sickboy 13 Posted January 28, 2011 Is that right? Are you supposed to use both @CBA and @CBA_OA?Yes he has OA Standalone see previous posts. Share this post Link to post Share on other sites
galzohar 31 Posted January 28, 2011 AFAIK yes, CBA_OA is a "fix" for CBA for those who use OA standalone. Share this post Link to post Share on other sites
manzilla 1 Posted January 28, 2011 (edited) Ummm.... you realize you are dead wrong with that assumption? I didn't know I hadn't read them until you told me. I did read them, as always, but the previous posts didn't help. That's what confused me. (but don't do both! CBA_OA is not meant for combined operations, it's meant to fix your problem for when running OA standalone). I didn't know what he meant by "don't run both". Thought he meant CBA and CBA_OA when he said both. I never realized CBA_OA was the "fix". Thought it was a separate version. You see, I don't use it so I have no desire to read up on it. Therefore I didn't know. Just trying to help. Sorry for being wrong. Edited January 28, 2011 by Manzilla Share this post Link to post Share on other sites
metalcraze 290 Posted January 28, 2011 (edited) Looks like the night lighting bug is still intact Fixing it is not only about making it looking nice again. It's that during night firefights you just blow up some tank and have a large chunk of the area well lit, because there is like a little sun inside the blown up vehicle (which also makes NVGs quite unusable in that area) Edited January 28, 2011 by metalcraze Share this post Link to post Share on other sites
sickboy 13 Posted January 28, 2011 ACE for OA 1.8 Update 1 Released! http://ace.dev-heaven.net/wagn/ACE_1_8_Update_1 Enjoy! Ummm.... you realize you are dead wrong with that assumption? I didn't know I hadn't read them until you told me. I did read them, as always, but the previous posts didn't help. That's what confused me. I didn't know what he meant by "don't run both". Thought he meant CBA and CBA_OA when he said both. I never realized CBA_OA was the "fix". Thought it was a separate version. You see, I don't use it so I have no desire to read up on it. Therefore I didn't know. Just trying to help. Sorry for being wrong. Sorry was just correcting in case confusing the user :)Looks like the night lighting bug is still intactFixing it is not only about making it looking nice again. It's that during night firefights you just blow up some tank and have a large chunk of the area well lit, because there is like a little sun inside the blown up vehicle (which also makes NVGs quite unusable in that area) See the ticket for details, it's indeed still open. Share this post Link to post Share on other sites
g-man-853 10 Posted January 28, 2011 [uGAF] ACE_Dev YAS Repo: @ACE__________459 @ACEX_________309 @ACEX_SM_____ 80 @ACEX_RU _____34 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 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...?thread_id=134 __________________ Share this post Link to post Share on other sites
Posta 10 Posted January 28, 2011 (edited) [uGAF] 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 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...?thread_id=134 __________________ Sweet! Edit: It is indeed 159. But according to this: http://ace.dev-heaven.net/wagn/Changelogs it's 158. Edited January 28, 2011 by Posta Share this post Link to post Share on other sites
sickboy 13 Posted January 28, 2011 Sweet!Edit: It is indeed 159. But according to this: http://ace.dev-heaven.net/wagn/Changelogs it's 158. 459, fixored :) Share this post Link to post Share on other sites
atikabubu 10 Posted January 28, 2011 OMG, the ACE M119 is just... mindblowing :D Care to make a tutorial? :P Share this post Link to post Share on other sites
jaynus 10 Posted January 28, 2011 (edited) wagn page is currently in the process of being written. The new arty system is currently still a WIP (since last version was stable). Everything works and is tested, but there is currently no BCS for it (EDIT: or documentation) - it requires manual calculation using the T&E rangetable provided (class name ace_arty_rangeTable_m119) http://ace.dev-heaven.net/wagn/Artillery Edited January 28, 2011 by jaynus Share this post Link to post Share on other sites
memphisbelle 99 Posted January 28, 2011 Hello everybody, I´ve got a question according to cpu usage while using ACE2 and ACRE/Jaylib. Am I right that a PhenomII X2 550@3,1 Ghz is apparently too slow to handle this? My cpu usage goes always up between 89 and 100% of cpu usage. I dont have this issue for other Games. It´s just ArmA2OA with ACE2. Can someone else confirm the same issue? My Specs: PhenomII X2 550 HD5770@1GB VRAM ASrock Alife eSATA DUAL MoBo 4GB DDR2RAM@800 MHz. Share this post Link to post Share on other sites
code34 248 Posted January 28, 2011 hello Guys, I have a problem with the score with ACE MOD. In fact, when i destroy as west guy, a btr90 empty with a snatchel i loose 3 points and -1 for a vehicle (like if it was a friendly vehicle) When i put 2 snatchels to destroy the btr, i loose 6 points and -2 for a vehicle. Is there an explanation or way to desactivate the scoring method ? Share this post Link to post Share on other sites
Steakslim 1 Posted January 28, 2011 you sure that isn't an issue with the mission being played? Share this post Link to post Share on other sites
