Guest Posted October 19, 2010 RHIBs and skiers ... :D Share this post Link to post Share on other sites
roberthammer 582 Posted October 19, 2010 lol thats nice way to transport something :D Share this post Link to post Share on other sites
d3lta 10 Posted October 19, 2010 You can use this removeWeapon primaryWeapon this; this addWeapon "SCAR_L_STD_HOLO" to add a mk16. List of mk16 classnames here: http://browser.dev-heaven.net/cfg_weapons?advanced_search=Mk16 Thanks VKing. I knew it. But now, I need to modify my old mission again,because ACE's change default gear of soldiers. This is a waste of time for me. I was dissatisfied with this attitude of the team ACE :mad::mad: Share this post Link to post Share on other sites
AnimalMother92 10 Posted October 19, 2010 It's impossible to please everyone, but based on votes, a lot of people wanted the authentic loadouts. http://dev-heaven.net/issues/11752 Share this post Link to post Share on other sites
PuFu 4600 Posted October 19, 2010 Thanks VKing. I knew it. But now, I need to modify my old mission again,because ACE's change default gear of soldiers. This is a waste of time for me.I was dissatisfied with this attitude of the team ACE :mad::mad: I find funny that you should be aware by now that ACE aims for a certain (lets call it) realism. I guess you are using it in your mission(s) for the same purpose. BUT then you come here dissatisfied by something you can do yourself with a few lines of code (yes, it does mean some more time spent on it, i'll give you that). I guess i am dissatisfied myself with this sort of posts Share this post Link to post Share on other sites
ben_s 11 Posted October 19, 2010 And its this kind of thread topic that makes me wish I bought OA today. :( Share this post Link to post Share on other sites
ray243 11 Posted October 19, 2010 The problem may be due to other addons or an older version of XEH in a mod folder that is conflicting with the current cba. Make sure you disable every other AddOn except the most recent cba and ACE2. Also make sure you have the correct cba depending on whether you use CO, OA or whatever. Problems like this have been discussed over the months and it's always been due to an old version of extended_eventhandlers(or XEH, now part of cba but wasnt always) in a mod folder or an old/incorrect cba version.(which now has XEH in it) Just make sure all other versions of XEH are deleted from any mod folder and just use the on in the most current cba. Okay, since I have a ton of addons and I do not want to reinstall one by one, is there anyway for me to check which addons have the older versions? Share this post Link to post Share on other sites
d3lta 10 Posted October 19, 2010 I find funny that you should be aware by now that ACE aims for a certain (lets call it) realism. I guess you are using it in your mission(s) for the same purpose.BUT then you come here dissatisfied by something you can do yourself with a few lines of code (yes, it does mean some more time spent on it, i'll give you that). I guess i am dissatisfied myself with this sort of posts Sorry Pufu, I did not want to offend anyone. I only think, my personal opinion, that standard resources can to stay standard resources. Best Regards for all. Share this post Link to post Share on other sites
hellfire257 3 Posted October 19, 2010 I agree. Also this game is set in the near future, not present day. Share this post Link to post Share on other sites
VKing 12 Posted October 19, 2010 (edited) Sorry Pufu, I did not want to offend anyone.I only think, my personal opinion, that standard resources can to stay standard resources. Best Regards for all. I appreciate your opinion, and I'm sure everyone else does too, but if we did that, then there wouldn't be a whole lot left of ACE except new weapons. A huge amount of the vehicle configs (which includes infantry) have been tweaked, modified and outright replaced. On the whole people seem to like it. As far as I know, noone complained when we replaced the AK107 with the AK74M for the russian troops. Edit: Good News! for everyone who likes Mk16s: http://dev-heaven.net/issues/14506 Edited October 19, 2010 by VKing Share this post Link to post Share on other sites
jhoson14 10 Posted October 19, 2010 (edited) I agree. Also this game is set in the near future, not present day. Since the SCAR Project is canceled we can almost be sure that in near future (4-5 years), they will still be using the M4 . So its still futuristic IMO. Edited October 19, 2010 by jhoson14 Share this post Link to post Share on other sites
Steakslim 1 Posted October 19, 2010 Since the SCAR Project is canceled we can almost be sure that in near future (4-5 years), they will still be using the M4 .So its still futuristic IMO. Not canceled, just the orders for the mk16 have ceased. They're still purchasing the mk17 and conversion kits to support 5.56 ammo for them due to budget. But yeah the other half of your post is likely gonna happen, I doubt we'll see the m4 replaced entirely anytime soon. Share this post Link to post Share on other sites
