kklownboy 43 Posted December 15, 2010 I have been testing the M4/M2 explosives, and they ONLY work on the T72s, BMD1's,BMP2D and Strykers. No other cars or armor will set off the explosives? Bottom or Side.:( MP game and Editor. ACE2 1.6 Share this post Link to post Share on other sites
manzilla 1 Posted December 15, 2010 steam://rungameid/33930 is in the target line of my shortcut. Like I said I use a batch file to launch CO. I have the Hard copy of Arma 2 and the Steam version of OA. So I have to Launch CO from the Batch file. That's where I have to the mod line, Here it is:"%_STEAMPATH%\steam.exe" -applaunch 33930 "-mod=%_ARMA2PATH%;EXPANSION;ca;@RCBA;@RACE;@RACEX;@RACEX_RU;@RACEX_USNAVY;@R7thCavAceEx" Now that's the command line for my clan; 7thCavalry. But they say it is ACE and no one else reports these problems. Here is my normal ACE line: "%_STEAMPATH%\steam.exe" -applaunch 33930 "-mod=%_ARMA2PATH%;EXPANSION;ca;@CBA;@ACE;@ACEX;@ACE_SM;@ACE_RU;@ACE_USNAVY" I'm not sure what to tell you, I don't have that setup. Regardless, I did a search for steam and found countless discussions regarding the same setup. Did you try those? Here's one post a while back: http://forums.bistudio.com/showpost.php?p=1810826&postcount=499 And here's the others: http://forums.bistudio.com/search.php?searchid=1452032 That's all I can offer. The way I run/setup the game and ACE2 is much different. ---------- Post added at 04:34 PM ---------- Previous post was at 04:32 PM ---------- I have been testing the M4/M2 explosives, and they ONLY work on the T72s, BMD1's,BMP2D and Strykers. No other cars or armor will set off the explosives? Bottom or Side.:(MP game and Editor. ACE2 1.6 Is there an existing ticket for that at DH? If not there should be one. They need to know about that one. Unfortunately they don't take bugs reports in this thread. Share this post Link to post Share on other sites
noorm 10 Posted December 16, 2010 Hello. I've read the "feature" stuff on the ace website, searched the issue system and also searched the BIS forums for info on CPR. CPR is not documented as good as the rest of the wound system. I'm trying to figure out the priorities of the whole system and have made this list. Please comment and discuss if you have any information! 1- CPR if unconscious and you can't do anything else. 2- Stop the bleeding if any. (Bandage) 3- Get the blood flowing if unconscious. (Epinephrine) 4- Stop the pain if any. (Morphine) 5- Heal (First aid by a medic with a Medkit (partial) or at a medical facility (full)) Share this post Link to post Share on other sites
columdrum 11 Posted December 16, 2010 Hello.I've read the "feature" stuff on the ace website, searched the issue system and also searched the BIS forums for info on CPR. CPR is not documented as good as the rest of the wound system. I'm trying to figure out the priorities of the whole system and have made this list. Please comment and discuss if you have any information! 1- CPR if unconscious and you can't do anything else. 2- Stop the bleeding if any. (Bandage) 3- Get the blood flowing if unconscious. (Epinephrine) 4- Stop the pain if any. (Morphine) 5- Heal (First aid by a medic with a Medkit (partial) or at a medical facility (full)) CPR right now it's only usefull if you are using the revive feature( ace_wounds_prevtime = 600; http://ace.dev-heaven.net/wagn/Wounding_System+notes). If you enable it, instead of die you will put unconscious and a countdown will start, the CPR increases that counter so the wounded player can stay alive longer and gives more time to the medic to heal the wounded. Share this post Link to post Share on other sites
