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I wouldn´t say that ACE will not be updated anymore, because there are some resolved Issues on Dev Heaven, which are marked with Target Version 1.14. I think the Devs are just waiting a little bit longer for eventually reported Issues, as mentioned.

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Well ACE has come a long way, and I dont think people installed it just to keep updating for fun, it is what it is and if its got to a legitimate point where its ship shape enough to be complete for this version of Arma, dont know what any problems would be with that.

As regards Xeno's link, the idea of some small tweaks and hotfixes will someone still post a heads up when six updater needs a verify here? I know there are other places to check but not all of them might be used.

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Can anyone help on this one:

how to disable catastrophic destruction (when turret blows off) for T72_Base class descendant?

ace_sys_vehicledamage contains:

class Extended_Killed_EventHandlers {
   class T72_Base {
       class ace_sys_vehicledamage {
           killed = "_this spawn ace_sys_vehicledamage_fnc_t72_catastrophicdestruction";
       };
   };
};

I try to define:

class Extended_Killed_EventHandlers {
           class MyTank {
               class ace_sys_vehicledamage {
                   killed = "";
               };
           };
       };

but it doesn't work. Class is "MyTank : ACE_T72BA_Base".

Thanks in advance.

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Is it possible to equip shades/masks to your character using something in his init instead of having to press the self-interaction button and doing manually?

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why did you remove the USMC by Binkowski and SEAL'S by tf86 ?????

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As regards Xeno's link, the idea of some small tweaks and hotfixes will someone still post a heads up when six updater needs a verify here?

Like this one ?

http://forums.bistudio.com/showpost.php?p=2085095&postcount=117

:)

why did you remove the USMC by Binkowski and SEAL'S by tf86 ?????

Various issues which forced us to remove them for now (no time to fix them currently).

how to disable catastrophic destruction (when turret blows off) for T72_Base class descendant?

Simply override the ace_sys_vehicledamage_fnc_t72_catastrophicdestruction function.

Is it possible to equip shades/masks to your character using something in his init instead of having to press the self-interaction button and doing manually?

Out of my head (am not at home), try the following:

[player, "the_masks_identity"] execFSM "\x\ace\addons\sys_goggles\use_glasses.fsm"

Xeno

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Simply override the ace_sys_vehicledamage_fnc_t72_catastrophicdestruction function.

Thanks, I also thought about this, but then it would completely disable this feature and I want to disable it only for my tank. Is there another way?

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Thanks, I also thought about this, but then it would completely disable this feature and I want to disable it only for my tank. Is there another way?

This might work:

class Extended_Killed_EventHandlers { 
   class Your_T72-based_class { 
       class your_addon { 
           killed = "_this setfuel 0"; 
       }; 
   }; 
};

This will exploit the fuel check at the beginning of the destruction script and will make it abort.

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As regards Xeno's link, the idea of some small tweaks and hotfixes will someone still post a heads up when six updater needs a verify here? I know there are other places to check but not all of them might be used.

Is there any other way to get these "minor updates" other than Six Updater?

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This might work:

class Extended_Killed_EventHandlers { 
   class Your_T72-based_class { 
       class your_addon { 
           killed = "_this setfuel 0"; 
       }; 
   }; 
};

This will exploit the fuel check at the beginning of the destruction script and will make it abort.

Thanks both of you!

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I knew that :) Just wondered if it was a case of leaving things here to stick to sixupdater.

Is there any other way to get these "minor updates" other than Six Updater?

Well in a case I reported an issue the hot fix was added as an attachment to the CIT ticket, but that would mean manually keeping check on all outstanding CIT's fro updates, so collated into one download via Sixupdater is the best option, that's what its for :)

Or if a final patch comes as 1.14 for mirror downloads, that would be the only way.

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Maybe my new triple display setup might have something to do with it sinds it worked fine before, but everytime i start ACE i get a CTD the first time i decide to drive fast or use the zoom function.

