K-M0 10 Posted May 22, 2011 For issues overriding the minMapSize, please see; http://dev-heaven.net/issues/19959#note-3AFAIK nothing has changed for Wounds in weeks if not months. Make sure you do not have "Enhanced Armor" enabled in the difficulty level you are playing on, see your difficulty settings, also a warning is logged to the RPT if the enhanced armor setting is detected enabled. http://ace.dev-heaven.net/wagn/Wounding_System#NOTE Additionally, the ACE wounding system is about reduced combat effictiveness, while bleeding etc facilitates unconsciousness and death, but the reported behaviour is not the expected behaviour (unless enhanced armor difficulty is enabled). If still issues, create a ticket with requested details incl rpt file and preferably a repro mission and steps, and we'll get right on it: http://ace.dev-heaven.net/wagn/Support Does this include RPG's?. Just before I shot my AI friendly like 2 to 3 times and he died. I then shot my an RPG at a group of AI friendlies and they didn't seem to flinch. Share this post Link to post Share on other sites
fortun 14 Posted May 22, 2011 Where can i do this? [] spawn { sleep 3; ace_sys_map_minMapSize = 0 }; Share this post Link to post Share on other sites
Archosaurusrev 12 Posted May 22, 2011 Does this include RPG's?. Just before I shot my AI friendly like 2 to 3 times and he died. I then shot my an RPG at a group of AI friendlies and they didn't seem to flinch. Friendlies have increased health, more resistance from YOUR shots. Share this post Link to post Share on other sites
Jak170 10 Posted May 22, 2011 Does anyone else have this problem? My ruck sacks will sit off center of my character (or any other). It moves fine but it just looks funny and unrealistic. Share this post Link to post Share on other sites
seba1976 98 Posted May 22, 2011 (edited) Not just you.I did a test in SP, 4 shots from an M4 from 3-4 meters to kill. O_o Second time he died in 1 shot to the same place I originally fired the 1st shot. Hi, I detected this problem about a month ago, and I first thought I was loosing it. After a lot of testing, I could verify it happens with or without ACE, so it's a BIS thing. Extended Armour disabled or not, does not make any difference. If you put a line up of enemy taki riflemen 5 meter in front of you (init="this setBehaviour ""CARELESS""; this setCombatMode ""BLUE"""), and shoot the first one point blank to his chest, it will take 6 to 8 rounds before some bullet gets through. The whole thing is as if they had a shield around their rifles, and it takes the first 6 rounds to get depleted, I mean, it's hilarious. After you started making damage, you can start shooting normally at the other units and this rifles-acting-like-shields is completely gone. Stranger than hell. Edited May 23, 2011 by seba1976 Typo. Share this post Link to post Share on other sites
manzilla 1 Posted May 22, 2011 Does anyone else have this problem?My ruck sacks will sit off center of my character (or any other). It moves fine but it just looks funny and unrealistic. I did notice that a little while back. I just figured it was a glitch. I haven't played in a few weeks though and I only noticed it right before I stopped playing the mission so I can't confirm if it's on all units or just that one I saw. I was playing the SP campaign Blood on the Sand when I noticed it. I'll check it out again. Share this post Link to post Share on other sites
cescollino 10 Posted May 22, 2011 hello when i run six updater lately it continues to rysinc and its soo slow and many times i have to reload the updater coz it just gets stuck! anyone can help me?:confused: Share this post Link to post Share on other sites
RacingLad 10 Posted May 22, 2011 Hey guys,It's been a while since I've been here so don't mind me askin'... I have Arma2 and want to download the ACE mod for it. Is it still available? Thanks in advance. I have done the installment according to the instructions but everytime I click on the launch icon I get the following error: "userconfig/ace/ace-clientside_config.hpp not found" I'm installing the stable version of ACE on old Arma2. Can anyone tell me where are the folder supposed to be installed? Thanks in advance... RacingLad Share this post Link to post Share on other sites
iflabs 10 Posted May 23, 2011 I've been trying to figure out how to lock on and fire a hellfire missile from the AH-1W for the last year and now just need to ask this after hours of frustration. I'm flying with an AI gunner. I can 'Tab' and lock on to tanks and have the reticule pop up. But once you command the AI to launch the hellfire, it doesn't fly towards the target. Is there something buggy or am I doing something inherently wrong? Share this post Link to post Share on other sites