mr.g-c 6 Posted December 16, 2010 This: CPR right now it's only usefull if you are using the revive feature( ace_wounds_prevtime = 600; http://ace.dev-heaven.net/wagn/Wounding_System+notes). If you enable it, instead of die you will put unconscious and a countdown will start, the CPR increases that counter so the wounded player can stay alive longer and gives more time to the medic to heal the wounded. and this: 5- Heal (First aid by a medic with a Medkit (partial) or at a medical facility (full)) Will hopefully be totally impossible with the planned "advanced wounds module". Way to unrealistic for me, personally i prefer the hard and realistic way like from ACE1 ^^:D:D Just want to mention that i really love the decision, that there will be two Wound-Systems or "stages" "Basic -> Advanced", this hopefully pleases everyone out there. :);) Share this post Link to post Share on other sites
AnimalMother92 10 Posted December 16, 2010 Additionally for this Friday, ~ CHANGED: Disabled currently useless CPR action when PoorMansRevive is not enabled. http://dev-heaven.net/projects/ace-mod2/repository/revisions/afe6d387490e78df2177178d8dcf4a625cf8797d Share this post Link to post Share on other sites
manzilla 1 Posted December 16, 2010 CPR right now it's only usefull if you are using the revive feature( ace_wounds_prevtime = 600; http://ace.dev-heaven.net/wagn/Wounding_System+notes). If you enable it, instead of die you will put unconscious and a countdown will start, the CPR increases that counter so the wounded player can stay alive longer and gives more time to the medic to heal the wounded. Those notes really need to be updated. I'd do it but I can't really get my head around which is which. I see there's a bunch of new Wound system modules. Does anyone have any experience using them? Are they used together or separately? They are named adeptly but I'm not sure if they are working as they should. When someone has time, could they update the Wound System WAGN notes for us mission makers? Share this post Link to post Share on other sites
sickboy 13 Posted December 16, 2010 Documented here; http://ace.dev-heaven.net/wagn/Wounds_Overhaul Will be merged on stable release. Share this post Link to post Share on other sites
manzilla 1 Posted December 16, 2010 Documented here; http://ace.dev-heaven.net/wagn/Wounds_OverhaulWill be merged on stable release. Wow! I don't even know what to say except I am blind! My apologies, thanks for the nudge! ;) Share this post Link to post Share on other sites
kroky 1 Posted December 16, 2010 @ACE team I have read about this in the wounds wagn: ace_sys_wounds_auto_assist_any a variable that can be set to true. How and where can I do it? I mean where can I enter this variable? Share this post Link to post Share on other sites
AnimalMother92 10 Posted December 16, 2010 I believe you just write it in your init.sqf Share this post Link to post Share on other sites
sickboy 13 Posted December 16, 2010 Only available after tomorrow's update. Also available seperately for testing @ http://dev-heaven.net/issues/15979#note-8 Share this post Link to post Share on other sites
zio sam 77 Posted December 17, 2010 today i was explaining to a mate how bad*ss is the crew protection of A10 in real life ie canopy cannot be penetrated also by 12.7 mm bullet.1 minute after he killed me(i was the pilot of the A10) with an M4 with standard 5.56 ammo,you could image my face after that...So it's a bug?someone reported it before? i am playing with 1.6 stable version Share this post Link to post Share on other sites
maturin 12 Posted December 17, 2010 No way is the full bubble canopy rated to withstand 12.7mm, and I'm betting he didn't shoot you from the front. Share this post Link to post Share on other sites
Militant1006 11 Posted December 17, 2010 Yeah, I'm thinking that the A-10 would be able to withstand 1 or 2 12.7mm bullets unless your lucky, but the glass canopy probably wouldn't withstand several 5.56 bullets in the same spot, especially if it isn't from the front. Share this post Link to post Share on other sites
manzilla 1 Posted December 17, 2010 It better be rated to withstand poo. I'd hate to get hit by some if it's out there flying around. ;) Stop a 12.7m? No clue if it can but whoa if it does. Share this post Link to post Share on other sites
