for you. :butbut:

IRL you'd only carry a full pack when going on a march where you'd not expect contact. You might ferry extra equipment (and walk ), but when near the fighting you'd drop off most gear in favor of a combat loadout. Heavy weapons are split up among multiple people. Any time you can get a lift a soldier will take that opportunity.

Manzilla
Jan 14 2010, 16:30
Ahhhh, I never knew about that. I guess being gone and not playing for a while will do that. :)

Very true evil echo. That's exactly why I put them in most missions.

TRexian
Jan 14 2010, 16:39
Oh, indeed. I don't think there's an credible argument that a stamina system is not realistic. The only real issue in my mind is the gameplay. There are certain limitations (mostly AI-related) that require un-realistic gameplay from the player.

It isn't like you can tell your entire AI squad to load up the humvee with whatever choice of weapons you want from the ammo boxes. :D IRL, "Lads - grab the Stingers and the Javelins, a bunch of 203 HE, a few HuntIR modules and rounds, and... for grins how about a couple DMRs and a Barrett .50, load them in a Humvee, and meet me at the front gate." It'd be done in a couple minutes, and one of them could even drive to the front line. :)

Mr.Peanut
Jan 14 2010, 16:46
Another derailing by the stamina debate team. Can anyone actually answer any of my questions instead of debating?


I have a linux ded server and I would like to force all clients connecting to have the same version of ace installed. Is verifySignatures sufficient for this?

There is another problem. The linux update script does not erase old ace keys(I will fix this soon). Does this mean clients with older ace versions will still be able to connect and play (and maybe crash server) ?

On the wiki page under server features I am confused between parameters check_pbos and check_all_ace_pbos. Having two variables for this seems redundant. Please explain.

Finally, this is more of an MP config issue, but will the following line work to globally disable stamina effects if added to the server config?
onUserConnected = "ACE_NoStaminaEffects = True; publicVariable ""ACE_NoStaminaEffects""" ;Firstly I am uncertain whether the publicVariable command would be successful in this context. Secondly, if this does work, is it executed before the init.sqf i.e. could the init.sqf override to reenable stamina effects?

Where on the ACE WIki does it state stamina == rucks? Can't find it.

DMarkwick
Jan 14 2010, 16:51
Another derailing by the stamina debate team. Can anyone actually answer any of my questions instead of debating?



Where on the ACE WIki does it state stamina == rucks? Can't find it.

Debating such topics is why this thread is here, it is not derailing. As far as I can tell only one person has insinuated that disabling stamina disables rucks, so I guess not many people know whether it does or not. But, it cannot be too difficult to find out can it? :)

NikoTeen
Jan 14 2010, 17:18
Hey,
What pbo is adding the G-Forces to aircraft ? I want to disable it since it's completely unplayable with the TDF's Su25. I imagine the pilot isn't considered as one because it goes black and red for any maneuvers.

Thanks.

Evil_Echo
Jan 14 2010, 17:24
Oh, indeed. I don't think there's an credible argument that a stamina system is not realistic. The only real issue in my mind is the gameplay. There are certain limitations (mostly AI-related) that require un-realistic gameplay from the player.

It isn't like you can tell your entire AI squad to load up the humvee with whatever choice of weapons you want from the ammo boxes. :D IRL, "Lads - grab the Stingers and the Javelins, a bunch of 203 HE, a few HuntIR modules and rounds, and... for grins how about a couple DMRs and a Barrett .50, load them in a Humvee, and meet me at the front gate." It'd be done in a couple minutes, and one of them could even drive to the front line. :)

Now THAT idea I could go for. Better interaction with the AI, selecting gear, and loading your ride for you. sys_quartermaster anyone?

[=SFLR=]DK
Jan 14 2010, 17:37
Now THAT idea I could go for. Better interaction with the AI, selecting gear, and loading your ride for you. sys_quartermaster anyone?

yer tht sounds good, however theres going to be time where you have to bail out of your ride and as theres a unpacking from rucks issues with the AI you will end up leaving all the kit behind tht you will need cause you can't carry it all, unless it been fixed i posted a bug but it got close and idk if it got sorted as the detail lacked info. but it be good to have a module tht you can pack gear into your group with out having to command them to diffrent ammo boxes or waste time typing in the AI init box

Banderas
Jan 14 2010, 19:18
One stupid question, if I delete ace_c_ui_background.pbo will I get back the starting main menu animation (with the LHD)?

