Achilles1 10 Posted October 20, 2011 A question, i have a steam version of arma2 , i have installed the mod folders of ace into Arma2oa folder and i am running the game together with the ace mod in combined operations mode, is that correct or i should have played it in OA without using it in combined operations? Also, is the mod going to cause some troubles in SP campaigns like Harvest red for eg? Thanks Share this post Link to post Share on other sites
d3lta 10 Posted October 20, 2011 (edited) Hi masters, I'm using ace_wounds_prevtime=900 in my init.sqf, but if a user disconnect from server (and reconnect after) during unconcious and counting, the soldier stop's in counting prevtime. The soldier is respawned automatically in sequence after a secound shoot. some bugs.... See my video for better details (with annotations of events): http://www.youtube.com/watch?v=lxGVkKTihFU Is Ace's bug? My init.sqf is : // ACE2 Settings ajustes ace_wounds_prevtime = 900; My description.sqf is: respawn = 3; Ace version is last stable, CBA v0.7.8.166 My mission has a module ACE Wound System, no more. Ps. Sorry, my English is not enough.... =| Edited October 20, 2011 by D3lta Share this post Link to post Share on other sites
Achilles1 10 Posted October 20, 2011 And another question, iam using the stable version for OA but in combined operations Iam trying to set a timer in a bomb and i get this error Script x\ace\addons\sys_explosives\fnc_explosives_menudef.sqf not found how is that solved? Share this post Link to post Share on other sites
Strikor 10 Posted October 20, 2011 I'm using ace_wounds_prevtime=900 in my init.sqf, but if a user disconnect from server (and reconnect after) during unconcious and counting, the soldier stop's in counting prevtime. The soldier is respawned automatically in sequence after a secound shoot. some bugs....| I find that banning people trying to exploit something like that works well. There isn't really anything you can do except disable respawns entirely. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted October 20, 2011 ACE. Assimilate. Move now. Share this post Link to post Share on other sites
sickboy 13 Posted October 20, 2011 ACE. Assimilate. Move now. Go ahead; http://forums.bistudio.com/showthread.php?p=2040840&posted=1#post2040840 http://ace.dev-heaven.net/wagn/ACE_Features_for_3rd_Party_Addons Share this post Link to post Share on other sites
Tonci87 163 Posted October 20, 2011 There are already many M$ Variants in ACE, I really don´t know if we need more of that. Some more OPFOR Gear would be good Share this post Link to post Share on other sites
d3lta 10 Posted October 20, 2011 (edited) I find that banning people trying to exploit something like that works well. There isn't really anything you can do except disable respawns entirely. OK, Is ACE´s ace_wounds_prevtime and Respawn´s incompatibles?:confused::confused: I disabled respawn in another test and the problem continues.... =( Edited October 20, 2011 by D3lta Share this post Link to post Share on other sites
Strikor 10 Posted October 20, 2011 No, they're completely compatible. The problem is that when someone drops back to the lobby and rejoins, it breaks all the scripts that are currently running. One thing you could try is disabling AI on your playable units. That will make the player unit disappear as soon as they drop to the lobby. To do that, put disabledAI=1; in your description.ext. Anyone rejoining will then appear at the unit's original spawn location for as long as you have respawns enabled. Share this post Link to post Share on other sites
d3lta 10 Posted October 20, 2011 (edited) One thing you could try is disabling AI on your playable units. That will make the player unit disappear as soon as they drop to the lobby. To do that, put disabledAI=1; in your description.ext. Anyone rejoining will then appear at the unit's original spawn location for as long as you have respawns enabled. The problem with this approach is that the player gear is reseted to mission default, after reconnect.... :( Edited October 20, 2011 by D3lta Share this post Link to post Share on other sites
columdrum 11 Posted October 20, 2011 You can take a look at my revive script that is just the same of ace_wounds_prevtime but with a few more options, and it have some measures to avoid some of the posible exploits. It works great with respawn and AI disabled. Also, it have an option to restore your gear on reconnect, but it doesn't save the backpack contents or the "on back weapon"( those are local to the client and i didn't want to spam the server with messages to save the gear each X time ¬¬) But i agree that you can call that a bug( anyways its a looooong time i don't play with AI enabled, it can ruin an infiltration mission easyly if someome crashes and the AI starts a party itself xD). So the right way to address that it's to create a ticket ^^ Share this post Link to post Share on other sites
sickboy 13 Posted October 20, 2011 Bugs are welcome incl details @ http://ace.dev-heaven.net/wagn/Bug_Reporting ;) Share this post Link to post Share on other sites
