zio sam 77 Posted April 2, 2011 Wasn't there some scripting command?Something like this, by mission maker: enableArtilleryComputer false; I come back with another question :butbut: the command is correct but in this way i can only use the mortar in close mode,how can i switch to medium or far(because right now i can't hit a target further than 1 km even with the right setup in the mortar range tables) Share this post Link to post Share on other sites
froggyluv 2136 Posted April 2, 2011 Hi, was playing MP with me mate last nite, got to the objective, figured out how to set the satchels using ACE self action -but for the life of us, couldn't figure out how to detonate!!! I looked on the ACE Q/A underexplosives and saw nothing that would help. Also, I just updated ACE to latest version last nite but for a while now I've been getting the "Me/UserconFig/Ace Clientside is outdated" or something. Thanks in advance :) Share this post Link to post Share on other sites
Guest Posted April 2, 2011 Hi, was playing MP with me mate last nite, got to the objective, figured out how to set the satchels using ACE self action -but for the life of us, couldn't figure out how to detonate!!! I looked on the ACE Q/A underexplosives and saw nothing that would help. Also, I just updated ACE to latest version last nite but for a while now I've been getting the "Me/UserconFig/Ace Clientside is outdated" or something. Thanks in advance :) Looked for this already? http://ace.dev-heaven.net/wagn/Explosives+howto Share this post Link to post Share on other sites
froggyluv 2136 Posted April 2, 2011 Looked for this already?http://ace.dev-heaven.net/wagn/Explosives+howto Ahhh- I really need to just spend a couple days looking thru that site. Thanks! Share this post Link to post Share on other sites
Tonci87 163 Posted April 2, 2011 May I ask why you changed the Javelin and how you want to improve it? Because now, some Missions are royally F**** :mad: Example: Before this Update Mission worked like this. You had to drive to a specific point, take a Javelin out of the car and fight some armoured vehicels. Ammo was in the vehicle. Now it works like this: Take out the javelin, ohhh F*** its just the tube....well thanks god that there is a Javelin Gunner in my Team, I´ll take his CLU. Blow up first vehicle go back to the car..."Now what is that? I can´t pick up Ammo" *Boom, killed by the Tank* I like the general Idea of seperating the two, but could you please improve it so that it doesn´t break Missions? Share this post Link to post Share on other sites
VKing 12 Posted April 2, 2011 (edited) I come back with another question :butbut:the command is correct but in this way i can only use the mortar in close mode,how can i switch to medium or far(because right now i can't hit a target further than 1 km even with the right setup in the mortar range tables) Default 'F' (change weapon/firemode) key. Javelin Make a ticket and ask for it to be fixed/changed/explained. Your fake swearing (or maybe the forum's censoring it) make you sound like a 14-year old, btw. You don't need to be angry in order to dislike something. Edited April 2, 2011 by VKing Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2011 May I ask why you changed the Javelin and how you want to improve it? Because now, some Missions are royally F****:mad: Example: Before this Update Mission worked like this. You had to drive to a specific point, take a Javelin out of the car and fight some armoured vehicels. Ammo was in the vehicle. Now it works like this: Take out the javelin, ohhh F*** its just the tube....well thanks god that there is a Javelin Gunner in my Team, I´ll take his CLU. Blow up first vehicle go back to the car..."Now what is that? I can´t pick up Ammo" *Boom, killed by the Tank* I like the general Idea of seperating the two, but could you please improve it so that it doesn´t break Missions? Well, there's general problem with keeping compatibility there, but in my opinion change is worth forcing people to change the way they make missions. What are the reasons? 1. Vintage magazines cannot be automatically translated to weapons, because this could lead to exploits, countering the way disposable weapons sys is designed. 2. The said change that has to be made to missions is very simple - give people weapons instead of magazines (addWeaponCargo ["Javelin",1]; addMagazineCargo ["Javelin",2] -> addWeaponCargo ["Javelin",2]) 3. Javelin changed to disposable tube allows Javelin gunners to get more magazines, and even two missiles at once when using WOB feature. Share this post Link to post Share on other sites