sickboy 13 Posted May 23, 2011 (edited) Can we please start taking notice of Bug reports, feedback and suggestions, on our Issue Tracker please! ? That's mandatory if you would like the problem solved, not optional. Thanks! Hi, I detected this problem about a month ago, and I first thought I was loosing it. After a lot of testing, I could verify it happens with or without ACE, so it's a BIS thing. Extended Armour disabled or not, does not make any difference. If you put a line up of enemy taki riflemen 5 meter in front of you (init="this setBehaviour ""CARELESS""; this setCombatMode ""BLUE"""), and shoot the first one point blank to his chest, it will take 6 to 8 rounds before some bullet gets through. The whole thing is as if they had a shield around their rifles, and it takes the first 6 rounds to get depleted, I mean, it's hilarious. After you started making damage, you can start shooting normally at the other units and this rifles-acting-like-shields is completely gone. Stranger like hell. http://ace.dev-heaven.net/wagn/Bug_Reportinghello when i run six updater lately it continues to rysinc and its soo slow and many times i have to reload the updater coz it just gets stuck! anyone can help me?:confused:Re getting stuck, this might be related; http://dev-heaven.net/issues/19971For your other issues please find; http://six.dev-heaven.net/wagn/Six_Updater+bug_reporting and i'll get on it asap. I have done the installment according to the instructions but everytime I click on the launch icon I get the following error: "userconfig/ace/ace-clientside_config.hpp not found"I'm installing the stable version of ACE on old Arma2. Can anyone tell me where are the folder supposed to be installed? Thanks in advance... RacingLad Unpack @ACE\store\userconfig.tar:http://ace.dev-heaven.net/wagn/Installation#Stable%20Release I've been trying to figure out how to lock on and fire a hellfire missile from the AH-1W for the last year and now just need to ask this after hours of frustration.I'm flying with an AI gunner. I can 'Tab' and lock on to tanks and have the reticule pop up. But once you command the AI to launch the hellfire, it doesn't fly towards the target. Is there something buggy or am I doing something inherently wrong? http://ace.dev-heaven.net/wagn/Missile_Guidance_Improvements+howtohttp://ace.dev-heaven.net/wagn/Support Edited May 23, 2011 by Sickboy Share this post Link to post Share on other sites
K-M0 10 Posted May 23, 2011 Friendlies have increased health, more resistance from YOUR shots. Oh ok. Thanks Arch. Share this post Link to post Share on other sites
Tonci87 163 Posted May 23, 2011 I've been trying to figure out how to lock on and fire a hellfire missile from the AH-1W for the last year and now just need to ask this after hours of frustration.I'm flying with an AI gunner. I can 'Tab' and lock on to tanks and have the reticule pop up. But once you command the AI to launch the hellfire, it doesn't fly towards the target. Is there something buggy or am I doing something inherently wrong? Tell your AI Gunner the target via the Target menu (2) This should work Share this post Link to post Share on other sites
Archosaurusrev 12 Posted May 23, 2011 Hi, I detected this problem about a month ago, and I first thought I was loosing it. After a lot of testing, I could verify it happens with or without ACE, so it's a BIS thing. Extended Armour disabled or not, does not make any difference. If you put a line up of enemy taki riflemen 5 meter in front of you (init="this setBehaviour ""CARELESS""; this setCombatMode ""BLUE"""), and shoot the first one point blank to his chest, it will take 6 to 8 rounds before some bullet gets through. The whole thing is as if they had a shield around their rifles, and it takes the first 6 rounds to get depleted, I mean, it's hilarious. After you started making damage, you can start shooting normally at the other units and this rifles-acting-like-shields is completely gone. Stranger like hell. Think thats bad? Let's see how far you throw your PC when a Taki takes on an AGM like a man. Share this post Link to post Share on other sites
seba1976 98 Posted May 23, 2011 (edited) Think thats bad?Let's see how far you throw your PC when a Taki takes on an AGM like a man. Yeah, I was thinking about that... I haven't tried to shoot him with an RPG, hehe. But I don't get it, how comes BIS haven't fixed that yet ;)? @Sickboy: I wasn't reporting an ACE bug, I was merely stating that our friends problem was not ACE related, and affected Arrowhead since I don't know when. Edited May 23, 2011 by seba1976 Share this post Link to post Share on other sites
