code34 248 Posted January 29, 2011 done: http://dev-heaven.net/issues/17103 Share this post Link to post Share on other sites
ray243 11 Posted January 29, 2011 BIS engine limitation. http://dev-heaven.net/issues/13335Read the Documentation. Read the documentation, but it doesn't really help me. :( Share this post Link to post Share on other sites
kage74 10 Posted January 29, 2011 Just wondering are there were any plans to update the ACEX_PLA? It's been awhile since it was updated and maybe adding some North Korean stuff would be possible? *hint hint* Share this post Link to post Share on other sites
xeno 234 Posted January 29, 2011 Just wondering are there were any plans to update the ACEX_PLA? No, there are no plans to update ACEX_PLA. Xeno Share this post Link to post Share on other sites
ravendk 25 Posted January 29, 2011 Is there any documentation on how to use the new Mortar features ? Share this post Link to post Share on other sites
manzilla 1 Posted January 29, 2011 Read the documentation, but it doesn't really help me. :( Really? It explains it pretty well. http://ace.dev-heaven.net/wagn/Folding_GL_sights Explosives? Try the self interaction key. That's in the WAGN as well. Gas masks... well you can find it. No need for me to do it all. ;) Share this post Link to post Share on other sites
galzohar 31 Posted January 29, 2011 Gas masks were also in self interaction key last time I checked, but you do need to edit the Arma 2 Operation Arrowhead\userconfig\ACE\ace_clientside_config.hpp to replace "John Doe" with your own character name. Share this post Link to post Share on other sites
stk2008 14 Posted January 29, 2011 Gas masks were also in self interaction key last time I checked, but you do need to edit the Arma 2 Operation Arrowhead\userconfig\ACE\ace_clientside_config.hpp to replace "John Doe" with your own character name. Im sure this way was abandoned and the new way is to use the clippi tool?. Share this post Link to post Share on other sites
galzohar 31 Posted January 29, 2011 Correct me if I'm wrong, but afaik the clippi is only used for all other settings, but this still needs to be edited in the userconfig folder. Share this post Link to post Share on other sites
stk2008 14 Posted January 29, 2011 (edited) Correct me if I'm wrong, but afaik the clippi is only used for all other settings, but this still needs to be edited in the userconfig folder. Nope I all most 100% sure its all in clippi now. look at change manual settings in there is a select your identity yo in game name should be in the drop down box :) EDIT Completely unrelated to the discussion above (apart from is all so ACE) but I was playing on an ACE server earlier and shot an AI gunner. Now either ACE added it or I was blind to it before but he kinda lost step and tumbled to the floor and clambered back up it looked very realistic. Edited January 29, 2011 by stk2008 Share this post Link to post Share on other sites
manzilla 1 Posted January 30, 2011 Correct me if I'm wrong, but afaik the clippi is only used for all other settings, but this still needs to be edited in the userconfig folder. The profile part I thought so. I added it to mine at the beginning. Share this post Link to post Share on other sites
VKing 12 Posted January 30, 2011 Now either ACE added it or I was blind to it before but he kinda lost step and tumbled to the floor and clambered back up it looked very realistic. Yup, that happens sometimes when you get shot. It happens to players too :D Share this post Link to post Share on other sites
noubernou 77 Posted January 30, 2011 Figured I'd post and subscribe since I haven't to this thread yet. Enjoy the artillery. :) Share this post Link to post Share on other sites
WallyJas 10 Posted January 30, 2011 Hi guys, I was wondering if there are any plans to enable the pilot of a gunship chopper to use the gun camera (TADS)? There is a lovely little 'fire control' option to enable manual fire it would also be great if the pilot could also manually target for the hellfires and cannon using the TADS just like the gunner can. Any plans? Share this post Link to post Share on other sites
zio sam 77 Posted January 30, 2011 i'm absolutely for NO. pilots have to fly,gunners have to use hellfires and cannon,remember Ace mod,when realism matter! Share this post Link to post Share on other sites