[DirTyDeeDs]-Ziggy-
Jan 14 2010, 19:25
Where on the ACE WIki does it state stamina == rucks? Can't find it.

welcome to an opportunity to add to the wiki. embrace it ! :D

SS9
Jan 14 2010, 19:25
updater (old and new) frequently gets 'stuck' and updates just seem to pause indefinitely.

NouberNou
Jan 14 2010, 19:40
yer tht sounds good, however theres going to be time where you have to bail out of your ride and as theres a unpacking from rucks issues with the AI you will end up leaving all the kit behind tht you will need cause you can't carry it all, unless it been fixed i posted a bug but it got close and idk if it got sorted as the detail lacked info. but it be good to have a module tht you can pack gear into your group with out having to command them to diffrent ammo boxes or waste time typing in the AI init box

I remember a while back on armaholic a preview of someone working on a script that had AI auto-equipping themselves. It was pretty interesting. Maybe someone can look into an extension of that.

Manzilla
Jan 14 2010, 19:54
I remember a while back on armaholic a preview of someone working on a script that had AI auto-equipping themselves. It was pretty interesting. Maybe someone can look into an extension of that.

It's been released already hasn't it? I can't remember if it's up to date for ACE2 but I thought it was.

EDIT:

http://www.armaholic.com/page.php?id=6844

It uses CBA so it may work. I haven't used it in a while though.

Evil_Echo
Jan 14 2010, 20:01
Another derailing by the stamina debate team. Can anyone actually answer any of my questions instead of debating?

Where on the ACE WIki does it state stamina == rucks? Can't find it.

http://ace.wikkii.com/wiki/Features_of_ACE2#Mission_Editors_5

Simon C
Jan 14 2010, 20:03
One stupid question, if I delete ace_c_ui_background.pbo will I get back the starting main menu animation (with the LHD)?

Test it, but don't delete it, just move it somewhere so you can move it back if you change your mind. :)

[=SFLR=]DK
Jan 14 2010, 20:05
thats ok if your out in the s$%t, but it be good to have something to prep before going out on a op and the AI unit to be allowed to carry more gear, its a shame the ruck issue from ace never got solved and i deleted the bug number, Evil Psyco the bug got assigned to you at first then i quested it was passed on, any word on what happen about the AI or AL Ruck unpack problem?

wardi8880
Jan 14 2010, 20:08
Just wondering is there any way to set the ejected round casings to stay on the ground in singleplayer?

thanks for the amazing mod :)

Meatball0311
Jan 14 2010, 20:23
I need your vote.. go here http://dev-heaven.net/issues/show/8039

Evil_Echo
Jan 14 2010, 20:32
thats ok if your out in the s$%t, but it be good to have something to prep before going out on a op and the AI unit to be allowed to carry more gear, its a shame the ruck issue from ace never got solved and i deleted the bug number, Evil Psyco the bug got assigned to you at first then i quested it was passed on, any word on what happen about the AI or AL Ruck unpack problem?

Psychotic - no. Malevolent - yes. :smiley-evil:

No word on the problem you asked about.

The ruck unpack issues currently outstanding get tangled up in parts of the game engine I don't have easy access to or documentation for. The solution for direct ruck-crate/ground actions might end up involving a complete split away from BI's gear system ( right now I build on top of it ). That would give me the control needed, but has a very big risk of breaking compability with Warfare and anything else that currently depends on BI's gear system. Because of that I'm not willing to take that step unless a huge majority of the ACE community is behind that and willing to deal with the repercussions.

None of this has much to do with current discussion of AI loading up gear for you though.

