Yeah but I don't think you can shoot a banana or touch it off![]()
Yeah but I don't think you can shoot a banana or touch it off![]()
[KH]Jman
Kellys Heroes ArmA Clan Leader
www.kellys-heroes.eu | KH Server Specs | Dedi Server Guide | PersistentDB
My specs: Intel Core i7 920 D0 Stepping (SLBEJ) 2.66Ghz @ 4.00GHz / Gigabyte EX58-UD5 Intel X58
Patriot Viper 6GB DDR3 PC3-12800C8 1600MHz / ATI HD 7970 3072 MB GDDR5 / Dell 2405FPW @1920 x1200 / Win7 x64
I think it is an ACE feature for some reason.
Only mod I have is ACE nothing else.
I have missions though
Dynamic zombie sandbox
zombie invasion etc
Plus in the magic box is where the banana can be found.
LOL sweet we muct try to find out.
Banana bomb? :P
I found the article https://dev-heaven.net/issues/13861 when looking for a solution for returning the names of dead units. The article says to useand_unit setVariable ["MyTag_UnitName",name _unit"];Im not quite understanding how this works. Can someone possibly expand upon this for me? Can the name not be returned from the ACE dog tag or something to that effect?_deadName = _deadUnit getVariable "MyTag_UnitName";
I was wondering if it would be possible for the ACE team to do with Vests and chest rigs what they do with Balaclavas? The option to pick up and drop and equip certain parts of the uniform?
"What's the range to the foot mobile?" "Oh I don't know I'd probably say.." * Gunshot * "He was at 1200M"
this would be cool we could change uniforms half way through a game or some thing like that.
But it wont happen as ACE has halted now only for major bugs plus ARMA 3 has uniform changing functions I thinkroll on arma 3
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I have noticed that the laser rangefinder for both gunner and commander does not seem to work for any M1 Abrams variant.
Repro steps in editor:
-Place any ACE M1 Abrams variant on the map (M1A1, M1A2 TUSK, woodland or desert etc)
-Set player as gunner or commander
-Preview mission
-Lase a patch of ground and ensure that a fixed reading is given (not '0000')
-Fire
-Rounds will always fall short of targeted position. In particular HEAT round fall shorter than APFSDS. The Commander's M2 will also hit way short of the targeted position
For comparison I have tested M2A3, T72 and T90 using identical steps and the rangerfinder works correctly in these vehicles, so it appears that only the M1 is affected.
New issue (ref 30165) created on ACE2 bugtracker.
The British Army will never yield!
And another little bug
https://dev-heaven.net/issues/30166
It seems that something is wrong with config, did You edited configs in some ACE files?I have noticed that the laser rangefinder for both gunner and commander does not seem to work for any M1 Abrams variant.
Repro steps in editor:
-Place any ACE M1 Abrams variant on the map (M1A1, M1A2 TUSK, woodland or desert etc)
-Set player as gunner or commander
-Preview mission
-Lase a patch of ground and ensure that a fixed reading is given (not '0000')
-Fire
-Rounds will always fall short of targeted position. In particular HEAT round fall shorter than APFSDS. The Commander's M2 will also hit way short of the targeted position
For comparison I have tested M2A3, T72 and T90 using identical steps and the rangerfinder works correctly in these vehicles, so it appears that only the M1 is affected.
I do not have this problem right now after reinstalling mod with my backup but when I played with ACE files I deleted some data and it seems that then there is a problem with fire control system.
Try to reinstall mod, if this wont work, then edit some files, find proper config lines responsible for fire control system, they should be in ace_c_vehicle file IRCC, it might work to just copy proper lines from other vehicles.