Bon 12 Posted March 15, 2011 One question: Is the weapon crate generator provided by the ACE documentation (http://browser.dev-heaven.net/cfg_weapons/generator) up-to-date? I get tons of errors of missing config entries when applying it to a crate, as well as some weapons seem to be missing. Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2011 One question:Is the weapon crate generator provided by the ACE documentation (http://browser.dev-heaven.net/cfg_weapons/generator) up-to-date? I get tons of errors of missing config entries when applying it to a crate, as well as some weapons seem to be missing. Do you run Combined Ops and all ACE modfolders, latest versions? The generator is hooked up on the database I update at nearly every update or stable release. Your post lacks details, like which errors you get specifically. Share this post Link to post Share on other sites
Bon 12 Posted March 15, 2011 Yep, sorry you're right, should have provided more details... I am in fact running CO with CBA, ACE and ACEX, but nothing else. I was assuming all the rest of the ACE folders are optional and do not contain any weapons. Nevertheless, here the respective error messages: Error: creating weapon ACE_M249Para with scope=private Error: creating weapon ACE_M249Para_M145 with scope=private Error: creating weapon ACE_MG36A1 with scope=private Error: creating weapon ACE_MG36A1_D with scope=private Error: creating weapon ACE_CarlGustav_M3 with scope=private Error: creating magazine ACE_SMAW_Spotting with scope=private Error: creating weapon ACE_M240G_M145 with scope=private Error: creating weapon ACE_APS with scope=private Error: creating weapon ACE_APSB with scope=private Error: creating weapon ACE_Glock17 with scope=private Error: creating weapon ACE_Scorpion with scope=private Error: creating weapon ACE_FAL_Para with scope=private Error: creating weapon ACE_G36 with scope=private Error: creating weapon ACE_G36A1 with scope=private Error: creating weapon ACE_G36A1_D with scope=private Error: creating weapon ACE_G36K with scope=private Error: creating weapon ACE_G36K_D with scope=private Error: creating weapon ACE_M32 with scope=private Error: creating weapon ACE_M79 with scope=private Error: creating weapon ACE_SA58 with scope=private Error: creating weapon ACE_SCAR_L_ACOG with scope=private Error: creating weapon ACE_SCAR_L_CQC with scope=private Error: creating weapon ACE_SCAR_L_CQC_Eotech with scope=private Error: creating weapon ACE_SCAR_L_CQC_Eotech_EGLM with scope=private Error: creating weapon ACE_SCAR_L_SNIPER with scope=private Error: creating weapon ACE_SCAR_L_SPECTER with scope=private That certain weapons seem to be missing I have to take back, so nevermind that point. Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2011 Yep, sorry you're right, should have provided more details...I am in fact running CO with CBA, ACE and ACEX, but nothing else. I was assuming all the rest of the ACE folders are optional and do not contain any weapons. Nevertheless, here the respective error messages: ... That certain weapons seem to be missing I have to take back, so nevermind that point. Cheers, they are backwards compatibility classes, provided by ACEX_USNavy. They shouldn't be part of the generator, I've disable them now. Share this post Link to post Share on other sites
metalcraze 290 Posted March 15, 2011 The destroyed tank's fire lighting is still not fixed, the issue is only slightly less noticeable http://i54.tinypic.com/nl8iu1.jpg As you can see a single blown up tank lights up a whole block with ease Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2011 (edited) The destroyed tank's fire lighting is still not fixed, the issue is only slightly less noticeablehttp://i54.tinypic.com/nl8iu1.jpg As you can see a single blown up tank lights up a whole block with ease http://ace.dev-heaven.net/wagn/Bug_Reporting Edited March 15, 2011 by Sickboy Share this post Link to post Share on other sites
metalcraze 290 Posted March 15, 2011 Yes I know but that was more of a question about re-opening this issue http://dev-heaven.net/issues/16881 Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2011 Yes I know but that was more of a question about re-opening this issuehttp://dev-heaven.net/issues/16881 Just respond in the existing ticket, or create a new one, from there it will all be handled. Only discussing it in here is rather pointless unless that is all you want to accomplish :) Share this post Link to post Share on other sites
