maturin 12 Posted May 6, 2011 Depends on the server. I've never found myself ahead, but frequently behind. Share this post Link to post Share on other sites
galzohar 31 Posted May 6, 2011 Some stay up to date, some use stable, and some neither (aka use the latest beta version but don't update it immediately after it's released). Share this post Link to post Share on other sites
paplate 10 Posted May 6, 2011 I've noticed I've had a problem with CBA and ACE. It seems that whenever I start up a mission I get a message in the corner that says CBA cannot find the version info for Extended Event Handlers (@XEH), and that I need to update to 3.0.6. I've downloaded the most recent version of @CBA, and I've still been getting this. I've checked the .pbos, and the eventhandlers are there. There also isn't an addon for standalone @XEH...well, there is for ArmA, but not ArmA II. It's affected ACE - launchers have unlimited ammo, I can't rest weapons on anything, and I've noticed that even the pvp animation pack doesn't work. I've searched this thread, as well as the forum, and have found nothing. So, I ask...what do I do to fix this? Share this post Link to post Share on other sites
abdecken 1 Posted May 6, 2011 Is there a way to call the ACE enable ai talk module using a script like: unit say ["ace_talk_module_sound1",5] Share this post Link to post Share on other sites
metalcraze 290 Posted May 6, 2011 Is AI firing ATs at infantry a thing of the recent update? Because they shouldn't do that as they quickly waste them on the first infantry squads they see making them completely defenceless against any vehicle they may encounter later. Share this post Link to post Share on other sites
Robalo 465 Posted May 7, 2011 Is AI firing ATs at infantry a thing of the recent update?Because they shouldn't do that as they quickly waste them on the first infantry squads they see making them completely defenceless against any vehicle they may encounter later. No, it's the same with Vanilla. Share this post Link to post Share on other sites
riouken 15 Posted May 7, 2011 I need to get an single dimensional array of the ruck contents. The normal function(ACE_fnc_RuckMagazinesList) returns a multidimensional array: [["30Rnd_556x45_Stanag",6],["SmokeShell",1],["HandGrenade_West",4]] I found this function for ACE 1: http://community.bistudio.com/wiki/ACE_Features#Rucksack_System To get a list of ruck mags: _mags = _unit call ACE_Sys_Ruck_RuckMagazines the list will be a standard plain array just like what 'magazines' command returns. but it does not work in ACE2. Is there another function I can use to get a normal array of the ruck contents with out resorting to converting the multidimensional array with a complicated format string? Share this post Link to post Share on other sites
d3lta 10 Posted May 7, 2011 (edited) To test the ACE2 Wound system: I created a little and simple mission, I put in editor, six soldiers (With Medic and Medic Cache) and the modules ACE2 'Wound System' , 'Only Medics can to use epi' on the map Zargabad). WITHOUT UPSMON. Ace Version: 1.10 (no update 1) Arma2 OA+DLCs: Steam version Others mod/scripts: none j2jdBdoHxwg I played for 1 hour in single player, see the medic fail, He just crawls, not stand up, not cure. Other video with the same/others problem (here UPSMON active): CFj9P9SpcEo Edited May 7, 2011 by D3lta Share this post Link to post Share on other sites
metalcraze 290 Posted May 7, 2011 No, it's the same with Vanilla. Hmm I just remember that before this update there was none of this probably because I'm also running Zeus which blocks AI from using ATs on the infantry - but since this update it probably gets overridden Share this post Link to post Share on other sites
Wastelander 10 Posted May 7, 2011 ACE for OA 1.10 Update 1 Released!http://ace.dev-heaven.net/wagn/ACE_1_10_Update_1 Also see: Six Updater 2.4 WIP Report After applying this update I get a clientsideconfig out of date message? I did not update it first time and assumed still used V11? The update appears to be V11 as well ? Share this post Link to post Share on other sites
oggmeista 10 Posted May 7, 2011 (edited) huh? sick-boy I don't understand this why would I be running e-set av? im running bitdefender and I followed your link to that page but all I could find to do was open ports for n-sync etc etc and ive done that Every time I start most of the mods return to either blue or yellow icons in 6 and I have to re-install or update them every time which takes hours, like this it,s completley pointless for me. and nothing can be enabled or disabled in game what gives?? :-( your telling me to ignore the runtime error but why would I be having this problem if your all sure that's not the problem then what is? I was asked to put the log into a ticket, could someone be kind enough to explain to me how I go about doing that THX Edited May 7, 2011 by oggmeista Share this post Link to post Share on other sites
