sickboy 13 Posted May 13, 2011 It happened to me too, it seems the FCS scripts run heavily on the CPU. So if there is a heavy load on the CPU, FCS will not work properly. http://dev-heaven.net/issues/19237 Share this post Link to post Share on other sites
xeno 234 Posted May 13, 2011 (edited) Please be aware that the latest beta patch 80955 breaks ACE prone reload anims again (MG for example) as it again contains the hotfix_oa_154.pbo with some "older" anim changes. But... this time it is not possible to simply remove the hotfix_oa_154.pbo as it also contains some other changes which cause new errors if you remove it. So please stick with 79600 (without hotfix_oa_154.pbo) or 1.59 full patch. Xeno Edited May 13, 2011 by Xeno Share this post Link to post Share on other sites
oggmeista 10 Posted May 13, 2011 sorry but it doesnt work for me I appriciate the the feedback but it doesnt work I have set the satchel underneath the trailer (radar station) and used the windows key and there is NO option connected to the satchels on there whether I aim at the satchels or not, nor is there any detonation or saftey off apparent in inventory either If I could get an option to switch the saftey off I might be in business but this option is not appearing ... Share this post Link to post Share on other sites
maturin 12 Posted May 13, 2011 sorry but it doesnt work for me I appriciate the the feedback but it doesnt workI have set the satchel underneath the trailer (radar station) and used the windows key and there is NO option connected to the satchels on there whether I aim at the satchels or not, nor is there any detonation or saftey off apparent in inventory either If I could get an option to switch the saftey off I might be in business but this option is not appearing ... Well, are you able to Interact with other objects but not satchels? You should be able to use the Interact key to check the gear and health status of AI units, or 'tap them on the shoulder' (I don't know why this is even enabled in SP). You may have to set it yourself. Share this post Link to post Share on other sites
combat-agent 0 Posted May 14, 2011 How do I return the amount of ace damage? I know you set damage by ace_sys_wounds_fnc_addDamage. I want to continue setting damage to a soldier by determining his current damage. If that makes sense. It would be this in regular arma 2: This setdamage (getdammage this) + random .33 Share this post Link to post Share on other sites
sickboy 13 Posted May 14, 2011 sorry but it doesnt work for me I appriciate the the feedback but it doesnt workI have set the satchel underneath the trailer (radar station) and used the windows key and there is NO option connected to the satchels on there whether I aim at the satchels or not, nor is there any detonation or saftey off apparent in inventory either If I could get an option to switch the saftey off I might be in business but this option is not appearing ... http://ace.armastack.info/index.php/31/how-do-all-explosives-in-ace-work 2 buttons; self interaction and interact with objects, the former is to place, the latter is to arm / etc. Share this post Link to post Share on other sites
Neon67 10 Posted May 14, 2011 Hey guys , would it be possible that on a next update , ace would fix the vehicule speed ? its really a pain to climb a moutain at 7kmh and then when falling , driving at 300km/h ANd also include the pvp animation features ? Share this post Link to post Share on other sites
Archosaurusrev 12 Posted May 14, 2011 Any plans on new vehicles? I would love to see some T-80s and the such. Or just add retextured versions of existing vehicles. Would be nice to have T72s and T55s what have different skins and textures. Just a suggestion, I'm not asking for this to be done right now, lol. Share this post Link to post Share on other sites
sickboy 13 Posted May 14, 2011 Please find http://ace.dev-heaven.net/wagn/Bug_Reporting to post your suggestions, requests and bug reports. Share this post Link to post Share on other sites
Archosaurusrev 12 Posted May 14, 2011 Sorry Sick, I have no idea how to navigate that site. If I do find a way, I will post it up. Share this post Link to post Share on other sites
maturin 12 Posted May 14, 2011 Sorry Sick, I have no idea how to navigate that site.If I do find a way, I will post it up. Here's a better link: http://dev-heaven.net/projects/ace-mod2/issues All the useful buttons are up top, it's very usable. Just register first. Share this post Link to post Share on other sites
seba1976 98 Posted May 14, 2011 Sorry if this was asked before (probably not) but how do I turn the crosshairs back on? The documentation seems incomplete regarding that. Share this post Link to post Share on other sites
maturin 12 Posted May 14, 2011 Sorry if this was asked before (probably not) but how do I turn the crosshairs back on? The documentation seems incomplete regarding that. Look in your @ACE folder for the clippi tool. Run that and look in Manual Options. Share this post Link to post Share on other sites
