Prodavec 10 Posted November 17, 2010 Thank you very much Xeno, I think this method will work, but do you know way to save perfomance with Event system? Is there an event for switching mode? kju had wrote simple cycle for checking which mode of view is using now: 1st person or 3rd person and it has 0.1 sec delay. I can make same checking cycle for TI checks, but maybe I can use more effective method (like events?) :) PS Checking "N" button is not solution. Share this post Link to post Share on other sites
Requiem007 10 Posted November 18, 2010 Thanks for the WIP Roundup ACE team. I can hardly wait to get my hands on those editor placeable explosives. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted November 18, 2010 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 Thanks, Xeno. The explanation was very much appreciated. :) Share this post Link to post Share on other sites
Militant1006 11 Posted November 18, 2010 Hey guys have any of you noticed that the UH-1 Huey has no rotor sound? Or is it just me? Share this post Link to post Share on other sites
sickboy 13 Posted November 18, 2010 I think we have a ticket open that the UH1 sounds like AH1. So I think it's you :) (Or wait, that probably is Engine sound?) Share this post Link to post Share on other sites
trips 10 Posted November 18, 2010 Re: the SOFLAM's TI. Is that not considered a bug? Or rather an incorrect feature. Share this post Link to post Share on other sites
sickboy 13 Posted November 18, 2010 (edited) You're right, standard soflam has no TI or NVG by default it seems, they are optionally available though. http://www.ownthenight.com/catalog/i130.html Edited November 18, 2010 by Sickboy Share this post Link to post Share on other sites
Daniel 0 Posted November 18, 2010 So that implies (IRL) you need two separate bits of kit to make it NV/TI capable? Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 18, 2010 Yup, you need the SeeSPOT attachment apparently. Share this post Link to post Share on other sites
Daniel 0 Posted November 18, 2010 Good, it would make things a bit more interesting if players had to consider the extra weight or availability of something like SeeSPOT. Hope this gets implemented. Share this post Link to post Share on other sites
manzilla 1 Posted November 18, 2010 Daniel, Yes that would be cool. Xeno, I look forward to the update. Share this post Link to post Share on other sites
catman_94 10 Posted November 18, 2010 i am trying to create a nuclear blast at a certain point in a map using the API function "ACE_fnc_NuclearGroundBurst" and i was wondering what you did with ["ACE_B61_15", (getPosATL myTarget)] call ACE_fnc_NuclearGroundBurst; Share this post Link to post Share on other sites
manzilla 1 Posted November 18, 2010 i am trying to create a nuclear blast at a certain point in a map using the API function"ACE_fnc_NuclearGroundBurst" and i was wondering what you did with ["ACE_B61_15", (getPosATL myTarget)] call ACE_fnc_NuclearGroundBurst; Try putting it in the OnAct line of a basic radio trigger. Then try the radio in game and it should cause a ground blast centered around what ever "myTarget" is on the map.(a GL named myTarget maybe) That's just to test it. I guess how you'd use it depends on the scenario you want to use it for. Share this post Link to post Share on other sites
galzohar 31 Posted November 19, 2010 God this laser designator is huge! How the hell does our Arma 2 soldier hold it as if it was a small pair of binoculars? I guess I shouldn't be surprised considering how he holds an M249 not to mention M240, or worse, M107, or worst M109... Are you guys actually looking into making heavier equipment actually handle and feel like heavy equipment? I think that's one of the biggest realism features that Arma is really missing. Share this post Link to post Share on other sites
Tom1 10 Posted November 19, 2010 in the next version of ace2 can we please bring back flash lighs and shift H grenades. You just have slightly more control when you can change to a roll, and you dont have to just chuc and cross your fingers when not playing with a crosshair either, and flashlights could be assigned to a different key combenation to the ir pointer, like maybe ctrl and L instead. Share this post Link to post Share on other sites
sickboy 13 Posted November 19, 2010 No on flash lights http://ace.dev-heaven.net/wagn/Flashlights, probably on grenade throw modes; http://dev-heaven.net/issues/14962 Share this post Link to post Share on other sites
ei8ght 11 Posted November 19, 2010 Hi, I found an error on the AH-6 MH-6 and their speed are false MH-6 goes to 250 km / h at cruising speed and maximum speed to 280 it would be well to settle this because they are really too slow Share this post Link to post Share on other sites
sickboy 13 Posted November 19, 2010 (edited) Hi, I found an error on the AH-6 MH-6 and their speed are false MH-6 goes to 250 km / h at cruising speed and maximum speed to 280 it would be well to settle this because they are really too slowBIS configured them at MaxSpeed 235. Upped that now to 282. Edited November 19, 2010 by Sickboy Share this post Link to post Share on other sites
manzilla 1 Posted November 19, 2010 Wow this is one helluva build! Some really good stuff here. Thanks again guys for all the hard work and free time devoted to this mod, community and game. I appreciate it immensely! Share this post Link to post Share on other sites
ray243 11 Posted November 19, 2010 Am I the only guy who doesn't see the afterburner when I press caps lock? Share this post Link to post Share on other sites
chewie411 10 Posted November 19, 2010 Great work Guys love the stable versions !!! Share this post Link to post Share on other sites
sickboy 13 Posted November 19, 2010 Am I the only guy who doesn't see the afterburner when I press caps lock?Seems to work fine here;http://i53.tinypic.com/2zs01zs.png http://ace.dev-heaven.net/wagn/Tracking_Problems http://ace.dev-heaven.net/wagn/Bug_Reporting Share this post Link to post Share on other sites
DaveP 66 Posted November 19, 2010 Yup, you need the SeeSPOT attachment apparently. To further this, perhaps making it so that there is the ability to set up a soflam as per spotting scope, with downsides for those that don't and use it like binos (perhaps more sight sway or something) Share this post Link to post Share on other sites
sickboy 13 Posted November 19, 2010 (edited) Thanks Manzilla :cool: To further this, perhaps making it so that there is the ability to set up a soflam as per spotting scope, with downsides for those that don't and use it like binos (perhaps more sight sway or something) Sounds great! Ticketed @ http://dev-heaven.net/issues/15271 Edited November 19, 2010 by Sickboy Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 19, 2010 First update after ACE 1.6 Stable is up and ready on SIX Updater. Enjoy! http://ace.dev-heaven.net/wagn/ACE_1_6_Update_1 Reminder; Bug reports, feedback and suggestions, on our Issue Tracker please! Share this post Link to post Share on other sites