Joe1989
Jan 14 2010, 20:41
Hi there,


Im getting issues trying to installed this mod where by the mod is refusing to let anyone join the server with the error missing keys from these fiels @<hidden> folder please remove these files or install aditional keys


Does anyone have any suggestions or anything to help me solve this?

cheers

[=SFLR=]DK
Jan 14 2010, 20:45
s^%t sorry for getting ur name wrong, ok that all make sence, so no plan at all about AI ruck system, ok this is to every one, would there be a way to add more slot for AI gear or be able to use the equipment slots where the map and compass sits? to pack ammo and have room to have more than one rocket, cause i think it be point less have a AI carry say M16 with 6 mags and a SMAW with 3 rockets as AI will waste six mags on maybe one or two targets rather than controlling it rate of fire, if that make sence?

Cossack8559
Jan 14 2010, 21:01
Quick question... can anyone see how much ammo they have in the top right corner after the last ace update?

i can no longer see how many bullets or clips i have unless i press g and actually count my clips!

Smurf
Jan 14 2010, 21:03
Quick question... can anyone see how much ammo they have in the top right corner after the last ace update?

i can no longer see how many bullets or clips i have unless i press g and actually count my clips!

Nope. Thats a feature. Press ~ (sit\salute by default) to "feel" the mag.

Will be improved in the next version to show colors in the hint, for light, avg, heavy. =D

Enforcer1975
Jan 14 2010, 21:04
Quick question... can anyone see how much ammo they have in the top right corner after the last ace update?

i can no longer see how many bullets or clips i have unless i press g and actually count my clips!

Haven't tested it yet. But it would be quite annoying. You should at least know how many mags you have left.

Manzilla
Jan 14 2010, 21:04
Quick question... can anyone see how much ammo they have in the top right corner after the last ace update?

i can no longer see how many bullets or clips i have unless i press g and actually count my clips!

Gone too but I'm wondering if there's a clip check like ACE. I noticed I loaded a clip that was almost empty and it said the clip feels light. I loved that in ACE and hadn't seen it yet in ACE2!

Clip count would be nice though, although I'm pretty good at remembering that too. Call it personal experience. ;)

[=SFLR=]DK
Jan 14 2010, 21:05
or think army and count your shots:p

Cossack8559
Jan 14 2010, 21:10
Nope. Thats a feature. Press ~ (sit\salute by default) to "feel" the mag.

Will be improved in the next version to show colors in the hint, for light, avg, heavy. =D

Just tried this... when i press ' it just does a reload animation without actually reloading my gun or letting me know how much ammo i have... ~ < just salutes the near by trees :confused:

Sgt_Hawkins
Jan 14 2010, 21:13
I read this in the ACE feature list...

"Flashlights

Tactical flashlights can be attached to some small-arms."

How do you attach flashlights to pistols or can it be done?

Manzilla
Jan 14 2010, 21:28
Again? I have no clue but I'm interested. I assume you just pick up a flashlight and test some weapons. It's probably added via the action menu when you have the right combo.

I can't even find a flashlight.

tobmic
Jan 14 2010, 21:28
hey there whats the class name for the B 61 Nuklear Bomb ? I want to put the B-61bombs on a C-130j but wont work with EASA modul so i wanna put them manually in....

malibu.stacey
Jan 14 2010, 21:38
Again? I have no clue but I'm interested. I assume you just pick up a flashlight and test some weapons. It's probably added via the action menu when you have the right combo.

Flashlight works for M4s which already have a flashlight on the model. Didn´t test the USP, though.

[=SFLR=]DK
Jan 14 2010, 21:40
there are flashlight on some rifle and as i found out there no command so you have to go to ace_keys, scroll down to Class ace_sys_flashlight tab after Key = 38 and put //L, like this

key = 38; // L

if you want to add a different key you will need to change key number use the key list add the bottom of the file, hope tht helps

Manzilla
Jan 14 2010, 21:47
Flashlight works for M4s which already have a flashlight on the model. Didn´t test the USP, though.

USP works as well. I didn't realize there was flashlights that can be added or removed. Haven't found those yet.

---------- Post added at 04:47 PM ---------- Previous post was at 04:46 PM ----------


there are flashlight on some rifle and as i found out there no command so you have to go to ace_keys, scroll down to Class ace_sys_flashlight tab after Key = 38 and put //L, like this

key = 38; // L

if you want to add a different key you will need to change key number use the key list add the bottom of the file, hope tht helps

Adding //L doesn't do anything. That's just a commented description.

