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sickboy

ACE for OA 1.12

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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

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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 by D3lta

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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?

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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.

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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

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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 by D3lta

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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.

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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 by D3lta

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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 ^^

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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 by D3lta

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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.

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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 by Sickboy

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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.

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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

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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 by Sickboy

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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

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bin\config.bin/cfgweapons/m240/ace/: cannot find base class "ace"

I think something's broken

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