Robalo 465 Posted May 7, 2011 (edited) I need to get an single dimensional array of the ruck contents.The normal function(ACE_fnc_RuckMagazinesList) returns a multidimensional array: [["30Rnd_556x45_Stanag",6],["SmokeShell",1],["HandGrenade_West",4]] I found this function for ACE 1: http://community.bistudio.com/wiki/ACE_Features#Rucksack_System but it does not work in ACE2. Is there another function I can use to get a normal array of the ruck contents with out resorting to converting the multidimensional array with a complicated format string? Use: ACE_sys_ruck_fnc_RuckMagazines and ACE_sys_ruck_fnc_RuckWeapons Edited May 7, 2011 by Robalo_AS Share this post Link to post Share on other sites
sickboy 13 Posted May 7, 2011 (edited) huh? sick-boy http://six.dev-heaven.net/wagn/Six_Updater#comment-199136316At least upgrade your bitdefender to the latest available version if not the case already. ---------- Post added at 09:39 ---------- Previous post was at 09:38 ---------- To test the ACE2 Wound systemPlease create a ticket with your rpt files and other requested details: http://ace.dev-heaven.net/wagn/Bug_Reporting and we'll look into it. Edited May 7, 2011 by Sickboy Share this post Link to post Share on other sites
Robalo 465 Posted May 7, 2011 After applying this update I get a clientsideconfig out of date message?I did not update it first time and assumed still used V11? The update appears to be V11 as well ? Run ACE Clippi (@ACE\clippi folder), it will update the userconfig for you. Share this post Link to post Share on other sites
atikabubu 10 Posted May 7, 2011 Something i made for my guys at the COSA group. ;) t_GhJNMeWkk Share this post Link to post Share on other sites
[kh]jman 49 Posted May 7, 2011 Kellys ACEOA YAS Repo updated to ACEOA b.487 (ACE 1.10 Update 1) KH Six Updater Info and FAQ Share this post Link to post Share on other sites
roberthammer 582 Posted May 7, 2011 Nice :) btw I had somekind error when placing ACE US Weapon crate and it was something with Mk17 ELGM RCO - specter config bug Share this post Link to post Share on other sites
sickboy 13 Posted May 7, 2011 Tnx, please put the exact error up in ticket; http://ace.dev-heaven.net/wagn/Bug_Reporting Share this post Link to post Share on other sites
roberthammer 582 Posted May 7, 2011 Hmm i just realized that bug maybe causing the at_gui_OA_fov_aim_ace addon Share this post Link to post Share on other sites
AnimalMother92 10 Posted May 7, 2011 Hmm i just realized that bug maybe causing the at_gui_OA_fov_aim_ace addon Pretty sure that's it http://forums.bistudio.com/showthread.php?p=1915670#post1915670 Share this post Link to post Share on other sites
riouken 15 Posted May 7, 2011 Use: ACE_fnc_RuckMagazines and ACE_fnc_RuckWeapons Are these called just like (ACE_fnc_RuckMagazinesList)? I tried to use ACE_fnc_RuckMagazines but it does not seem to be returning anything. Share this post Link to post Share on other sites
sickboy 13 Posted May 7, 2011 Are these called just like (ACE_fnc_RuckMagazinesList)? I tried to use ACE_fnc_RuckMagazines but it does not seem to be returning anything. http://ace.dev-heaven.net/wagn/API http://dev-heaven.net/docs/ace/files/sys_ruck/fnc_RuckMagazinesList-sqf.html Share this post Link to post Share on other sites
metalcraze 290 Posted May 7, 2011 Is it possible to revert from ACE explosion/fire/smoke effects to vanilla ones obviously without disabling ACE? (ACE effects also override stuff like WarFX) Share this post Link to post Share on other sites
sickboy 13 Posted May 7, 2011 Is it possible to revert from ACE explosion/fire/smoke effects to vanilla ones obviously without disabling ACE? (ACE effects also override stuff like WarFX)Sure, you can do anything we do or anyone else does in ArmA, http://ace.dev-heaven.net/wagn/Modification Share this post Link to post Share on other sites
metalcraze 290 Posted May 7, 2011 The question is which modules are mainly responsible for those effects so I won't go around ACE folders half blindly and if I f.e. remove them won't it break ACE and MP compatibility Share this post Link to post Share on other sites