Tonci87 163 Posted April 2, 2011 Yeah, but what if those are old missions that are not gonna reworked just because of ACE. And there are enough Mission makers out there who don´t build their Missions with ACE in Mind Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2011 This is the same problem as with M136 and all the disposable munitions. Won't happen I think. Share this post Link to post Share on other sites
sickboy 13 Posted April 2, 2011 (edited) All ACE boxes etc are all properly updated already for next update. Perhaps we can cook some up for other boxes. First time pick-up add-clu should be possible too, simply tag the unit that he already had one, and reset at respawn. Edited April 2, 2011 by Sickboy Share this post Link to post Share on other sites
Tonci87 163 Posted April 2, 2011 That would be great Share this post Link to post Share on other sites
DaveP 66 Posted April 2, 2011 Default 'F' (change weapon/firemode) key.Make a ticket and ask for it to be fixed/changed/explained. Your fake swearing (or maybe the forum's censoring it) make you sound like a 14-year old, btw. You don't need to be angry in order to dislike something. Perhaps a module that checks whether the CLU is at all present in the mission, and if not give it to a player the first time they pick up a tube Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2011 (edited) Perhaps a module that checks whether the CLU is at all present in the mission, and if not give it to a player the first time they pick up a tube That MIGHT work perhaps. However ATM we're considering mostly making BIS boxes up to ACE standard; the problem with changing crates content @ init is that they don't support XEH, and doing that during the mission would both take CPU power and give possibility to exploit (you'd be able to spawn a busload of ammo with single weapon crate or even weapon holder). Also giving CLU to anyone is not very wise, because this way we let ammo bearers to fire their own missiles. Edited April 2, 2011 by zGuba Share this post Link to post Share on other sites
galzohar 31 Posted April 2, 2011 The thing is with M136 is that you need less, not more, and thus vanilla missions are compatible. Updating BIS boxes will probably be a good step towards saving at least *some* non-ACE missions to work with ACE, but still missions that use custom loadouts for units will be broken. Can't think of a good solution though other than a server setting that disables this functionality, just like with the armor system. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2011 To clear up some gossips, CLU is added automatically to any unit that has Javelin in its config weapons array. Other than that ammo management is simply the same as with M136 or LAW. Exactly galzohar, indeed problem lies in custom scripts that were done before the update or not with ACE in mind; first ones obviously should be updated, for second I can make a module that disables the sys_disposal (and it's not hard to make an addon serverside disabling whole module). Share this post Link to post Share on other sites
galzohar 31 Posted April 2, 2011 A module would require editing the mission, which means you might as well just update it. If anything, though, make the module automatically add CLU to anyone who picks up a javelin tube. Though again like with the armor system it's probably better as a server setting. But like I said a 100% solution is probably impossible. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2011 (edited) Sorry, but adding CLU to anyone owning a tube is not a solution. This way we'll make Javelin assistant able to fire his own rounds, breaking common sense. Instead of, serverside You can add anything You want. If You can enforce the armor sys off, then You'll be able to disable disposal as soon as we let You do so with ease. ;) (Just don't forget to bring the 6-slot placeholders or You'll find yourself using handgrenade-sized missiles.) Edited April 2, 2011 by zGuba Share this post Link to post Share on other sites
PTV-Jobo 820 Posted April 2, 2011 Heya Sick, I just got around to updating ArmA (recent most 1.59 full patch + 79600 beta) and ACE, as I had to get a 3rd wisdom tooth yanked, so been kinda sore up till now. Anyways, I'm notposting just to tell you that obviously, lol. I noticed the animation bug as reared its sneaky little head again. I was prone and was able to do the 1ms insta-reload again. I know when I first reported it, you guys released a quick fix and it sorted it right out. But I'm assuming once again BIS changed something so it's back again. As same before--M249 or M240, spend some rounds then either crouch or go prone and hit reload. You're instantly able to resume firing magically, even though you still hear the reload sound finishing. I also noticed that if I use the little upper right stance icon--what is happening is when standing and reloading, the icon switched to crouched. Once it finishes reloading/reload animation, it turns back to standing. Just like last time. I'd try the previous anim pbo fix, but unsure if that would break anything with the newest ACE version or not. Share this post Link to post Share on other sites