Joe1989
Jan 14 2010, 21:48
When installing, Should it be the beta or vinallyer install we should use?

Manzilla
Jan 14 2010, 21:50
When installing, Should it be the beta or vinallyer install we should use?

I used vanilla since I'm using Patch v1.05. The beta is for when beta's come back again. I believe the newest ACE2 requires v1.05, If so the beta's haven't started for it yet.

I'm not 100% positive that's how it goes but that's what I did and the game works great.

jay316
Jan 14 2010, 21:50
I like the new sf hmmwv addition.

Joe1989
Jan 14 2010, 21:50
Cheers!

Smurf
Jan 14 2010, 21:56
Just tried this... when i press ' it just does a reload animation without actually reloading my gun or letting me know how much ammo i have... ~ < just salutes the near by trees :confused:

Should appear a text\box in the left corner saying: "The magazine feels heavy\average\light\very light, as it does here.


I read this in the ACE feature list...

"Flashlights

Tactical flashlights can be attached to some small-arms."

How do you attach flashlights to pistols or can it be done?

AFAIK, you can´t attach. Its already there in some weapons. Just push L ti light thigs up.

Evil_Echo
Jan 14 2010, 21:58
hey there whats the class name for the B 61 Nuklear Bomb ? I want to put the B-61bombs on a C-130j but wont work with EASA modul so i wanna put them manually in....

It's not documented for a number of reasons.

The weapons are controversial in-game. Not many mature gamers are in favor of spamming nukes all over a map.
The real weapons are tightly controlled, EASA allows for that to be simulated and will be getting better.
You need hardpoints on the model to attach the bomb rails (aka launchers). Unless you have that, EASA is not going to let you add anything.
Bypassing the whole thing and just spawning a bomb will not work right due to event handlers and scripts that are needed.


Don't waste your time by doing silly things like this. If you want to drop bombs from a big plane, try Gnat's B-52. I bet that will work with EASA.

[=SFLR=]DK
Jan 14 2010, 22:11
Adding //L doesn't do anything. That's just a commented description.

ok we all have different ways, it's just that one works for me:)

---------- Post added at 11:11 PM ---------- Previous post was at 10:58 PM ----------

i see there are 2CR5 and BA5590 battery what are they for? also is there a way to activate IR strobe on AI units and the gas mask, balaclava ect in game?

Cossack8559
Jan 14 2010, 22:15
Should appear a text\box in the left corner saying: "The magazine feels heavy\average\light\very light, as it does here.

Hmmm i get no text :confused:

Meatball0311
Jan 14 2010, 22:20
Hmmm i get no text :confused:

Me three.. I will post a ticket. http://dev-heaven.net/issues/show/8136

go and vote.


and while you are there vote for this one also
http://dev-heaven.net/issues/show/8039

Manzilla
Jan 14 2010, 22:21
It's not documented for a number of reasons.

The weapons are controversial in-game. Not many mature gamers are in favor of spamming nukes all over a map.
The real weapons are tightly controlled, EASA allows for that to be simulated and will be getting better.
You need hardpoints on the model to attach the bomb rails (aka launchers). Unless you have that, EASA is not going to let you add anything.
Bypassing the whole thing and just spawning a bomb will not work right due to event handlers and scripts that are needed.


Don't waste your time by doing silly things like this. If you want to drop bombs from a big plane, try Gnat's B-52. I bet that will work with EASA.

Yea man. Use the EASA it rocks. I never thought of Gnat's. Thank's for the idea.


ok we all have different ways, it's just that one works for me:)

---------- Post added at 11:11 PM ---------- Previous post was at 10:58 PM ----------

i see there are 2CR5 and BA5590 battery what are they for? also is there a way to activate IR strobe on AI units and the gas mask, balaclava ect in game?

I did add //L though. Helps for visual. :)

I've been wondering about the IR strobes as well. I've tried to team switch in my test missions but that doesn't seem to work. I can't get them turned of on myself and another guy.

