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sickboy

ACE 1.8 (Advanced Combat Enviroment) for OA/CO

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Hi how big was this update me mates are having all kinda of issues for some reason?.

Was it a large update today?.

thanks

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Hi how big was this update me mates are having all kinda of issues for some reason?.

Was it a large update today?.

thanks

Please post with details to the issue tracker and we'll have a look.

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Hi guys,playing a TVT 40vs40 Dynamic Campaign using Ace 1.8 stable+Isla Duala 1.81+R3F revive we experimented a lot of crashes.

People crashing usually were part of the same team,so all the team crashed toghether and this is very strange imho.

Does anybody know if there are incompatibilities between ACE and R3F revive,or between ACE and Duala?

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ok so where are the woodland bradlys?? i search and another guys asked twice, and still no answer. i too am curious.

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ok so where are the woodland bradlys?? i search and another guys asked twice, and still no answer. i too am curious.
Is it on the classlists? http://ace.dev-heaven.net/wagn/Classlists

If not then you don't have to search any further eh :)

---------- Post added at 10:34 ---------- Previous post was at 10:33 ----------

Hi guys,playing a TVT 40vs40 Dynamic Campaign using Ace 1.8 stable+Isla Duala 1.81+R3F revive we experimented a lot of crashes.

People crashing usually were part of the same team,so all the team crashed toghether and this is very strange imho.

Does anybody know if there are incompatibilities between ACE and R3F revive,or between ACE and Duala?

Try a different island and see if you experience the same problems.

Otherwise please see http://ace.dev-heaven.net/wagn/Bug_Reporting

---------- Post added at 10:35 ---------- Previous post was at 10:34 ----------

With all the changes to the arty system are the docs up to date

There are no changes to Artillery, only additions.

Documentation @ http://ace.dev-heaven.net/wagn/Features

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[uGAF] ACE_Dev YAS Repo:

@ACE__________470

@ACEX_________318

@ACEX_RU______39

@ACEX_SM______85

@ACEX_USNavy _41

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/index.php?option=com_kunena&func=view&catid=49&id=591&Itemid=192#591

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Got a report about possible problems regarding ACE2 and GLT Missilebox:

Error getpos: Type String, expected Object,Location

File x\ace\addons\sys_destruction\fnc_rifle.sqf, line 5

Could you take a look at this?. Thank you.

Edited by [FRL]Myke
Rephrased, first "verson" was inappropriately formulated.

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How to use IEDs in ACE 1.9 RC3 for Arma OA

FqGbC4mBaDU

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Thanks Swedge, added the video to; http://ace.dev-heaven.net/wagn/Videos

Myke;1868502']Got a report about possible problems regarding ACE2 and GLT Missilebox:

Please fix this. Thank you.

Sounds like perhaps using an old CBA (XEH) version.

Needs details like rpt; http://ace.dev-heaven.net/wagn/Bug_Reporting' date=' and repro steps or mission if possible.

Or some vehicle using BIS_Effects_EH_Fired (or BIS_Effects_Rifle function directly) in Extended_Fired_EventHandlers instead of the required Extended_FiredBis_EventHandlers (which support the new BIS fired eventhandler parameters as introduced by BIS some months ago).

http://dev-heaven.net/projects/cca/wiki/Extended_Eventhandlers#New-in-303-Extended_FiredBIS_Eventhandlers-and-support-for-addons-that-do-not-support-XEH

This is not applicable to the missile box, but perhaps another addon.

The problem probably occurs also when he disables ACE, but then in the original script "ca\Data\ParticleEffects\SCRIPTS\muzzle\rifle.sqf".

Edited by Sickboy

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Has the latest version of ACE removed the ability to team switch to units of other factions?

That would be a horrendous move and an enormous pain in the ass for anyone who has ever tried to playtest a mission effectively, or just played around with the editor. It would mess up most of my SP. Any given mission requires the maker to check and double-check the placement of many units, while switching back and forth between sides to gauge reactions, ammo levels, etc. Dropping a bunch of units into a city is no fun if I can't play both sides anymore.

Edit: I just launched OA vanilla and yep, cross-faction unit switching was working again. Surely this can't be a deliberate change? Unit switching breaks a host of ACE systems as is, so let us act at our own risk. Avoiding exploits is the job of the mission creator.

Edited by maturin

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Nope not a deliberate change. Please create a ticket with repro mission and i'll check up on it.

Can't think of anything we do that would block TeamSwitch though..

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It's just you.

Knowing which one would help me formulate a more accurate answer.

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I only notice that the RPGs now have a sound like a whistle, I never noticed it before

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Is it just me or the RPG drops bloody fast?

Use the scoped RPG, it has markings on it that help you aim. IIRC left side is for PG7V rockets, right side is PG7VL rockets (might be switching it up, in any case the PGV7 is the one that doesn't drop as much), and the center crosses (mostly lower on the scope) are for PG7VR which drops much faster.

If you mean fast compared to vanilla, then of course yes, since rocket ballistics in vanilla are completely messed up.

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It still depends which warhead he means.

If you mean fast compared to vanilla, then of course yes, since rocket ballistics in vanilla are completely messed up.

This.

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What files are needed to make ACE work well with vanilla missions and campaigns? I've seen it posted before, but I cannot locate it now.

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What files are needed to make ACE work well with vanilla missions and campaigns? I've seen it posted before, but I cannot locate it now.
In non ACE-designed missions, the vehicle damage system can cause mission end / objective complete triggers to fail because the vehicles aren't always fully destroyed. In such case, you could revert to the default damage handling system;

http://ace.dev-heaven.net/wagn/Vehicle_Damage_System+notes

Edited by Sickboy

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It appears (to me) that the dev-heaven website is down.. I can't even get to the main page, i just get "server not found"

When starting six updater the command prompt updater box appears, gives a 404 error and the program crashes.

Anyone else having problems?

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It appears (to me) that the dev-heaven website is down.. I can't even get to the main page, i just get "server not found"

When starting six updater the command prompt updater box appears, gives a 404 error and the program crashes.

Anyone else having problems?

Temporary issue caused by provider. Should be okay again soon.

Updater shouldn't crash though, you using latest version? (2.2dev).

When it can't reach a host it is supposed to move on to the next;

[iNFO] six-updater 10:15:07: = @CBA

[iNFO] six-updater 10:15:07: Installing... This might take a while, please wait.

[iNFO] six-updater 10:15:07: Initializing c:/games/arma2/@CBA

[iNFO] six-updater 10:15:07: Selected host: http://rsync.dev-heaven.net:82/rel/cba/.pack

[iNFO] six-updater 10:15:07: Processing .repository.yml

[ERROR] six-updater 10:15:09: RuntimeError Error while processing fetch_file

[iNFO] six-updater 10:15:09: Selected host: rsync://zeus2.zeus-community.net/rel/cba/.pack

[iNFO] six-updater 10:15:10: Repository version: 0

[iNFO] six-updater 10:15:10: Calculating checksums for pack

...

Need your updater log files to fix it.

Edited by Sickboy

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I can run SIX in no auto-update mode, it's telling me that my version of @ACE is up to date, but on joining a server I am one version behind. When I click the sync button in SIX it gives me this message:

21:56:15: Synchronizing...

21:56:16: NoMethodError undefined method `split' for nil:NilClass

21:56:18: WARNING: No objects received, possibly issue with connection (timeout?), or server site

From what I can tell, If it can't find out which is the latest version (this must be hosted on dev-heaven?) then it must assume that I have the latest one.

P.S yes my version is 2.2dev :)

Edited by trezza

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