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sickboy

ACE for OA 1.12

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Well guys I played a little bit with the russian SU 25 with those awesome KH missiles.

I tried to blow up a few M1A1. Well one of them shot me down with his Maingun Awesome!

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Is there a top armor hitbox in the ACE armor system?

Edited by maturin

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Ok I've searched this thread, googled it and I can't seem to find the classname for the RPG-7V PGO-7. Does anyone know what it is?:)

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Before I put in a bug tracker, can anyone confirm this issue?

I load up on blue and red smoke grenades and move them to my backpack. I also have 2 -3 in my main selection. I use the ones I have there, and then move the extras from my backpack to my main selection and I cannot "reload" them or use them. It does not present any blue smoke option, even in red indicating that they are there but have to be reloaded.

If someone else can see this issue, I will put in a ticket.

Thanks everyone.

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It took about thirty builds of ACE before I could use their grenades. They just wouldn't show up in selection.

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It took about thirty builds of ACE before I could use their grenades. They just wouldn't show up in selection.

Too bad it took you so long to figure it out. Next time use the tracker.

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Too bad it took you so long to figure it out. Next time use the tracker.
Or disable the custom mods which override the Throw/Put weapons / muzzles.

Throwables and Putables are hard to handle in the game because they are special weapons,

creating own subclasses opens up a whole other can of worms.

So basically all mods that add custom throwables/putables are editing the same Throw/Put classes

and only one of them can be active at a time.

So here modfolder loadorder, and addon load orders forced through requiredAddons, can make up the difference, and if you're unlucky, you will have to disable the modfolder or just the addon that overwrites them.

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Shouldn't be any new muzzles in islands and sound mods, and no one is going is disable them to get access to a re-textured smoke grenade.

Mods conflict; everyone deals with it. But funny how I use the same mods then as now, and grenades started working. Surely ACE didn't fix a sloppy config in a different mod.

And Robalo, mod conflicts and any issue without consistent repro are exactly what tends to get dismissed on the bugtracker. Last I checked I've reported over 80 glitches in ACE on the tracker, many of which resulted in important fixes, so you'd think I would have earned the status of non-newb or at least merit some basic respect.

Edited by maturin

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Issues due to mod conflicts, while being dismissed on the tracker (when they were posted as bug reports), also help the reporter to fix his problem. It's a lot better to be handled that way instead of making claims on the forums like "ACE had issue X for months" when in fact it was an error/conflict on the user's side.

People reading the forums might then take for granted claims posted with such confidence.

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Anyone knows how to use the new civilian interaction by Rocko?the options don't appear when you walk up to civilians or when using the ACE interact key, my ACE build is 522.

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I just tried it - it works out but its very counter intuitive, you have to be targeting nothing - not even a house for the actions to show on your scroll wheel, if you point it at someone and hold the key the ACE interact menu will continuously show up and vanish, it would be great if the actions would just show up on your ACE interact key when pointing at civilians.

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Suggestions and bug reports on our issue tracker please.

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Check activity for details as linked in the announce.

---------- Post added at 16:57 ---------- Previous post was at 16:52 ----------

Added changelog to the announce, as our changelogs aren't actually updated on hotfixes currently ;)

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Sickboy, after changing server i wanna load ace again. Do you know how that new addon config file works ? The one you can launch via -par=modparams.par (for example) , i can't get it running

Nevermind, wrong thread for this, i'm too confused today..sorry

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What if there was a chance Binkowski was to create (I'm thinking about making a ticket on his tracker) "camelbakless" alternatives for unit models that have them - will it be possible to f.e. switch FTL to "camelbakless" model when backpack is on? Molle assault packs sync the best with the AT slot and that clipping issue is really ugly.

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OK, is there something wrong with the newest ACE build or is it just me?

In the newest version I get a ton of errors, I will try to post the ones that I remember..

On the main Menu..

Cannot load font error

In any mission with any unit or weapon from ACE..

No entry errors from "modelScope" to no entry at all for ACE weapons which were working fine in the last build.

No entry errors for ACE_Earplugs.

Those were the errors that I can remember, these are showstoppers as I cannot get into a mission and disregard the errors.

At first I thought I may just have a bad install so I uninstalled ACE, then reinstalled it, and all of the errors still happen.

Please tell me this is just something wrong with my install.

Your assistance is appreciated,

-AD

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Run Verify and Repair in Six Updater.

Make sure you have v1.60 build, either RC3 or a 1.60 Beta.

If still issues, create a ticket with the actual log file (RPT): http://ace.dev-heaven.net/wagn/Bug_Reporting

just reporting some vague messages you can remember is insufficient to help you.

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