Gas masks, balaclavas; I'd like to know that as well. Haven't been able to figure it out yet. Was going to search eventually though but it's not as fun.

And yes, the batteries are for the finders.

Smurf
Jan 14 2010, 22:25
Hmmm i get no text :confused:

Nothing like this (http://img685.imageshack.us/img685/3692/arma22010011421192070.jpg)?

Updated to the latest release? If so, thats a problem and deserve a ticket.

Cossack8559
Jan 14 2010, 22:28
Nothing like this (http://img685.imageshack.us/img685/3692/arma22010011421192070.jpg)?

Updated to the latest release? If so, thats a problem and deserve a ticket.


Nope i don't get that... i've tried with all different types of weapons now and no text appears anywhere on the screen when i check the clip.

Edit: yes i am updated to the latest...

Meatball0311
Jan 14 2010, 22:31
Nothing like this (http://img685.imageshack.us/img685/3692/arma22010011421192070.jpg)?

Updated to the latest release? If so, thats a problem and deserve a ticket.

Yeah mine is updated to latest release.... ACE 217 ACEX 171, and I only get animation no text.

AndresCL
Jan 14 2010, 22:58
I have a question regarding ACE 2 Fastroping. Is there anyway you can fastrope wihout being the pilot of the chopper, for example, by executing it in a waypoint on the "On Activation" field or something like that?

Manzilla
Jan 14 2010, 23:02
Nope. Thats a feature. Press ~ (sit\salute by default) to "feel" the mag.

Will be improved in the next version to show colors in the hint, for light, avg, heavy. =D

~ that's not the right key for salute/sit. For me it's select all teammates. Pretty sure most key set ups have that by default cause I haven't changed it since OFP.

The correct key(s) are / and //(2x /). That will do the shake. You can even go change the salute/sit keys to what ever you like. In my case I change it to \ and \\ and it still worked. t must be bound to the salute/sit action somehow. I always thought those were useless.

The text box is where it is shown in the screen posted a few back by Smurfbr.

Smurf
Jan 14 2010, 23:19
~ that's not the right key for salute/sit. For me it's select all teammates. Pretty sure most key set ups have that by default cause I haven't changed it since OFP.


Oops, my mistake. Here in Brasil we have a diferent keybord "patern" with extra keys to comport some particularities of our language. Thats why it might be diferent.

Cossack8559
Jan 14 2010, 23:26
~ is the salute key for me :) ' is/was the sit key now it just does a reload animation.

Pauld
Jan 14 2010, 23:58
In the latest update the stamina system seem to be working much better now.. not so punishing for sprinting long distanses

Scrub
Jan 15 2010, 01:45
Loving the direction of evolution you guys are taking. Thank you, can't play without this.

jasonnoguchi
Jan 15 2010, 02:30
YAYAYAYA! The magazine feeling feature is back! That was one of my favorite features in ACE1 cos its fake as hell to be able to see how many rounds you actually have left in a magazine. That is why G36 mags are made transparent, so you can see and count if you want (and you can still do that with the G36 mags ingame). One thing though, In ACE1, we have this rifle shaking animation for the mag check but now its using the reload animation which looks , well, weird. As for mag count, what we do in RL military is to keep a mental count and if necessary, feel the pouches. I guess the time spent on "feeling" the pouches could be translated into the time taken to go into the Gear screen and count (yeah... I know, gear screen takes way longer)?

AndresCL
Jan 15 2010, 03:28
I have a problem with the HALO jumps, when i grab the MC-5 Parachute and jump out of a C-130J it gets way too laggy, i cant properly move when this happens and it gets pretty hard to manouver yourself.

This doesnt seems to happen with the T-10 Parachute, anyway.

Meatball0311
Jan 15 2010, 05:42
next update the check mag thing will be fixed

SnR
Jan 15 2010, 06:01
v1 Isle of Duala, i noticed its not on the Six updater ?

Halochief89
Jan 15 2010, 06:34
Heres a simple question... Is Bink's US 08 troops gonna replace his US Army troops in ACE already? since 08 is more detailed and made excellently by Bink I could see you guys changing them.