code34 248 Posted January 28, 2011 nope, only a mission that was edited on south airport of takistan with a west soldier, a btr 90 build into the init.sqf at position of player. ---------- Post added at 09:52 PM ---------- Previous post was at 09:51 PM ---------- player allowdammage false; _veh = "btr90" createvehicle position player; Share this post Link to post Share on other sites
jaynus 10 Posted January 28, 2011 nope, only a mission that was edited on south airport of takistan with a west soldier, a btr 90 build into the init.sqf at position of player.---------- Post added at 09:52 PM ---------- Previous post was at 09:51 PM ---------- player allowdammage false; _veh = "btr90" createvehicle position player; Using that syntax your vehicle is on side "empty", not an enemy side to yours. Share this post Link to post Share on other sites
code34 248 Posted January 28, 2011 (edited) Using that syntax your vehicle is on side "empty", not an enemy side to yours. by default, the side of the vehicle is CIV. If an enemy enter inside, it becomes "east". If an enemy die inside it or eject, and the vehicle explosed 2 seconds later, you loose points. Edited January 29, 2011 by code34 Share this post Link to post Share on other sites
CorsairFlyer 10 Posted January 28, 2011 Hey, :)By installing ACE 2 for CO/OA I remarked multiple problems : 1. I've got 2 "US Army" in my BLUFOR factions. Both are sames, and Æ US Army disappeared. 2. The Originals BIS Strykers (Desert) have disappeared too.. Only the Strykers MC and ATGMV are remaining. Others have been replaced by ACE (Green) one. 3. Where are the M2A2/M2A3 Bradley Woodland ? Thank you for all your answers :) Bye :D Nobody :( Share this post Link to post Share on other sites
code34 248 Posted January 28, 2011 (edited) Using that syntax your vehicle is on side "empty", not an enemy side to yours. what syntax do i have to use ? Edited January 28, 2011 by code34 Share this post Link to post Share on other sites
langgis08 10 Posted January 28, 2011 (edited) wrong thread, so moved to http://forums.bistudio.com/showpost.php?p=1844603&postcount=112 Edited January 28, 2011 by langgis08 Share this post Link to post Share on other sites
Herkimer 10 Posted January 29, 2011 http://ace.dev-heaven.net/wagn/Classlists---------- Post added at 08:14 ---------- Previous post was at 08:12 ---------- If you get that you do not have the latest version of CBA installed, or have not loaded it, or you have older CBA addons laying around perhaps spread across other mod folders; remove all CBA addons from all mod folders and only leave the official @CBA mod folders. Also clear your VirtualStore of any arma related files. The messages re version 1.54 and 1.56, install Patch 1.57 and make sure you do not use some older beta pre 1.57. I will add a feature to the updater for this http://dev-heaven.net/issues/17031 Sickboy: Thanks very much. I've deleted all the instances of anything related to CBA that I could find, and I'll reinstall. ---------- Post added at 05:26 PM ---------- Previous post was at 03:41 PM ---------- Sickboy: Thanks very much. I've deleted all the instances of anything related to CBA that I could find, and I'll reinstall. Unfortunately, that doesn't seem to have made a difference. I deleted, and then reinstalled CBA, and I deleted everything Arma-related from my virtual store. Same error message. I dunno, should I give up, or is there something else I could try? Share this post Link to post Share on other sites
metalcraze 290 Posted January 29, 2011 How do you use flashlights on weapons that also have IR lasers? L turns on only IRs Share this post Link to post Share on other sites
ray243 11 Posted January 29, 2011 How do you use flashlights on weapons that also have IR lasers? L turns on only IRs Doesn't even work for me.....both lasers and lights. Also, few questions: How do I get C4 to blow up? How do I get the gasmask to work on the mercenaries addons like before? How do I flip open the grenade launcher ironsight? Share this post Link to post Share on other sites
AnimalMother92 10 Posted January 29, 2011 How do you use flashlights on weapons that also have IR lasers? L turns on only IRs BIS engine limitation. http://dev-heaven.net/issues/13335 Doesn't even work for me.....both lasers and lights. Also, few questions:How do I get C4 to blow up? How do I get the gasmask to work on the mercenaries addons like before? How do I flip open the grenade launcher ironsight? Read the Documentation. Share this post Link to post Share on other sites
code34 248 Posted January 29, 2011 (edited) by default, the side of the vehicle is CIV. If an enemy enter inside, it becomes "east".If an enemy die inside it or eject, and the vehicle explosed 2 seconds later, you loose points. Does anyone have an answer about this serious problem ? I don't know how to turn off the ACE score methods. :mad: Edit: the problem happens with or without men inside, also when vehicle is side east or civ. The same thing happen with other vehicle. Here i used 4 snatchel charges at same time on a bmp2 (east side - right corner) who was builded from the editor. Incredible score, isn't it ? Edited January 29, 2011 by code34 Share this post Link to post Share on other sites
sickboy 13 Posted January 29, 2011 (edited) (Serious) problems; http://ace.dev-heaven.net/wagn/Bug_Reporting Edited January 29, 2011 by Sickboy Share this post Link to post Share on other sites