galzohar 31 Posted March 15, 2011 What happened to those weapons anyways? Many of them aren't actually redundant? Share this post Link to post Share on other sites
delta99 34 Posted March 15, 2011 Is there documentation somewhere for ACE on using Claymore's and Mortars? I must be missing something with the Mortars as I can't even figure out how to unpack them from their cases assuming I'm even looking at the right thing to begin with. And Claymore's I can place but no idea what you do from then on. I don't have any action menu items for them or anything. Share this post Link to post Share on other sites
duckmeister 10 Posted March 15, 2011 Is there documentation somewhere for ACE on using Claymore's and Mortars? I must be missing something with the Mortars as I can't even figure out how to unpack them from their cases assuming I'm even looking at the right thing to begin with.And Claymore's I can place but no idea what you do from then on. I don't have any action menu items for them or anything. http://ace.dev-heaven.net/wagn/Explosives+howto I didn't know anything either, until I saw this. Share this post Link to post Share on other sites
zio sam 77 Posted March 16, 2011 to unpack mortars use the interaction menu,first you need to place the plate,then the tube,then the ammo.interaction menu it's the way to do theese steps Share this post Link to post Share on other sites
Militant1006 11 Posted March 16, 2011 Hey guys, is there a way to make it possible to put stuff in the ACE rucks when loading weapons at the briefing screen? eg. going to 'units' then 'gear', and also when I try to add Earplugs then or something similar like a DAGR, then it adds two of them, and if I try to add another item, both disappear. Share this post Link to post Share on other sites
galzohar 31 Posted March 16, 2011 (edited) Briefing screen equipment is already bugged to hell anyway (in vanilla), I doubt ACE has the power to fix it. Quick question: Any quick way to clear ruck contents via script? Edited March 16, 2011 by galzohar Share this post Link to post Share on other sites
Militant1006 11 Posted March 16, 2011 I thought there is a function to add and remove backpack stuff? check the function viewer. Share this post Link to post Share on other sites
delta99 34 Posted March 16, 2011 http://ace.dev-heaven.net/wagn/Explosives+howtoI didn't know anything either, until I saw this. Ok, finally figured some of this out. I was unaware of the secondary interactive menu. Not sure why there isn't just one ACE interactive menu but whatever. I still had problems trying to place the tripwire on the claymore so not sure what is up with that. And to followup another post on the mortars, nothing appears in any menu when I have all the mortar gear. There are never any options to unpack or setup any of the mortar equipment. I must still be doing something wrong here. Share this post Link to post Share on other sites
styxx42 0 Posted March 17, 2011 I choose the FR_AR and he has a bandanna and not the hat. I double check him in the mission.sqm and it says FR_AR, just in case I was not picking the right guy in the editor. I put down the whole USMC team and don't see the guy I am trying to get when I load ACE.(just the ACE folder) I went here and checked what he is suppose to look like. http://community.bistudio.com/wiki/ArmA_2:_Infantry Look at the FR_AR character Picture. But I get a bandanna wearing guy with the Hvy gunner load out? I want the guy with the Green soft hat and green shirt. After much mod troubleshooting I have narrowed it down to one mod folder. It is only if I load @ACE. Is this intentional? Can I get him back but keep ACE? Has he been moved somewhere else? For that matter has there been changes to the USMC FR team? Some of the other characters don't look vanilla. Thanks (One of my squad wants this character for his avatar in game.) Share this post Link to post Share on other sites
galzohar 31 Posted March 17, 2011 I thought there is a function to add and remove backpack stuff? check the function viewer. Pack yes, unpack not so much. Not that I could find at least. Problem is even if I "hack" it and use the ACE variables rather than the API, I still have to either delete all magazines placed in a ruck OR allow you to freely refill your magazines by using the ruck. So some way to disable the ability of players to pack stuff inside their rucks would be useful. Share this post Link to post Share on other sites
anarcho 0 Posted March 17, 2011 Is there any reason to have acex_sm installed server side or is it purely clientside. I ask cos when i have it server side on my linux box the server crashes. Share this post Link to post Share on other sites