ray243 11 Posted January 30, 2011 Explosives? Try the self interaction key. That's in the WAGN as well. Gas masks... well you can find it. No need for me to do it all. ;) No, the gasmask used to work on those mercenaries, and now, they don't. Its because of ACE. And balaclava too! Share this post Link to post Share on other sites
sickboy 13 Posted January 30, 2011 No, the gasmask used to work on those mercenaries, and now, they don't. Its because of ACE. And balaclava too! http://ace.dev-heaven.net/wagn/Bug_Reporting Share this post Link to post Share on other sites
Petko 10 Posted January 30, 2011 Hi! Where can i find a more in depth information about ace_sys_wounds? Especially about a mission makers point of view. The overhaul at http://ace.dev-heaven.net/wagn/Wounds_Overhaul is not enough for me. Im building a mission with a player hostage who is meant to be wounded. I want to achive some kind of scripting method to require the hostage taker team to repeatedly examine and treat him, in about 20-30min intervals, or he will die. From a players perspective i dont even know the basics of the ACE wounding system, what is the connection between wounding - bleeding - unconsciousness - pain - cardiac arrest? What effect does bleeding have besides making a mess around you? I assume you slowly loose health, but in what extent? Whats the main bad effect of beeing in pain? Thats whats making it harder to aim? And when should someone use the CPR? When the death counter is counting on somone? And what are the scripting commands to produce these different effects for someone? If i use call ace_sys_wounds_fnc_addDamage to damage someone, does the bleeding/low blood pressure/pain effects arise? Share this post Link to post Share on other sites
memphisbelle 99 Posted January 30, 2011 (edited) Hi!Where can i find a more in depth information about ace_sys_wounds?... check this: http://ace.dev-heaven.net/wagn/Wounding_System Edited January 30, 2011 by MemphisBelle content removd Share this post Link to post Share on other sites
Petko 10 Posted January 30, 2011 check this: http://ace.dev-heaven.net/wagn/Wounding_System Sorry, i was not clear enough. I meant i read through all the information that exist on dev-heaven.net, and thats what is not enough on this matter for me. Share this post Link to post Share on other sites
fimpen 1 Posted January 30, 2011 Anyone knows what happend to the AOR troops ? I seem unable to find them. IIRC they were under "AE US Navy" before, but now they are nowhere to be found. Share this post Link to post Share on other sites
AnimalMother92 10 Posted January 30, 2011 The SEALs were causing crashes and were removed awhile back. Share this post Link to post Share on other sites
victim913 10 Posted January 30, 2011 I was wondering if the wounding system can be made a little more SP friendly. It causes huge problems with team switch. The 2 issues for me is; First, if I push "T" to see the team switch screen, you have no idea who is wounded. I have had the headache of switching in to a wounded body, who is blacked out, or dead a second later. It causes me to have to restart the mission, because my soul is stuck in a dead body. Normally when dead, game over, or i can team switch. But ACE causes you to jump into a dead body and can't do anything but restart. Second, if I black out, and have no medic, i must wait the 5 minutes to bleed out in order to team switch. Once you start to fade, all team switching is impossible. Or is it possible for me to change a pbo in order to fix it on my own system. Thanks Share this post Link to post Share on other sites
maturin 12 Posted January 30, 2011 Team switching breaks a whole host of mods and features. If you team switch to a Playable unit, you can't use earplugs anymore. Share this post Link to post Share on other sites
AnimalMother92 10 Posted January 31, 2011 If you team switch to a Playable unit, you can't use earplugs anymore. Not quite true ;) //In each unit's init write: //nul = [this] execVM "earplugs.sqf"; if (isDedicated) exitWith {}; _unit = _this select 0; waitUntil {_unit == player}; if (_unit hasWeapon "ACE_Earplugs") then { [_unit] execFSM "\x\ace\addons\sys_goggles\use_earplug.fsm"; }; http://dev-heaven.net/projects/acex/repository/revisions/develop/entry/addons/missions/mpmissions/co@08_Reaper.Takistan/earplugs.sqf Share this post Link to post Share on other sites