mrcash2009 0 Posted April 1, 2011 Ok thanks (rocko?) I just thought that with its use it might have been a small shell blast just to break open for canopy. At them moment with soundmods its like a normal grenade shell explosion .. I just thought that might have been the wrong "type" of sound was all. Thanks for reply, and your "jazzy" sig :) Share this post Link to post Share on other sites
xeno 234 Posted April 1, 2011 Oh lord make those red avatars go away :rolleyes: Xeno Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 Oh lord make those red avatars go away :rolleyes:Xeno The day's almost over :eek: :cool:---------- Post added at 15:16 ---------- Previous post was at 14:32 ---------- http://ace.dev-heaven.net/wagn/ACE_PvP_Announced As announced by the PR team, the PR: ArmA2 project hasn't actually been cancelled, and there are no plans for ACE_PvP :) Aprils fools! Share this post Link to post Share on other sites
zio sam 77 Posted April 1, 2011 Hi! I have a question:is it possible to remove the arty computers from mortars so they can be operated only by rangetables provided by ACE and not with the cheating artycomp that came with OA? Share this post Link to post Share on other sites
king homer 1 Posted April 1, 2011 Oh lord make those red avatars go away :rolleyes:Xeno Sorry mate, I like'em too much. Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 Hi! I have a question:is it possible to remove the arty computers from mortars so they can be operated only by rangetables provided by ACE and not with the cheating artycomp that came with OA? Wasn't there some scripting command? Something like this, by mission maker: mortar enableArtilleryComputer false; Share this post Link to post Share on other sites
VKing 12 Posted April 1, 2011 (edited) enableEngineArtillery false; http://community.bistudio.com/wiki/enableEngineArtillery I think. Edited April 1, 2011 by VKing Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 ACE for OA 1.10 RC1 Released! Release Notes Enjoy! Share this post Link to post Share on other sites
g-man-853 10 Posted April 1, 2011 [uGAF] ACE_Dev YAS Repo: @ACE__________475 @ACEX_________323 @ACEX_RU______42 @ACEX_SM______86 @ACEX_USNavy _44 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 Share this post Link to post Share on other sites
cole 0 Posted April 1, 2011 no april's fools in the update? :( red ACED logo maybe? Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 no april's fools in the update? :(red ACED logo maybe? :D You'll find out once you're playing for a while ;) Share this post Link to post Share on other sites
cole 0 Posted April 1, 2011 :D You'll find out once you're playing for a while ;) thanks, now I won't be able to sleep until I find it.. :D Share this post Link to post Share on other sites
[kh]jman 49 Posted April 1, 2011 Kellys ACEOA YAS Repo updated to ACEOA b.475 (ACE 1.10 RC1) Six Updater Info and FAQ Share this post Link to post Share on other sites
GD Mast 0 Posted April 1, 2011 (edited) What do I have to do now to get sunglasses working? In the old ace_clientside_config, there was class identity section and I would add lines like this: ////////--E D I T below THIS LINE--//////////*/ class Identity { face="Default"; glasses="None"; speaker="Male03"; pitch=0.99223691; name="GDMast"; I see now that there's a line called ACE_IDENTITY. What's changed and what do I do now to get glasses working again? Thanks, Edited April 1, 2011 by GD Mast Share this post Link to post Share on other sites
Smurf 12 Posted April 1, 2011 You can´t select them in the Profile Menu ingame? Share this post Link to post Share on other sites
GD Mast 0 Posted April 1, 2011 While in game, I can select a pair of sunglasses but I can't put them on. The ace_clientside_config changed from the old one I had saved to desktop. Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 (edited) While in game, I can select a pair of sunglasses but I can't put them on. The ace_clientside_config changed from the old one I had saved to desktop. Try and use the new ace clippi in @ACE\clippi folder, set your identity there, save and start game. Edited April 1, 2011 by Sickboy Share this post Link to post Share on other sites
GD Mast 0 Posted April 1, 2011 Ok, I'll go and check it out. Thanks for the quick responses. Share this post Link to post Share on other sites
andersson 285 Posted April 1, 2011 If its not working, install NET4.0. Sickboy, ace clippi is heaven sent when I have to give startup support to the guys I play with. Thank you so much! Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 If its not working, install NET4.0.Sickboy, ace clippi is heaven sent when I have to give startup support to the guys I play with. Thank you so much! Need to thank Xeno, it's his :-) Share this post Link to post Share on other sites
metralla 19 Posted April 1, 2011 (edited) Missile is invisible on the boxes Ammunition and the soldier's inventory :eek: the string now works fine Edited April 2, 2011 by Metralla Share this post Link to post Share on other sites
sickboy 13 Posted April 1, 2011 The javelin does not work, missile is invisible on the boxes Ammunition and the soldier's inventory :eek: the string now works fine http://ace.armastack.info/index.php/142/how-to-use-javelin-with-seperate-cluWill be improved. Will also remove the missiles :) Share this post Link to post Share on other sites
DankTank 10 Posted April 2, 2011 in the init field of each unit: this disableAI "MOVE"; Alternatively this in the init field of the group leader if it is a squad: {_x disableAI "MOVE"} forEach units group this; See http://community.bistudio.com/wiki/disableAI for more info. Thanks I have done this, the problem is then the AI is really stupid and does not face the correct direction. When I try to have them commandWatch or doWatch they ignore that. Share this post Link to post Share on other sites
metralla 19 Posted April 2, 2011 http://ace.armastack.info/index.php/142/how-to-use-javelin-with-seperate-cluWill be improved. Will also remove the missiles :) LOL :D to use Javelin with seperate CLU OK Thank. Have when you work in a more realistic device fixation target in the javelin. Share this post Link to post Share on other sites