manzilla 1 Posted October 19, 2010 (edited) Okay, since I have a ton of addons and I do not want to reinstall one by one, is there anyway for me to check which addons have the older versions? Nope. You gotta remove all non-CBA/non-ACE2 AddOns/Mods until you find the culprit. Also check each mod folder for other xeh versions. It doesn't take long to do. I've had to do it a bunch with loads of content many times. Edited October 19, 2010 by Manzilla Share this post Link to post Share on other sites
AnimalMother92 10 Posted October 19, 2010 For those mission makers that adore the SCAR as a default weapon, there is a script coming so that you can have it your way ;) http://dev-heaven.net/issues/14506 Also, we now have a Steam group :cool: All the cool kids are using it, so join! Share this post Link to post Share on other sites
valhallanguines 10 Posted October 20, 2010 Can someone please explain how to use the flashbangs and balaclava? I can't get my player to throw the flashabng and I can't add the balaclava to myself or the ai characters without an ammo crate. Any help would be much apreciated! Share this post Link to post Share on other sites
Militant1006 11 Posted October 20, 2010 Valhallan, you need to change your clientside config, just right click and hit "edit" and then go through the whole thing, i'm sure you can find more in the clientside config that you would want to change. Share this post Link to post Share on other sites
metralla 19 Posted October 20, 2010 Can someone please explain how to use the flashbangs and balaclava? I can't get my player to throw the flashabng and I can't add the balaclava to myself or the ai characters without an ammo crate.Any help would be much apreciated! I think you have to configure the ace_clientside_config.hpp on line 115 you name player, you have to put the name with which you play your game. Share this post Link to post Share on other sites
stevedrumsdw 10 Posted October 20, 2010 Don't know where to ask this really, or if this even can work, but how do I make it so infantry units will use RPG against other infantry units? Share this post Link to post Share on other sites
Robalo 465 Posted October 20, 2010 Don't know where to ask this really, or if this even can work, but how do I make it so infantry units will use RPG against other infantry units? I've been RPG'd plenty by them, especially by those Russian specops that run around with a Bizon and RPG-18. Get out of the range of their 9mm, they'll go to 64mm no problem :) Share this post Link to post Share on other sites
Maciver 0 Posted October 20, 2010 Having trouble with the wounding system if anyone can help. Im trying to make a mp mission, and I cant seem to get it to work at all. I examine injured soldiers and he appears injured. The problem is, the "magic medic" is still there and the only way to heal. Also, you dont go unconscious when "killed". Therefor no revive. Is there some way to enable the whole thing, im missing? New to editing and have been up all night, sorry if this doesnt make any sense! :) Share this post Link to post Share on other sites
VKing 12 Posted October 20, 2010 Having trouble with the wounding system if anyone can help. Im trying to make a mp mission, and I cant seem to get it to work at all. I examine injured soldiers and he appears injured.The problem is, the "magic medic" is still there and the only way to heal. Also, you dont go unconscious when "killed". Therefor no revive. Is there some way to enable the whole thing, im missing? New to editing and have been up all night, sorry if this doesnt make any sense! :) Have you placed the '(Æ) Enable Wounding System' module? Share this post Link to post Share on other sites
Maciver 0 Posted October 20, 2010 (edited) :o Thanks, lots of stuff in there. lol Edit: one more thing. I was playing on a server at one point that gave a 500ish second timer to stay unconscious before dieing. Is that something that happens naturally at random, or do you stay unconscious for ever? Edited October 20, 2010 by Maciver Share this post Link to post Share on other sites
VKing 12 Posted October 20, 2010 I think that's a mission setting. By default, without treatment, you stay unconcious untill you bleed out, which can take from a few seconds to several minutes. Share this post Link to post Share on other sites
Maciver 0 Posted October 20, 2010 Ah ok, i would prefer default. Thanks again for the help. I hope to have some interesting Pvp missions in the works with ACE running. Share this post Link to post Share on other sites
AnimalMother92 10 Posted October 20, 2010 Read all about the coming changes! Pc7tVYeGdQo Share this post Link to post Share on other sites