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AnimalMother92

ACE 1.7 (Advanced Combat Enviroment) for OA/CO

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Hello there guys. Ive got a simpe question...

Is there server side updater for ace2? Or i have to download all the updated files on my pc than upload whole thing to the server?

If it is could u point me where i can find it or atleast gimme a file name please :)

Trooph.

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Hello there guys. Ive got a simpe question...

Is there server side updater for ace2? Or i have to download all the updated files on my pc than upload whole thing to the server?

If it is could u point me where i can find it or atleast gimme a file name please :)

Trooph.

Server side updater is the same as the client side updater...

If you're looking for commandline or linux usage check;

http://six.dev-heaven.net/wagn/Six_Updater_Suite+Commandline

http://six.dev-heaven.net/wagn/Six_Updater_Suite+Linux

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Is it possible to check via some variable or function if ACE finished initialization? There is a problem with medic gear. I'm using script to removeallweapons and add my own gear, but I guess ACE adds medic stuff via scripts itself, so my script doesn't work like it should and requires some delay, but I don't want to set it to some random high number.

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Hmm weird, Kelly's Heroes YAS Repo not updated for ACE 1.7 Update 1 yet.

Usually Cross is pretty fast on it.

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Fly into balls Kelly's Heroes YAS Repo not updated for ACE 1.7 Update 1 yet.:mad:

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Is it possible to check via some variable or function if ACE finished initialization? There is a problem with medic gear. I'm using script to removeallweapons and add my own gear, but I guess ACE adds medic stuff via scripts itself, so my script doesn't work like it should and requires some delay, but I don't want to set it to some random high number.

waitUntil { SLX_XEH_MACHINE select 8 };

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The problem is that if you make a mission without respawns and with playable AI in it, and want a reliable loadout script, you pretty much have to run it on the server during initialization, before any player even connects, so all units are local to the server (anything else would create potential problems with either locality or JIP, even if they may happen only on rare occasions).

Of course, if the ACE script would add its stuff before init lines of units even get a chance to run (and only add it on the server), then there won't be such problems.

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Two questions concerning Vehicle Magazine Exchange: Where does the unloaded ammo go (Using the stable)? Checked cargo and inventory. Loading is working, 'tho.

[Edit: Duh! Didn't check the ground!]

Another question is that is it possible to disable this particular feature in a mission? See, I have created a script what does this (And I prefer my version. It puts the magazines to trunk, and also reloads the weapon by using CSW magazines which are in trunk), and they don't mix very well: Players can cheat by using ACE Vehicle Magazine Exchange and kind of override my script.

Edited by Gekkibi

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Oh crap, guys.

http://www.microsoft.com/security/portal/Threat/Encyclopedia/Entry.aspx?name=Exploit%3aWin32%2fCVE-2010-3971&threatid=2147641251

Windows Security Essentials

Category: Exploit

Description: This program is dangerous and exploits the computer on which it is run.

Recommendation: Remove this software immediately.

Microsoft Security Essentials detected programs that may compromise your privacy or damage your computer. You can still access the files that these programs use without removing them (not recommended). To access these files, select the 'Allow' action and click 'Apply actions'. If this option is not available, log on as administrator or ask the local administrator for help.

Items:

containerfile:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\cache\haml-3.0.24.gem

containerfile:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\cache\haml-3.0.25.gem

file:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\cache\haml-3.0.24.gem->data.tar.gz->(GZip)->test/sass/less_conversion_test.rb

file:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\cache\haml-3.0.25.gem->data.tar.gz->(GZip)->test/sass/less_conversion_test.rb

file:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\gems\haml-3.0.18\test\sass\less_conversion_test.rb

file:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\gems\haml-3.0.24\test\sass\less_conversion_test.rb

file:C:\Program Files\Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\gems\haml-3.0.25\test\sass\less_conversion_test.rb

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Is the Dev-Heaven site down... because links doesn't work... ???

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Just a thank you post.

Came back to Arma II after a few months off, re purchased Combined Ops and both DLC's and fired up my Six updater(that thing ROCKS) updated.

Launched the game and WOW.

ACE IS THE BEST.

Thanks ACE team.

Thanks for your attention to detail, and Superior playability.

It really is a totally different game with ACE.

Sickboy we had the same issue with Domination and looking at helos and your fix works like a charm(you already knew that I am sure) but I wanted to say thanks for that quick work.

So all in all

THANKS and keep up the great work.

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Hmm weird, Kelly's Heroes YAS Repo not updated for ACE 1.7 Update 1 yet.

Usually Cross is pretty fast on it.

Fly into balls Kelly's Heroes YAS Repo not updated for ACE 1.7 Update 1 yet.:mad:

It is unfair releasing Update on the 31st ... :nono:

Updating now..

