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AnimalMother92

ACE 1.6 (Advanced Combat Enviroment) for OA/CO

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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

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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

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ok i patch it

great is working

:yay:

thank very much minidou

ou je devrais dire merci bien ;)

see you

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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!

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@moraa np mate ;)

@zellwang : have you put the userconfig of gl4 on the good files ? (Bohemia interactif -> Arma 2 -> Userconfig -> Gl4)

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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

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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

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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 by Tom1

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@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 by zellwang

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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 by sparks50

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Thanks for the reply AnimalMother92,

Answering your question:

I mean by default, as it affects the Harvest Red missions.

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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.

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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

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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.

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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 by Xeno

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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 by Prodavec

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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

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