sickboy 13 Posted November 14, 2010 It's only a documentation site, if you read it you will find the link to the issue tracker is; http://dev-heaven.net/projects/ace-mod2/issues If you lost your account there and can't reset it, just create a new account. Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted November 14, 2010 It's only a documentation site, if you read it you will find the link to the issue tracker is;http://dev-heaven.net/projects/ace-mod2/issues If you lost your account there and can't reset it, just create a new account. I did... And created... Share this post Link to post Share on other sites
sickboy 13 Posted November 14, 2010 ;1788522']I did...And created... Thanks. Cannot reproduce' date=' working, incl repro+mission included; [url']http://dev-heaven.net/issues/15144#note-6[/url] Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted November 14, 2010 Well as i stated in the ticket, i have made them depl the weapon. But i cant get them to use it (fire). Althogh, the other CSW seem to work just fine. Tested M2 and Mk19, thogh i think the SUCK bigtime in accuracy...LOL Share this post Link to post Share on other sites
moraa 12 Posted November 15, 2010 hi guys i have a problem when i use mortar 60 m224 and podnos 2b14 and go to artillery computer => crash to desktop but working with us mortar 81 could you help me please thank Share this post Link to post Share on other sites
m1n1d0u 29 Posted November 15, 2010 patch your games ;) Share this post Link to post Share on other sites
moraa 12 Posted November 16, 2010 ok i patch it great is working thank very much minidou ou je devrais dire merci bien ;) see you Share this post Link to post Share on other sites
zellwang 10 Posted November 16, 2010 i use gl4(Group Link 4 Special FX Edition v.1.1.87)only,it's no problem.but when i add ace 1.6 (the newest),it said:"scripe userconfig\gl4\gl4_core.sqf not found",but game can continue.and i am sure gl4's folder has this file,why it say so? thx! Share this post Link to post Share on other sites
m1n1d0u 29 Posted November 16, 2010 @moraa np mate ;) @zellwang : have you put the userconfig of gl4 on the good files ? (Bohemia interactif -> Arma 2 -> Userconfig -> Gl4) Share this post Link to post Share on other sites
riise 10 Posted November 16, 2010 First thanks for the great mod. But I've just noticed that USMC FR-s Automatic rifleman has got m240 instead of mk48 mod 0 as it's primary weapon. Is there any way get back to the original loadout (with mk48 mod 0). Thanks Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 17, 2010 First thanks for the great mod.But I've just noticed that USMC FR-s Automatic rifleman has got m240 instead of mk48 mod 0 as it's primary weapon. Is there any way get back to the original loadout (with mk48 mod 0). Thanks Do you mean yourself in the editor or by default? In the editor you could just put in the init: removeAllWeapons this; {this addMagazine "100Rnd_762x51_M240"} forEach [1,2,3,4,5,6,7,8,9]; this selectWeapon "Mk_48"; this addWeapon "Mk_48"; {this addMagazine "HandGrenade_West"} forEach [1,2]; this addMagazine "SmokeShell"; But if you mean by default then see: http://dev-heaven.net/issues/14815 Share this post Link to post Share on other sites
Tom1 10 Posted November 17, 2010 (edited) did the ace flashlights get taken out along wih the old shift h grenade throwing method? i noticed that the option to put on my flashlight is nowhere to be seen in the ace setings menu and all he guns with flashligts from acex i cant use them and i can use the really crap quality oa flashlights, and they p#$$ me off, no offense BI but the detal is just bad and i miss ACE flashlights:( Edited November 17, 2010 by Tom1 Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 17, 2010 Deprecated http://ace.dev-heaven.net/wagn/Flashlights Share this post Link to post Share on other sites
zellwang 10 Posted November 17, 2010 (edited) @moraa np mate ;)@zellwang : have you put the userconfig of gl4 on the good files ? (Bohemia interactif -> Arma 2 -> Userconfig -> Gl4) thx,i know why,thanks again Edited November 17, 2010 by zellwang Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 17, 2010 Fifth edition of small WIP Roundups. These changes are included in the next Ongoing Development update. Read about it here: http://ace.dev-heaven.net/wagn/WIP_Roundup_5 Share this post Link to post Share on other sites
