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Thread: ACE for OA 1.13

  1. #561
    Yeah but I don't think you can shoot a banana or touch it off
    [KH]Jman
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  2. #562
    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.

  3. #563
    Quote Originally Posted by stk2008 View Post
    I think it is an ACE feature for some reason.
    It's a secret object and yes, it's from ACE. Won't tell you for what it is.

    Xeno

  4. #564
    LOL sweet we muct try to find out.

    Banana bomb? :P

  5. #565
    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 use
    _unit setVariable ["MyTag_UnitName",name _unit"];
    and
    _deadName = _deadUnit getVariable "MyTag_UnitName";
    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?

  6. #566
    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"

  7. #567
    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 think roll on arma 3

  8. #568
    Master Gunnery Sergeant Munger's Avatar
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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!

  9. #569

  10. #570
    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.
    It seems that something is wrong with config, did You edited configs in some ACE files?

    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.

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