galzohar 31 Posted April 2, 2011 Sorry, but adding CLU to anyone owning a tube is not a solution. This way we'll make Javelin assistant able to fire his own rounds, breaking common sense.Instead of, serverside You can add anything You want. If You can enforce the armor sys off, then You'll be able to disable disposal as soon as we let You do so with ease. ;) (Just don't forget to bring the 6-slot placeholders or You'll find yourself using handgrenade-sized missiles.) The point was to just enable it on the server when actually playing missions that would otherwise be broken, and keep it off for other missions. But yeah, most server admins will probably not take the time to properly use such an option anyway, just like with the current armor system disable option. One would have to know a mission actually gets broken by this before enabling the "backwards compatibility fix", and then need to enable it just for that mission which afaik would require restarting the whole server. Don't get me wrong, by default imo the new ACE behavior is always preferred, so at least new missions will take advantage of the new features, but where it's possible to improve backwards compatibility it should be considered (though in this case there probably isn't a true solution anyway). Share this post Link to post Share on other sites
xeno 234 Posted April 2, 2011 I just got around to updating ArmA (recent most 1.59 full patch + 79600 beta) and ACE, as I had to get a 3rd wisdom tooth yanked, so been kinda sore up till now. Anyways, I'm notposting just to tell you that obviously, lol. I noticed the animation bug as reared its sneaky little head again. I was prone and was able to do the 1ms insta-reload again. I know when I first reported it, you guys released a quick fix and it sorted it right out. But I'm assuming once again BIS changed something so it's back again. It's caused by the beta patch. It still contains the hotfix_oa_154.pbo which has wrong or older anim config changes. Just remove the hotfix_oa_154.pbo file and it should be fine. It's in Expansion\beta\expansion\addons Xeno Share this post Link to post Share on other sites
mrcash2009 0 Posted April 2, 2011 I notice the new detail for the compass, I just wondered if you can choose to go back to normal compass (from first person in game view, not map) I like the idea but the zoomed section and the more tilt to the compass itself is very hard to read with night vision and its "glow". Im having to use pgdn for NV level right down to 30 to read it at night, even if I turn. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 2, 2011 This little addon should help You guys having problems with 3rd party missions, until they're made up to new Javelin ammo distribution standard. We already took care of stuff within mod, I'm sorry for the issues and disappointment at first sight - though I believe they're just temporary. Best regards Share this post Link to post Share on other sites
sickboy 13 Posted April 2, 2011 I notice the new detail for the compass, I just wondered if you can choose to go back to normal compass (from first person in game view, not map) I like the idea but the zoomed section and the more tilt to the compass itself is very hard to read with night vision and its "glow".Im having to use pgdn for NV level right down to 30 to read it at night, even if I turn. http://dev-heaven.net/issues/18635 Share this post Link to post Share on other sites
mrcash2009 0 Posted April 2, 2011 Ah cheers mate, didnt spot it, will post comments. Share this post Link to post Share on other sites
jocko-flocko 13 Posted April 4, 2011 First of all let me say this is by far the best mod I have ever used since I started playing the original OFP back in late 2000, this is outstanding stuff, top notch. Thank you to all who put the massive time into creating this! :) I sincerely appologize if this has been brought up before, but are vehicle crosshairs disabled on purpose? I know how to enable the regular crosshairs using the little clippi tool you guys provide and my infantry crosshairs are fine. It's vehicle and static vehicle crosshairs I am having an issue with. Static M2 machine guns for example have no crosshairs, or the static TOW launcher. Neither do the high RPM guns on the Littlebird helicopters. Is this on purpose, as in so players use tracers to dial in targets? Share this post Link to post Share on other sites