Gazius 10 Posted May 15, 2011 In Domination AI West, are the javelins just not that effective? I've shot two, seen the direct impact of them on a T-72, and then it turned and shot me. I've also shot one at an armored car, and it just catches fire, giving the AI plenty of time to bail out and return fire at me as well. I always thought these things were designed to be extremely powerful vs armor? Share this post Link to post Share on other sites
Archosaurusrev 12 Posted May 15, 2011 Here's a better link:http://dev-heaven.net/projects/ace-mod2/issues All the useful buttons are up top, it's very usable. Just register first. Ok, thanks. Looks a lot easier to navigate. Share this post Link to post Share on other sites
maturin 12 Posted May 15, 2011 In Domination AI West, are the javelins just not that effective? I've shot two, seen the direct impact of them on a T-72, and then it turned and shot me. I've also shot one at an armored car, and it just catches fire, giving the AI plenty of time to bail out and return fire at me as well. I always thought these things were designed to be extremely powerful vs armor? A recent update gave javelins a tendency to miss slightly; it'll be fixed. As for setting the car on fire, what do you expect? It's an itty-bitty warhead, and rendering the vehicle useless is the whole idea. The more spacious and lightly armored the interior of your vehicle is, the more likely you are to survive being struck by a powerful shaped charge. Share this post Link to post Share on other sites
ck-claw 1 Posted May 15, 2011 Hey guys,only just started using ace, ive searched this thread and more but can't find an answer? So how do i enable the view distance/grass setting in the 'ace options' in game? ck Share this post Link to post Share on other sites
xeno 234 Posted May 15, 2011 So how do i enable the view distance/grass setting in the 'ace options' in game? http://ace.dev-heaven.net/wagn/Configuration+notes Only available on mission base if the mission maker wants it. Xeno Share this post Link to post Share on other sites
ck-claw 1 Posted May 15, 2011 Ah thanks that was quick Xeno :cool: But where exactly? init/description? ck Share this post Link to post Share on other sites
hellfire257 3 Posted May 15, 2011 Its just setting it to true, so an init entry should do it. Share this post Link to post Share on other sites
ck-claw 1 Posted May 15, 2011 (edited) Just created an init.sqs with those lines in it,view distance is now adjustable but grass still says disabled. :confused: EDIT:- my bad lol forgot the semi-colon :D Edited May 15, 2011 by ck-claw Share this post Link to post Share on other sites
purepassion 22 Posted May 15, 2011 i have a quick question: i currently have arma 2 OA and downloaded the ACEX, put it in my addon folder and did everything as usual but when i want to launch arma 2 i get the error " Include file x\ace\addons\main\script_macros.hpp. and yes i also hace cba and cba_oa how can i fix this and start arma? Share this post Link to post Share on other sites
sickboy 13 Posted May 15, 2011 Cleanup the files you moved to your addons folders and follow the installation instructions: http://ace.dev-heaven.net/wagn/Installation Need to follow the modfolders principle, not mess around with the official addons folders :) http://community.bistudio.com/wiki/Modfolders Share this post Link to post Share on other sites
Andy Mcnab 10 Posted May 15, 2011 i have a quick question: i currently have arma 2 OA and downloaded the ACEX, put it in my addon folder and did everything as usual but when i want to launch arma 2 i get the error " Include file x\ace\addons\main\script_macros.hpp. and yes i also hace cba and cba_oa how can i fix this and start arma? you not activate @CBA Share this post Link to post Share on other sites
styxx42 0 Posted May 15, 2011 (edited) CN Gas Grenades Hi Folks. It seems my CN Gas Grenades have stopped working on AI a couple weeks back. ******No I am wrong, it works, the soldiers just don't display an affect from it so they just look at you. I am playing Insurgency .75 ACE They used to work on AI. Still works on players. My Flashbangs are a god send for now but I really miss gasing a compound and going in with Mask on. Anyone else notice they stopped working on AI for them as well or is it just me and my addon folder. I just created a custom mission were I set a squad down, and fired 4 CN grenades down and the AI just walked right through it. I remember the AI acting almost teh same as a Flashbang affect when it did work. Thought I would ask before I started carving out my addons just in case it is a case like the Shift H to throw grenades that I trouble shot on my own before asking and getting really simple(RTFM) that I had glossed over about 5 times. Tested with clean ACE only install and with all my mods, same each time. I guess I was looking for some clue they where affected. but I guess them not shooting you is clue enough. Too bad we couldn't have an audible like them coughing. Thank for your time Thanks. Edited May 15, 2011 by Styxx42 Share this post Link to post Share on other sites