rexehuk 16 Posted March 17, 2011 Is there any reason to have acex_sm installed server side or is it purely clientside. I ask cos when i have it server side on my linux box the server crashes. Not needed. Sound mods are client side and don't make missons dependant on them (well some do but they suck), thus you dont need it on the box. This is the same story for JayArma2Lib which I've seen some people doing when they are not even using any DB functionality. The linux exe seems to have some issues at the moment from stuff I've seen about the forums, it seems very temperamental. Share this post Link to post Share on other sites
sickboy 13 Posted March 17, 2011 Is there any reason to have acex_sm installed server side or is it purely clientside. I ask cos when i have it server side on my linux box the server crashes. There's no need to run @ACEX_SM on your server, just have the acex_sm.bikey in your keys folder, that's all. Full details on the crash problem (which can be remedied): http://ace.armastack.info/index.php/109/why-does-my-linux-server-crash-show-problems-when-ace-loaded You will run into the same issues if you add more mods and/or missions. Share this post Link to post Share on other sites
Robalo 465 Posted March 17, 2011 I choose the FR_AR and he has a bandanna and not the hat.I double check him in the mission.sqm and it says FR_AR, just in case I was not picking the right guy in the editor. I put down the whole USMC team and don't see the guy I am trying to get when I load ACE.(just the ACE folder) I went here and checked what he is suppose to look like. http://community.bistudio.com/wiki/ArmA_2:_Infantry Look at the FR_AR character Picture. But I get a bandanna wearing guy with the Hvy gunner load out? I want the guy with the Green soft hat and green shirt. After much mod troubleshooting I have narrowed it down to one mod folder. It is only if I load @ACE. Is this intentional? Can I get him back but keep ACE? Has he been moved somewhere else? For that matter has there been changes to the USMC FR team? Some of the other characters don't look vanilla. Thanks (One of my squad wants this character for his avatar in game.) By default ACE replaces models that have fake, modeled rucks so it doesn't look to weird when they take ACE rucks. This can be set in userconfig. Share this post Link to post Share on other sites
anarcho 0 Posted March 17, 2011 There's no need to run @ACEX_SM on your server, just have the acex_sm.bikey in your keys folder, that's all.Full details on the crash problem (which can be remedied): http://ace.armastack.info/index.php/109/why-does-my-linux-server-crash-show-problems-when-ace-loaded You will run into the same issues if you add more mods and/or missions. thx for the info rexehuk and Sickboy adding this on fedora also seems to work :) mark hard nofile 100000 mark soft nofile 100000 One other thing some of the missions that come with ace seem to take a long time to load compared to other missions and get stuck. watched the log file on the server and this is the output where it get stuck Error in expression <effectcreate ["colorcorrections",1549]; _ppEffect ppEffectEnable true;> Error position: <_ppEffect ppEffectEnable true;> Error Undefined variable in expression: _ppeffect Error in expression <500]; _color = [_R,_G,_B,_intensity]; _ppEffect ppEffectAdjust [ 1, 1, -0.002-> Error position: <_ppEffect ppEffectAdjust [ 1, 1, -0.002-> Error Undefined variable in expression: _ppeffect this was from co@07_Crash_and_Grab though others have the same issue. Share this post Link to post Share on other sites
SOLDIER X 10 Posted March 17, 2011 Hi I am having problems with ACE HALO and playable AI units. I have given each unit the correct chute "ACE_ParachutePack" and set the height of each unit accordingly. init field - this setPos [(position this select 0), (position this select 1), 5000]; i call the HALO script on each unit from my init.SQF using. p1 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf"; p2 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf"; p3 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf"; p4 execVM "x\ace\addons\sys_eject\jumpout_cord.sqf"; All works fine and dandy until the AI deploy chutes then the AI vanish and only the chutes remain, several minuets pass before AI are reported as dead. Any help with this issue would be great, have searched but to no avail. X Share this post Link to post Share on other sites