domokun 515 Posted December 17, 2010 I think you're getting confused with the titanium bath-tub in which the pilot sits. THAT offers protection of up to 12.7mm/.50 cal but NOT the canopy. AFAIK canopies have always been a weak point. Share this post Link to post Share on other sites
manzilla 1 Posted December 17, 2010 I think you're getting confused with the titanium bath-tub in which the pilot sits. THAT offers protection of up to 12.7mm/.50 cal but NOT the canopy. AFAIK canopies have always been a weak point. That was my feeling but who knows nowadays. ;) Share this post Link to post Share on other sites
zio sam 77 Posted December 17, 2010 he killed me with 2 5.56 shoot,from the front. IMHO A10 model has no protection at all like bulletproof glass Share this post Link to post Share on other sites
sickboy 13 Posted December 17, 2010 he killed me with 2 5.56 shoot,from the front.IMHO A10 model has no protection at all like bulletproof glass http://ace.dev-heaven.net/wagn/Bug_Reporting Share this post Link to post Share on other sites
sickboy 13 Posted December 17, 2010 (edited) ACE for OA 1.7 RC1 Released! http://ace.dev-heaven.net/wagn/ACE_1_7_RC1 Latest tweaks and fixes for http://ace.dev-heaven.net/wagn/Wounds_Overhaul Part-1: Core included. Edited December 17, 2010 by Sickboy Share this post Link to post Share on other sites
g-man-853 10 Posted December 17, 2010 [uGAF] ACE_Dev YAS Repo: @ACE __________444 @ACEX_________297 @ACEX_SM______74 @ACEX_RU______28 @ACEX_USNavy__24 @CBA __________144 Use the link bellow and save to favourites: yashttp://folders.ugaf-addons.co.uk/ACE_Dev.yas Auto config URL: http://folders.ugaf-addons.co.uk/ACE_Dev/modreopo.7z If wish to stick with the 1.6 stable release download from our ACE stable YAS repo, all ACE folders have _1.6 at the end including CBA and CBA_OA. You can find the links in the spoiler: Use the link bellow and save to favourites: yashttp://folders.ugaf-addons.co.uk/UGAF_CO_ACE_1.6.yas Auto config URL: http://folders.ugaf-addons.co.uk/OA_ACE/modreopo.7z For a guide and info to use YOMA's addon sync to join our server follow this link:http://www.ugaf.co.uk/forum/viewthre...d=591#post_591 Share this post Link to post Share on other sites
cross 1 Posted December 17, 2010 Kellys ACE2-OA YAS Repo Updated to b444 ACE2 1.7 RC-1 **Kelly's Heroes ACE2-OA YAS AddonSync AutoConfig URL sponsored by Nat & Whisper Combined Ops & OA-Only. ACE 1.6 Builds http://www.kellys-heroes.eu/updater/ArmA2ACEOA-Repository/ArmA2ACEOA-Repo.7z **Kelly's Heroes ACE2-ArmA2Only YAS AddonSync AutoConfig URL sponsored by Nat & Whisper ArmA2-Only. ACE 1.3RC1 Stable & won't be updated anymore. http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z **Kelly's Heroes Community YAS AddonSync AutoConfig URL sponsored by Nat & Whisper http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z If you have the AddonSync installed, click on this and add from there -> Kelly's YAS Repos Note that the URLs above are case-sensitive so pls make sure you entered exactly as provided above. YAS users: Do not forget to remove extra files through YAS. . Share this post Link to post Share on other sites
Curious 0 Posted December 17, 2010 Include file x/cba/addons/main/script_eventhandlers.hpp not found any ideas? "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -noSplash -noFilePatching -showScriptErrors "-mod=;@ACEX_SM;@CBA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU" Share this post Link to post Share on other sites
manzilla 1 Posted December 17, 2010 Include file x/cba/addons/main/script_eventhandlers.hpp not foundany ideas? "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -noSplash -noFilePatching -showScriptErrors "-mod=;@ACEX_SM;@CBA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU" Remove the ";" before @ACEX_SM. Or make sure you have the newest CBA and ACE2. And try this: http://forums.bistudio.com/showpost.php?p=1784979&postcount=15 It's a common error and an easy fix. Share this post Link to post Share on other sites