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Not sure if these are bugs but, earlier my Night vision got extremely darker, its normal when you first turn it on for a millisecond then it goes pitch black.

It's always done that for me. I think it's the NVG adjusting to the brightness adjustment system. Done with a script, so less-than-perfect FPS delays the change. Turn it up.

Also Aiming in with Thermal sight, I don't get the thermal, except for bullet decals.

Are you just seeing scratches on the lens? Try loading a default BIS map or changing date and time.

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i have arma 2 co and i downloaded ace core, acex and the ace ru pack. but ever since i got ace, some weird errors such as whenever i double click in the editor anywhere on the map, it says...

no entry

'bin\config.bin/CfgVehicles/ACE_M240M145_Tripod.scope'.

and all the vehicles in the ace ru pack are missing weapons.

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For me it looks like broken addon somewhere, redownload whole ACE Mod and try again.

Or you have some other third party addon that interfere with ACE

Seems bug, but why don't you run the latest version anyway?

It was due our server addon policy, yesterday we have changed to latest 1.13 so for and now I cannot confirm how the ace_servercofig.hpp acts the same way. I wouldn't expect the change for better thou.

Edited by Algrab

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I have a bit of a weird issue I was wondering if anyone else had experienced this before and if so, if they had any suggestions. Basically I invited a friend to play some coop with me and my group today, but when he tried joining the server he kept getting the ACE version mismatch/outdated message. Now he went to the SIX updater and did the verify/repair since there were previous hotfixes released that he didn't grab at the time. Same issue. So he deleted everything and downloaded ACE all over again from SIX directly. Still said the same thing. He even went to Armaholic and downloaded ACE from there and still getting the message from the Server.

I even tried having him update his userconfig through clippi, but that didn't sort out anything. So we're pretty much really very stumped as to what could be going on and what we can try.

The rest of us are running the most current ACE, and since he re-downloaded a fresh copy of ACE from SIX directly, it's really odd that the server is still seeing him as using an older version. It's doing my head in trying to come up with some sort of solution, but I've come up empty.

And so it is with much hope that I am posting here in hopes of seeing if anyone else might have had a similar issue in the past that might have a solution other than the most obvious delete everything again and try once more redownloading all of ACE.

Thanks in advance for any help! :)

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Yeah I just downloaded all new ACE 1.3 R5, newest CBA and ACEx last night, It was all working fine until I previewed the mission for like the 5th time then it was malfunctioning.

I'll see if it still persists.

Edit:

Also in the Ace 2 settings in the menu, it says ACE settings for John Doe. :o

Im sorry i don't know what john doe is, I don't have a john doe profile, my settings are reset when i started my game again from last night.

Edited by Flash Thunder

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Yeah I just downloaded all new ACE 1.3 R5, newest CBA and ACEx last night, It was all working fine until I previewed the mission for like the 5th time then it was malfunctioning.

I'll see if it still persists.

Edit:

Also in the Ace 2 settings in the menu, it says ACE settings for John Doe. :o

Im sorry i don't know what john doe is, I don't have a john doe profile, my settings are reset when i started my game again from last night.

You have to start aceclippi.exe before the game ;)

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You have to start aceclippi.exe before the game ;)

yep just figured that out so hopefully it remembers the settings now.

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hi guys,

i'm looking for mission packs for ace 2 (installed on CO) possibly with no other addons required and playble offline or online with IA...i'm looking for missions to practice with the various features of this all time great mod...also (if possible) i'm looking for a guide in which are shown all the features and mainly all the new object and their use (ie ropes, eartaps, ect)...tnx

sorry for the bad english....

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i changed that to left ctrl and then made a mission on desert. It was just me and a sandbag box so i took a sandbag and pressed left ctrl and nothing?

fixed

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Can anyone else use space to open the command menu while holding a launcher at the ready? Try it out.

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It's pretty easy to get rid of thanks to ACE's modular nature. All you need to do is delete or rename ace_sys_combatdeaf.pbo in the ACE folder. Enjoy your new ability to leave your headphones on.

man thanks bro you are a life saver!!

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hi guys,

i'm looking for mission packs for ace 2 (installed on CO) possibly with no other addons required and playble offline or online with IA...i'm looking for missions to practice with the various features of this all time great mod...also (if possible) i'm looking for a guide in which are shown all the features and mainly all the new object and their use (ie ropes, eartaps, ect)...tnx

sorry for the bad english....

up...

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One question about Javelin in ACE2. As far as I understand launcher/missile in inventory was replaced by launcher/CLU. But whenever I try to pick those from launchercrate only laucher is added, and instead of CLU there's only a blank magazine in player inventory which dissapear after 1 sec anyway.

Is this bug, or maybe it's by design, and tied to another ACE feature I'm just not aware?

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You have to find the separate CLU, which takes up a binocular slot.

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If the mission placed items in the crate not taking ACE into account, of course the crate will not have a CLU in it. As said, it's a separate item that takes a binocular slot (and can also be used as an independent binocular even without the launcher).

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Just idea, but why not add script on mission load to check for Javelin missiles in containers (crates, vehicles, backpacks), remove them, and add additional (now disposable) launcher tubes instead?

Same could be done with CLU, just add same number of CLU's as initial number of launchers.

Not sure if doable though, never beign doing any serious scripting.

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If I recall it's possible to set a parameter in the init file of a mission to detect ACE, and if it does to add/remove/activate different features to the mission. It just takes editing and adding it. -Nods- Save to vanilla, official missions. It's not a good idea to edit them :P Hehe

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Or maybe make ACE script to do that on mission start, so we could avoid editing missions at all.

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Just idea, but why not add script on mission load to check for Javelin missiles in containers (crates, vehicles, backpacks), remove them, and add additional (now disposable) launcher tubes instead?

Same could be done with CLU, just add same number of CLU's as initial number of launchers.

Not sure if doable though, never beign doing any serious scripting.

The problem with this is with missions made with ACE in mind. In a non-ACE mission you sure do want to replace all tubes with CLUs and all missiles with tubes, but in ACE missions you do not want to do any replacements! Judging when a mission was made for ACE or not might be possible but will most likely never be 100% correct and thus may cause issues.

Keep in mind that this is far from the only problem you might run into when playing a non-ACE mission with ACE. The difficulty of the mission can get completely messed up compared to the original intentions of the author due to different AI or weapon effectiveness, to give an example. IMO, if you truly want to enjoy ACE missions, it's a better idea by far to play missions made for ACE.

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Are there classnames for M72 (used), Javelin (used), M136 AT4 (used) ? Because in mission i got restricted weapons and if i fire one of those launchers i will get message that im not allowed to use it, i cant throw it after being fired, it will put launcher on his back and it can be used again.

*FIXED*

Edited by matosinec

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No more updates for ArmA 2? That is not good. :(

After getting it to work I can't go back to normal ArmA 2.

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