sickboy 13 Posted November 20, 2010 (edited) Tom1, as last time, please find; http://ace.dev-heaven.net/wagn/Bug_Reporting And it's correct, ACE 1.6 Update 1 requires 1.55, try the latest OA beta after installing patch 1.55; http://www.arma2.com/beta-patch.php Edited November 20, 2010 by Sickboy Share this post Link to post Share on other sites
DankTank 10 Posted November 20, 2010 Hi, this is regarding Arma2 Standalone. When I place AE units in the editor the grenade throw modes do not work. It will just ignore the mode I select and throw the grenade normal. If I place USMC or AE ARMY men all the grenade throw modes work perfectly...however AE ARMY special forces do not work. It seems anything under class that starts with "AE men" rather than "men" does not work. I would like to use these units for my custom missions rather than USMC or regular ARMY all the time. I have searched for a week and I can't find anything related to this...I have also been directed here by administrators, so please don't bite my head off if it has been answered or I am still in the wrong place. Thank you for your help and quality mod. Share this post Link to post Share on other sites
Tom1 10 Posted November 20, 2010 Tom1, as last time, please find; http://ace.dev-heaven.net/wagn/Bug_ReportingAnd it's correct, ACE 1.6 Update 1 requires 1.55, try the latest OA beta after installing patch 1.55; http://www.arma2.com/beta-patch.php is this ment for standalone arrowhead or can it be used with combined operations? sorry if i am missing something but i am new to pc gaming and only know the basics (well most of them i hope:p). So yeh sorry if i can be a bit annoying every now and again:p Share this post Link to post Share on other sites
galzohar 31 Posted November 20, 2010 G-Man, why is the CBA on the UGAF ACE 1.6 server different than the one on Armaholic? Which one should one use when playing with ACE 1.6 stable? Share this post Link to post Share on other sites
manzilla 1 Posted November 21, 2010 G-Man, why is the CBA on the UGAF ACE 1.6 server different than the one on Armaholic? Which one should one use when playing with ACE 1.6 stable? One is probably an older one and hasn't been updated. I think ArmAholic.com only puts up CBA milestone releases. I think the other server puts up the weekly cba builds as they are released along with ACE2 on fridays. I could be wrong about this though. Share this post Link to post Share on other sites
m1n1d0u 29 Posted November 21, 2010 G-man is away (Real life) i think ace release a hotfix for cba or you launch the wrong version Share this post Link to post Share on other sites
galzohar 31 Posted November 21, 2010 I was just comparing the files from armaholic (which are now also on Zeus YAS server) to the ones from UGAF 1.6 server (not UGAF DEV server which could have a different version). Share this post Link to post Share on other sites
m1n1d0u 29 Posted November 21, 2010 UGAF dev = 1.7 under developement (every friday udapte) UGAF 1.6 = stable version Share this post Link to post Share on other sites
galzohar 31 Posted November 21, 2010 Yes but UGAF 1.6 has a different CBA than the one on Armaholic, that's why I was asking. Zeus server seems to be running fine with the 1.6 from Armaholic but it's simply not the same as the one on UGAF 1.6 (again only differences are ace_settings.pbo and quite a few CBA files). My question was why is it different and which one is the one we're supposed to use for stable ACE. Share this post Link to post Share on other sites
Tom1 10 Posted November 21, 2010 (edited) Vote for a slightly more realistic wounding system here: http://dev-heaven.net/issues/15314 Basically 5.56 and the akm rounds will drop but not kill the target in one direct hit to the chest instead of just the lower stomach WITH the wounding sytem module active. By target i mean everyone not just armed soldiers, i mean civilians and unarmed soldiers too, as they have more health... Edited November 21, 2010 by Tom1 Share this post Link to post Share on other sites
sickboy 13 Posted November 21, 2010 (edited) Fixed and signed pbo's available for: CSW Menu not working + 2nd loading broken in MP; http://dev-heaven.net/issues/15311 Rucksacks broken; http://dev-heaven.net/issues/15299 Re different CBA's; that will be the difference between official releases and dev-builds. The latest official release 0.7.0 includes both bikeys and bisigns for both official and dev-build release of CBA during ACE 1.6 release. The pbo's and version should be the same though. CBA in ACE 1.6 Update 1 is dev build of 0.7.1, hopefully released officially soon. Edited November 21, 2010 by Sickboy Share this post Link to post Share on other sites
HG_Havok 10 Posted November 21, 2010 What has happened to the mpmissions included with ACE? I remember seeing a few pages back that they would be updated or perhaps, more would be added, but the mpmissions folder is now missing completely after the latest update. Share this post Link to post Share on other sites
manzilla 1 Posted November 21, 2010 Did you check the ace_missions.pbo in the AddOns folder? I can't seem to open it but the may be packed there.(It is a tiny file though so I'm not sure) Share this post Link to post Share on other sites