sparks50 0 Posted November 17, 2010 (edited) Added; Exchange magazines between vehicle weapons and player weapons (e.g M240_veh, and M240 for player, M2, and M2 CSWDM, MK19, AGS30, PK, M249, DSHKM etc) I love features that makes the game more intuitive. Looking forward to it. Edited November 17, 2010 by sparks50 Share this post Link to post Share on other sites
riise 10 Posted November 17, 2010 Thanks for the reply AnimalMother92, Answering your question: I mean by default, as it affects the Harvest Red missions. Share this post Link to post Share on other sites
Prodavec 10 Posted November 17, 2010 Good day! Is there a way to disable Thermal Vision in ACE's Laser Designator in my mission? I tried to override LD's class by this expression in ld.hpp / mission.sqm but got nothing: class CfgWeapons { class Binocular ; class LaserDesignator : Binocular { visionMode[] = { "Normal", "NVG" }; }; }; Any suggestions? ---------------------- Ty for attention. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted November 17, 2010 Added; Exchange magazines between vehicle weapons and player weapons (e.g M240_veh, and M240 for player, M2, and M2 CSWDM, MK19, AGS30, PK, M249, DSHKM etc) I'm by no means knowledgeable compared to many of you here, so as embarrassing as it is, can someone explain this a bit more to this poor dummy? What exactly does this mean? :o Share this post Link to post Share on other sites
manzilla 1 Posted November 17, 2010 Thanks for the reply AnimalMother92,Answering your question: I mean by default, as it affects the Harvest Red missions. Of course it would. Those missions aren't made for ACE2. Share this post Link to post Share on other sites
xeno 234 Posted November 17, 2010 (edited) I'm by no means knowledgeable compared to many of you here, so as embarrassing as it is, can someone explain this a bit more to this poor dummy? What exactly does this mean? :o It means that you as a player can walk up to a vehicle (Humvee M2 for example), hit Interaction Menu, pull out a vehicle magazine (M2 magazine) from the Humvee, pick it up and load/use it in another vehicle (M2 CSW or M1 tank for example). Or you pull out a M249 magazine from a Humvee GMV and use it in your M249. Well, you'll see next friday. It's working perfectly well (even in MP) :) Xeno Edited November 17, 2010 by Xeno Share this post Link to post Share on other sites
Militant1006 11 Posted November 17, 2010 Prodavec, would unit disableTIEquipment true; work?Or do you need Thermal Imaging for other weapons aswell? Share this post Link to post Share on other sites
Prodavec 10 Posted November 17, 2010 (edited) Militantsausage I tried to add in player's Init this disableTIEquipment true; but nothing. It works fine when you add it in vehicle's Init like TUSK, T-72, Stryker etc, but doesn't in player's Init. I think maybe if we override CfgWeapons.LaserDesignator class with new parameter: visionMode[] = { "Normal", "NVG" }; <- WITHOUT "Ti" in array it can help me? PS This map is Xeno's TVT Domination :) Edited November 17, 2010 by Prodavec Share this post Link to post Share on other sites
sickboy 13 Posted November 17, 2010 Updated with pics, including vehicle magazineXchange and editor-placeable explosives :cool: http://ace.dev-heaven.net/wagn/WIP_Roundup_5 Share this post Link to post Share on other sites
xeno 234 Posted November 17, 2010 Is there a way to disable Thermal Vision in ACE's Laser Designator in my mission? I tried to override LD's class by this expression in ld.hpp / mission.sqm but got nothing: You can't overwrite a weapon class in a mission description.ext file (mergeConfigFile would be an option but it is disabled in OA for now). The default OA Laser Designator has already visionMode[] = {"Normal","NVG","TI"}; What you could try is currentVisionMode and block TI by switching the camera or show a black screen: http://community.bistudio.com/wiki/currentVisionMode Xeno Share this post Link to post Share on other sites