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Cross thank you updated for ACE 1.7 Update 1:yay:

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Kellys ACEOA YAS Repo updated to ACEOA b.450 (ACE 1.7-U1)

**Kelly's Heroes ACE2-OA YAS AddonSync AutoConfig URL sponsored by Nat & Whisper

Note that this is only for Combined Ops & OA-Only. OA-Only clients must run the CBA_OA mod.

http://www.kellys-heroes.eu/updater/ArmA2ACEOA-Repository/ArmA2ACEOA-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

**Kelly's Heroes ACE2-ArmA2Only YAS AddonSync AutoConfig URL sponsored by Nat & Whisper

If you have ArmA2 Only you must you this. ACE 1.3RC1 Stable & won't be updated anymore.

http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-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.

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http://www.multiupload.com/OLCIL3GFQG

There there, don't argue, it's soon xmass.

Wow thanks for the link, the ace pages are hard to figure out. KISS is the best method. I must have clicked on 15 difference links and no downloads of ace 1.7. I wonder if the ACE team should work on their links skills?

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Hehe lol @ Cross :D Well it was either release an update on my birthday (24 december), or on 31 december, we went for the latter :D

Thanks as always for your and KH's awesome support!

@ Styxx42; Thanks for the nice words and glad you are enjoying!

Wow thanks for the link, the ace pages are hard to figure out. KISS is the best method. I must have clicked on 15 difference links and no downloads of ace 1.7. I wonder if the ACE team should work on their links skills?

1.7 Download is available at; http://ace.dev-heaven.net/wagn/ACE_1_7#Downloads

RC2 Hotfix is available at; http://ace.dev-heaven.net/wagn/ACE_1_7_RC2

All Download info @ http://ace.dev-heaven.net/wagn/Downloads

Yet it has already been superseeded.

Perhaps you should simply update; http://ace.dev-heaven.net/wagn/ACE_1_7_Update_1

Edited by Sickboy

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Hehe lol @ Cross :D Well it was either release an update on my birthday (24 december), or on 31 december, we went for the latter :D

Thanks as always for your and KH's awesome support!

1.7 Download is available at; http://ace.dev-heaven.net/wagn/ACE_1_7#Downloads

RC2 Hotfix is available at; http://ace.dev-heaven.net/wagn/ACE_1_7_RC2

All Download info @ http://ace.dev-heaven.net/wagn/Downloads

Yet it has already been superseeded.

Perhaps you should simply update; http://ace.dev-heaven.net/wagn/ACE_1_7_Update_1

You know after thinking about it maybe my wording was a bit harsh. I have downloaded the six updater manual and whoa its hard to figure out. The using part says NOTHING about how to use it. Simply says hit execute well you do that and nothing really happens my @ace doesnt change still says under current "none" and nothing really tells you how to download files when you click and get the 2nd list showing many many files there is no way to download them at least that I can find. I see edit delete show clone no download or install. Double clicking on things just brings up more menus that do little or nothing. I also dont like the auto start the game after every download which to me seems like a bug. ARMA takes a couple of minutes to load just to get more errors like missing files. Now I see stop game which works but shouldnt it be the other way around? Load when user tells you to and not before. Im just now learning you have to remove old files if these files are known couldnt the updater do that for us? I have no idea which files to keep and which to delete as I suspect many others. Friends of mine are so scared of this program they wont even load it because there is no real manual even a synapsis of what the program is trying to accomplish and how its going to do that.

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Thanks Cross for making the updates :)

Since the last 3 ACE updates it seems to have effected walking and surface effects with other sound mods, heres my example:

I dont use ACE_SM at all, but I have always used VOP2 walking and footstep sounds as I have never found anything better. Since 3 weeks ago the new update came , now all the surface and walking sounds default to BIS vanilla even though I have changed nothing.

I then tried CSM2 OA sounds/CSM2 walking sounds and I get the same, the only mod that uses walking and surface sounds replacements that seem to work with ACE currently is JSRS.

I have tried vanilla with CBA/SOUNDMOD/ACE/ACEX mod order (my soundmod is always priority over ACE)... and this still happens. As soon as I take out ACE from my mod list the footstep and walking sounds come back again, introduce it again and its back to vanilla.

I wondered what in ACE/ACEX would effect that part of a soundmod based on the fact I never use ACE_SM where I would expect this to happen.

Can anyone else try VOP2 walking sounds and CSM walking sounds priority over ACE/ACEX (not ACE_SM) and tell me if they get BIS vanilla walking sounds?

I can create a ticket etc, but I wanted to check it out with anyone else first, I would expect it to be the soundmods but they work when ace isn't used and again, I wouldn't expect the other parts of ace to effect this only ACE_SM which is never loaded.

As I say JSRS seems to be the only one that will work in that area.

Edited by MrCash2011

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Is it possible to check via some variable or function if ACE finished initialization? There is a problem with medic gear. I'm using script to removeallweapons and add my own gear, but I guess ACE adds medic stuff via scripts itself, so my script doesn't work like it should and requires some delay, but I don't want to set it to some random high number.

It will be easier with this Friday's update. :)

~ ADDED: ace_sys_wounds_no_medical_gear globalVariable, to disable the adding of medical gear globally.

~ ADDED: ace_sys_wounds_no_medical_gear objectVariable, to disable the adding of medical gear per unit.

http://dev-heaven.net/projects/ace-mod2/repository/revisions/ddbcfccd49d42213faba0c46813e882861eecdd2

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