sickboy 13 Posted November 21, 2010 (edited) As mentioned on the changelog, all missions are now included in mission addons. ACE_missions - demo and tutorial missions ACEX_missions - 3rd party mpmissions that work on OA standalone ACEX_usnavy_missions - 3rd party mpmissions that require OA CO. Just open MP Host or dedicated server, and select the missions, they are automatically available like all the default included missions with A2/OA. If you like you can unpbo the mission addons and access each individual mission files, they are each contained in their own sub-folder, equal to that of the (original) pbo version of the mission. Edited November 21, 2010 by Sickboy Share this post Link to post Share on other sites
HG_Havok 10 Posted November 22, 2010 Thanks ... that clears it up! Share this post Link to post Share on other sites
guidozombie 10 Posted November 22, 2010 Hello everybrodY! I have been playing CO with ACE since a few days, what a great mod!My only complaint about it, is that AH-1W Telescopic Sighting Unit, is very similar to the Apache's sight...loved the old Cobra sight, the one you could use with ACE II mod in Arma II. it gave the Cobra its personality. Is there any chance of reincorporate the old AH-1W sight in future updates? Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted November 22, 2010 why does it feel like im permanently zoomed in. i watch videos on youtube of people playing and they see more of their surroundings. while i see the tip of my gun, and have a feeling of being zoomed in. help Share this post Link to post Share on other sites
shay_gman 272 Posted November 22, 2010 @Blunt Lol try changing you resuloation's setting. Change the HUD to medium or small. Or press - (minus) on your keyboard. If you still think the whole game is zoomed try moving you chair from the screen a bit. :j: Share this post Link to post Share on other sites
manzilla 1 Posted November 22, 2010 why does it feel like im permanently zoomed in. i watch videos on youtube of people playing and they see more of their surroundings. while i see the tip of my gun, and have a feeling of being zoomed in. help It may be that people in the video tweaked the view somehow. I thought someone released an AddOn that allows you to tweak the views. Can't remember whom or what it was called but you may want to check the forum search or ArmAholic.com. Also try shay_gman's advice. Share this post Link to post Share on other sites
konrad1 10 Posted November 22, 2010 can you make the wounded system more realistic. ? like when you get shot but not dead or heavy wounded like when hit in your chest that you soldier fall on the ground and scream but you can still move him. crawling on the gorund or so. like in real when you got hit and dont know what happend. like here from 2:06 http://www.youtube.com/watch?v=0XostCMTib0 Share this post Link to post Share on other sites
sickboy 13 Posted November 22, 2010 What's this, week of the wound invasion? :cool: See http://dev-heaven.net/issues/15314 and all related tickets. And vote for this breaking OA bug to be solved so we can actually make it happen; http://dev-heaven.net/issues/14193 Share this post Link to post Share on other sites
galzohar 31 Posted November 22, 2010 Interesting, never knew this was bugged. What does it have to do with more realistic injury/damage simulation though? To vote you first need to register and log in. Share this post Link to post Share on other sites
sickboy 13 Posted November 22, 2010 (edited) If the AI keeps firing on units dropping to the ground due to unconsciousness / knock down, because they can detect the unit is still alive, then it has very little use to make unconsciousness / knock down etc, an important part of the medical simulation, as you will basically be dead within seconds anyway. Additionally, cool post processing effects don't work on clients with post processing disabled; http://dev-heaven.net/issues/12990 Doing the effects differently has limitations and won't be as good as the real ppEffects, however without a scripting function to detect if the effects are enabled, we can't switch from ppEffects to custom effects as a fallback either; http://dev-heaven.net/issues/15342 Edited November 22, 2010 by Sickboy Share this post Link to post Share on other sites
manzilla 1 Posted November 22, 2010 If the AI keeps firing on units dropping to the ground due to unconsciousness / knock down, because they can detect the unit is still alive, then it has very little use to make unconsciousness / knock down etc, an important part of the medical simulation, as you will basically be dead within seconds anyway. I like the way ACE2 handles that when using it's wound system. At least now the enemy units will die shortly after if they've been severely injured. This way at least my AI squad members do not keep firing away because the "sense" a barely alive enemy. In vanilla A2, when said unit is slightly blocked from my units fire my AI team members will just keep firing and missing the barely alive enemy. With ACE2 there's a likelihood the barely alive unit will "die out" before my AI teammates waste all their ammo firing on a enemy they can't quite hit. It also makes ending missions easier. If a trigger has a condition like being triggered when all enemies are dead it makes ending missions a bit painful cause you may have to search for all the barely alive AI laying on the ground and finish them off before the trigger will go off. Heavily injured units dying off in a timely fashion, that seems to be pretty realistic to me. Maybe it could be tweaked a bit but honestly I like the system. Just my thoughts on it. Have fun! Share this post Link to post Share on other sites