Lorca 10 Posted July 27, 2011 (edited) In the editor I noticed that my ai teammate responds to me in another language. How can I make him speak english? UPDATE: I played the editor again and placed 5 ai teammates and now they speak english. So is this language thing random? Edited July 27, 2011 by Lorca Share this post Link to post Share on other sites
PuFu 4600 Posted July 27, 2011 this has nothing to do with ACE. IF you play on a different side than US (blufor), the AIs will speak their native language (russian, czech ect). Share this post Link to post Share on other sites
mrcash2009 0 Posted July 27, 2011 3D rets, is it assumed a known issue that when switching to iron site & then using right mouse to zoom, you get the ret overlay appear, so you have iron site & ret ontop? Tried this with M4 aimdot, known or CIT? Share this post Link to post Share on other sites
Bucic 1 Posted July 27, 2011 Is Zeus AI compatible with ACE? Does it make sense to combine the two? Share this post Link to post Share on other sites
Robalo 465 Posted July 27, 2011 (edited) Is Zeus AI compatible with ACE? Does it make sense to combine the two? I would not think it's incompatible since Zeus has a special version made to work with ACE but, being responsible for a number of recent AI fixes/enhancements in ACE, I do not recommend using Zeus AI with ACE, because it's outdated and it would override them, unless you strip it to minimum functionality that is not provided by ACE (can't say exactly which pbos). Edited July 27, 2011 by Robalo_AS Share this post Link to post Share on other sites
sickboy 13 Posted July 27, 2011 3D rets, is it assumed a known issue that when switching to iron site & then using right mouse to zoom, you get the ret overlay appear, so you have iron site & ret ontop?Tried this with M4 aimdot, known or CIT? CIT = A2 Community Issue Tracker. But yes, please create a ticket :) Share this post Link to post Share on other sites
Bucic 1 Posted July 27, 2011 I would not think it's incompatible since Zeus has a special version made to work with ACE but,being responsible for a number of recent AI fixes/enhancements in ACE, I do not recommend using Zeus AI with ACE, because it's outdated and it would override them, unless you strip it to minimum functionality that is not provided by ACE (can't say exactly which pbos). One could not expect a better answer - where's reputation system on bistudio forums? ;) Share this post Link to post Share on other sites
mrcash2009 0 Posted July 27, 2011 http://dev-heaven.net/issues/22874 3D ret issue added. Share this post Link to post Share on other sites
Strikor 10 Posted July 28, 2011 Is there a way to detect and report teamkills with ACE Wounds? It can be a bit of a headache for server admins. Share this post Link to post Share on other sites
sickboy 13 Posted July 28, 2011 Is there a way to detect and report teamkills with ACE Wounds? It can be a bit of a headache for server admins.The same way you would use normally? Share this post Link to post Share on other sites
Lorca 10 Posted July 28, 2011 (edited) I would not think it's incompatible since Zeus has a special version made to work with ACE but,being responsible for a number of recent AI fixes/enhancements in ACE, I do not recommend using Zeus AI with ACE, because it's outdated and it would override them, unless you strip it to minimum functionality that is not provided by ACE (can't say exactly which pbos). Well, the info in the ACE website says that Zeus AI Combat Skills is compatible. So i guess the info outdated? ---------- Post added at 08:24 AM ---------- Previous post was at 08:16 AM ---------- this has nothing to do with ACE. IF you play on a different side than US (blufor), the AIs will speak their native language (russian, czech ect). I"m talking about my ai teammate on my side(blufor). He's talking a different language. Edited July 28, 2011 by Lorca Share this post Link to post Share on other sites
Strikor 10 Posted July 28, 2011 The same way you would use normally? Uh, no. I would normally look at the chat log which is full of helpful messages like "PlayerA was killed by PlayerB (Friendly Fire). There are no such messages with ACE Wounds, at least not with ace_wounds_prevtime enabled. Or is there some other "normal" way I'm unaware of? I've tried checking player ratings to broadcast when it goes down but that only gets adjusted when the victim respawns. Share this post Link to post Share on other sites