d3lta 10 Posted October 20, 2011 (edited) You can take a look at my revive script that is just the same of ace_wounds_prevtime but with a few more options, and it have some measures to avoid some of the posible exploits. It works great with respawn and AI disabled.Also, it have an option to restore your gear on reconnect, but it doesn't save the backpack contents or the "on back weapon"( those are local to the client and i didn't want to spam the server with messages to save the gear each X time ¬¬) But i agree that you can call that a bug( anyways its a looooong time i don't play with AI enabled, it can ruin an infiltration mission easyly if someome crashes and the AI starts a party itself xD). So the right way to address that it's to create a ticket ^^ Bugs are welcome incl details @ http://ace.dev-heaven.net/wagn/Bug_Reporting;) yahhhh, I'll create the ticket. Amazing and strange same time, ACE2 is a very very old and awesome addon for ARMA2, and no one noticed this bug yet.. I remembrer this problem since two last old versions of ACE2... :eek:... Thanks Sickboy and columdrum. @columdrum Revive is a good script too. " it can ruin an infiltration mission easyly if someome crashes and the AI starts a party itself xD). So the right way to address that it's to create a ticket" Yes, this is a critical bug for a lot of missions of my community... Edited October 20, 2011 by D3lta Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted October 20, 2011 Are there download mirrors for ACE 1.11 around? I've run into nothing but problems with 1.12, UPSMON doesn't work correctly with it, AI is sluggish and spends more time looking through their binos than doing anything useful, there are missing scripts, changing keybindings doesn't save and every time I play I must reset them. Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2011 (edited) If you have issues, please report them with the requested details and we will solve them: http://ace.dev-heaven.net/wagn/Bug_Reporting First try a "Verify and Repair" on the ACE preset in Six Updater, as we did some hotfixes early on already. Binos might be an OA Beta patch issue - are you running expansion/beta ? http://dev-heaven.net/issues/25266 Usersettings need to be copy/pasted manually into settings.ace or have ACE Clippi running in the background who does it automatically. Today Update 2 will be released, major. Edited October 21, 2011 by Sickboy Share this post Link to post Share on other sites
Robalo 465 Posted October 21, 2011 Are there download mirrors for ACE 1.11 around? I've run into nothing but problems with 1.12, UPSMON doesn't work correctly with it, AI is sluggish and spends more time looking through their binos than doing anything useful, there are missing scripts, changing keybindings doesn't save and every time I play I must reset them. Doesn't sound like ACE 1.12 at all. Please report on tracker with RPT and details about each issue. More likely something goofy with your setup. Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2011 The excessive binoc issue might have been (quietly) fixed in latest OA beta: http://dev-heaven.net/issues/25266#note-14 Share this post Link to post Share on other sites
Robalo 465 Posted October 21, 2011 The excessive binoc issue might have been (quietly) fixed in latest OA beta: http://dev-heaven.net/issues/25266#note-14 Quietly ? [85280] Improved: AI smarter in using binoculars. :) Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2011 Quietly ? :)Yea, im just echoing what people are writing :DAnd actually not fixed yet either anyway :D http://dev-heaven.net/issues/25266#note-16 But the Sumo (Suma) is on it :cool: Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2011 (edited) ACE for OA 1.12 Update 2 Released! http://ace.dev-heaven.net/wagn/ACE_1_12_Update_2 Includes improved wounds. ACE Recommends running latest OA beta patch. Enjoy! Edited October 21, 2011 by Sickboy Share this post Link to post Share on other sites
humvee28 10 Posted October 21, 2011 Great News, SB! Testing. :) Share this post Link to post Share on other sites
DieselJC 196 Posted October 21, 2011 Thanks for the update..I have a server I rent that runs ACE and ACRE..I have remore access via the control panel and ftp..can I use 6 updater for the server if I dont have the server machine right in front of me? if not do I just download the patch and install it? Thanks! JC Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2011 (edited) Thanks for the update..I have a server I rent that runs ACE and ACRE..I have remore access via the control panel and ftp..can I use 6 updater for the server if I dont have the server machine right in front of me? if not do I just download the patch and install it? Thanks!JC Sure mate, if you enable Advanced Mode, you get "Upload Preset" on the right side of the "Preset" RibbonTab. (Old) screenshot and info at: http://six.dev-heaven.net/wagn/Updater_2_2_Upload_preset_to_server_by_FTP_or_rSync Edited October 21, 2011 by Sickboy Share this post Link to post Share on other sites
DieselJC 196 Posted October 21, 2011 That will make it alot easier to keep my server updated..just to clarify...I simply put the ftp address into the "remote folder" line while in the Preset tab and hit the "Push preset" ? and thanks again...this is a great tool for us that dont have the knowledge to manually upload or patch things so easily...lol JC Share this post Link to post Share on other sites
friznit2 350 Posted October 21, 2011 bin\config.bin/cfgweapons/m240/ace/: cannot find base class "ace" I think something's broken Share this post Link to post Share on other sites