hmmwv 0 Posted May 23, 2011 Did we ever have Kiowas?Also, there's still a blackhawk. Well... this is a bit weird; the fact is I´ve never installed any kiowa pack in Arma 2 (I´m only using the A.C.E 2 units) and suddenly, months ago after an update (which I don´t remember because I´m using Six Updater) the Kiowas were there in the editor under US Army --> Air so I have to assume the A.C.E team included them at least during a short period of time. Same happens with the Blackhawks. Regarding the Blackhawks, i´m trying to use the ACE version of STI Blackhawks but I can´t because the required dependency has been removed from ACEX (acex_m_veh_uh60) and I don´t know why. I´m aware ACE team is always updating, removing and adding things but right now let say I´m a bit confused. Thanks for answering anyway. Share this post Link to post Share on other sites
sickboy 13 Posted May 23, 2011 Rgr, fast readin' ;O Interesting fact btw! Share this post Link to post Share on other sites
dukenukem. 12 Posted May 23, 2011 I just created a ticket regarding the map zoom:http://dev-heaven.net/issues/19959 Could someone explain what this issue is about? Dont seem to understand by reading the ticket. Is it on some maps you cannot zoom in as much as before? Thanks.;) Share this post Link to post Share on other sites
iflabs 10 Posted May 23, 2011 Tell your AI Gunner the target via the Target menu (2) This should work Awesome! Finally got it working in Arma2. Alas, I found out the AH-1W was also ported to OA so now I'm playing on that. Now I have other questions.... Playing OA. Is the AH-1W suppose to be missing the HUD as opposed to the much more advanced AH-1Z that has it? I give the AI gunner a target via (2) but can't tell the exact target location because there is no lock on reticule. Plus, no HUD makes aiming unguided rockets difficult. HUD works on the Apache and Zulu Cobra but not on the AH-1W. Share this post Link to post Share on other sites
Smurf 12 Posted May 23, 2011 Could someone explain what this issue is about? Dont seem to understand by reading the ticket. Is it on some maps you cannot zoom in as much as before?Thanks.;) Last updated added a limitation for the ingame map zoom, as no real military map is that detailed (quoting VKing). Share this post Link to post Share on other sites
sickboy 13 Posted May 24, 2011 That ticket is about a bug; overriding the limitation was broken, not about the limitation itself, if anyone has feedback on that, feel free to create a ticket on it :) Share this post Link to post Share on other sites
Tonci87 163 Posted May 24, 2011 I don't know if that limitation thing is such a good idea. Yes it may be realistic, but it can become a real Problem when you have to call in Firesupport via Mapclick (Bis Arty module). Sometimes the marker is not set where the mouse points at, but more to the south east (at least for me). So I always made sure that I zoom in before setting the marker. This obviously doesn't work now. Share this post Link to post Share on other sites
sickboy 13 Posted May 24, 2011 Sounds like a good argument, please add http://dev-heaven.net/issues/20015 Share this post Link to post Share on other sites
noubernou 77 Posted May 24, 2011 (edited) I don't know if that limitation thing is such a good idea. Yes it may be realistic, but it can become a real Problem when you have to call in Firesupport via Mapclick (Bis Arty module). Sometimes the marker is not set where the mouse points at, but more to the south east (at least for me). So I always made sure that I zoom in before setting the marker. This obviously doesn't work now. That is actually a good thing. BIS artillery is basically a hack. You can blow up individual bushes with it... :rolleyes: Artillery is accurate, but not THAT accurate (unless you firing Excalibur or Copperhead, but since we only have 105mm pieces in the game...). Besides, unless I am mistaken this shouldn't even affect that map, nor should it affect any other map, it specifically effects Display 12, Control 51. Anyways, I am updating the map tools roamer to better handle 1:50,000 scale maps. Deriving a 6 digit grid from a is not that hard. See video below: sbzwIF0b89A These are BASIC, incredibly BASIC skills that you should know from playing this game. Not only that, but its map reading, if you ever read maps in real life then its not bad knowledge to have... Heck it could even save your life someday if you get lost in the woods. ;) Edited May 24, 2011 by NouberNou Share this post Link to post Share on other sites
Tonci87 163 Posted May 24, 2011 Its not about knowledge or the lack of it, but just a small BIS bug. ;) I repeat: SOMETIMES the Marker isn´t set where you are pointing your mouse, but more to the South East, the actual distance also isn´t the same everytime. This could lead to incredibly frustrating situations when your whole Arty barrage (maybe the only one available) hits 100 meters away from the enemy Share this post Link to post Share on other sites