sickboy 13 Posted July 28, 2011 Uh, no. I would normally look at the chat log which is full of helpful messages like "PlayerA was killed by PlayerB (Friendly Fire). There are no such messages with ACE Wounds, at least not with ace_wounds_prevtime enabled. Or is there some other "normal" way I'm unaware of? I've tried checking player ratings to broadcast when it goes down but that only gets adjusted when the victim respawns.In the case of revive enabled or when bleeding to death, there's indeed no way to determine who caused it, at least not by the engine.Wounds could keep a record of people who have hit the unit, or for instance just the last person who hit it. But I think you're better off using something like the hit EH combined with killed eh - If the unit gets killed by impact damage, the killer info will be useful in the killed eh. If the unit gets killed by bleeding or goes in unconsciouss state of the revive mode, the info provided by the Hit EH should be useful. Share this post Link to post Share on other sites
columdrum 11 Posted July 28, 2011 You can take a look at the revive script that i had done some time ago( and i need to release a addon version that i have almost done but never have time to end... xD). It does exactly what Sickboy says, just stores the last one how hit you, and generates teamkill messages, it's just 3 or 4 lines of sqf to do that. Also be aware that the death/wounded one it's set on captive mode so using side funcion would return wrong side ^^. Share this post Link to post Share on other sites
azz_er 10 Posted July 29, 2011 (edited) Nevermind, sorted it. Edited July 29, 2011 by azz_er Problem solved Share this post Link to post Share on other sites
metalcraze 290 Posted July 29, 2011 Is ACE wind tied to BIS visual wind right now and if it isn't - will it be doable through the setWind function (which iirc has direction and force which should be enough) so I can create a ticket requesting it? I think using setWind it will be possible to synchronize wind in MP too Will be more of a visual help to snipers than just a coloured arrow I think Share this post Link to post Share on other sites
Lorca 10 Posted July 30, 2011 (edited) Apparently, SU doesn't update the latest Zeus_ AI_ACE. Edited July 30, 2011 by Lorca Share this post Link to post Share on other sites
sickboy 13 Posted July 30, 2011 (edited) Apparently, SU doesn't update the latest Zeus Ai Combat Skills_ACE.Where to download it?http://www.armaholic.com/page.php?id=8688&highlight=ZEUS shows v0.04e as latest, which is also available on SU. Mod add / update requests please including link @ http://www.six-updater.net/p/support.html#disqus_thread Edited July 30, 2011 by Sickboy Share this post Link to post Share on other sites
Lorca 10 Posted July 30, 2011 Well, is this Zeus_AI_ACE newer? http://dev-heaven.net/projects/anm-missions/files Share this post Link to post Share on other sites
sickboy 13 Posted July 30, 2011 Well, is this Zeus_AI_ACE newer?http://dev-heaven.net/projects/anm-missions/files Cheers, updated them on SU. Need to sync with SU portal or wait till auto-sync. Share this post Link to post Share on other sites
Nicholas 5 Posted July 31, 2011 Sickboy, I need to contact you. Is there anyway I can? Please message me back. Thanks. Share this post Link to post Share on other sites
GROM64 10 Posted July 31, 2011 After looking inside some .pbo, .bin and .hpp files from vanilla mods, I determined that it would be much better, if they were all made by one crew, ... for various reasons. I'm going ACE then :) Yesterday, I went through all 96 ACE features and... they're awesome Q1: Is there a switch for a aceclippy.exe, to minimize/send it to tray, at start ? I'm using a launcher, and was just wondering, no biggie :) Q2: Animated reticles, when turned on some acogs on m4 have no marks at all, when zoomed in. Is it a bug, or work in progress ? Share this post Link to post Share on other sites
spreewã¤lder 10 Posted July 31, 2011 Could you please implement this? http://forums.bistudio.com/showpost.php?p=1994096&postcount=6 Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 31, 2011 (edited) After looking inside some .pbo, .bin and .hpp files from vanilla mods, I determined that it would be much better, if they were all made by one crew, ... for various reasons. I'm going ACE then :) Yesterday, I went through all 96 ACE features and... they're awesome Q1: Is there a switch for a aceclippy.exe, to minimize/send it to tray, at start ? I'm using a launcher, and was just wondering, no biggie :) Q2: Animated reticles, when turned on some acogs on m4 have no marks at all, when zoomed in. Is it a bug, or work in progress ? Q1. There should be such option in Clippi, eventually launching parameter. Startup Parameters-sendtotray - Start minimized -profilename=Name - Set the player profile (for userconfig) Q2. We possibly need more details. Please provide us classnames, if they're 3rd party addons or such, eventually - what system You are trying to run them on... And please use the ACE project for issue tracking on Dev-Heaven.net Edited July 31, 2011 by zGuba Share this post Link to post Share on other sites