Here is what i've tried sofar (this took me all weekend)

-Latest ArmA2 + OA patch (1.60Final +1.11)

-Latest ACE version (via SiX)

-Happens with or without the beta

-Removed the A2 + OA configs + ACE userconfig\configs (all exsisting mods)

-Verify and repair mods (small changes where made / file upload)

-Tested with SoftTH, NV drivers (surround mode) and single display settings

-Tested with all known different NV driver settings (performance mode, mutidisplay performance mode)

-Started with SIX and also with 'normal' shortcut

-Vanilla works fine!

-Vanilla + mods works fine (incl. CBA)

-All my buddies dont have a problem on the server

Now i could go and delete ACE completely but i was wondering if there is any ACE / Six configuration files that i might have missed and that are skewing up this great mod for me!

Update: As a 'last' resort ive restarted our server and guess what?...No crash so far!

I didnt think of this before because it has never happend with any other mod we have used in the past (and there where some). So just ignore my question! Maybe the problem has something to do with the mission being set to night mode (Insurgency 1.5 Fallujah) and the NV's were acting up....

Edited by larsiano
Problem dealt with!?

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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.

Good point. While ACE Javelin is no longer vanilla-compatible it still uses vanilla classname.

It could still work though if would replace only stand-alone missiles (which dissapear when picked up anyway) with more disposable tubes. CLU could be added if there's none in launcher box/vehicle cargo.

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.

Dunno 'bout that, personally I'm having a blast playing numerous vanilla and usermade campaigns and missions with ACE mod enabled. Which is main reason why I pointed this problem. Also fact is missions made for ACE are quite scarce, missionmakers prefer to make missions in vanilla so people can chose replacement mods/total conversion mod they prefer.

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Are there classnames for M72 (used), Javelin (used), M136 AT4 (used), NLAW (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.

I dont wanna be rude, but i spent 5 hours trying to find out if there are classnames for those launchers. For those who might ask what is with (used), that appears after you fire from a launcher in top right corner will say (used) and you have to throw it on ground because its not useable anymore but in my case it is. Im editing Xeno's domination and i got weapon restrictions so i take M136 AT4 i load it, i fire it and messages pops up "Im not allowed to use it" because it looks like M136 AT4 (used) is another weapon that cant be fired again and has to be dropped. I can fix that if i know the classname for that, so i can add it to allowed weapons array. Then after it says "Im not allowed to use it", it will put M136 AT4 on his back and i can select it, and fire it again, and again, and again (Unlimited Ammo).

*FIXED*

Edited by matosinec

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My MFD is sitting far too low in the bottom left hand corner. So I can only see the top of it and not any of the writing on its screen. Is there anyway to fix it?

Also is there a way to change the controls from the numpad ones to different controls as I do not have a numpad? or will I have to go out and buy myself one?

Edited by [EVO] Dan

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Yeah it worked, for some reason it had been changed from normal to large. Guess I have to buy a numpad to use it properly though? no way to change the controls on it I guess?

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Guys i've a problem with the tracking module...How can i remove the tracking marker for a specific group?

I tried this line in his init field with no result...(MH60S)

(group this) setVariable [""ace_sys_tracking_marker_override"",nil];

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ACE_SM is a downright mysterious piece of software. There are so many immersive little sounds that other mods don't offer, like turrets turning on tanks or the gears whirring on a mortar. But I can't figure out what .pbo this stuff is in.

Where can I find the artillery related sounds?

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Out of my head (am not at home), try the following:

[player, "the_masks_identity"] execFSM "\x\ace\addons\sys_goggles\use_glasses.fsm"

Xeno

Doesn't work. I will try again tommorow but you said out of your head thus the code could be wrong.

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Doesn't work. I will try again tommorow but you said out of your head thus the code could be wrong.

This works.

nul = [player, "ACE_GlassesGasMask_US"] execFSM "x\ace\addons\sys_goggles\use_glasses.fsm";

If you're using it on a AI unit, you may have to set the identity first:

this setVariable ["ACE_Identity", "ACE_Original_Identity"]; 
nul = [this, "ACE_GlassesGasMask_US"] execFSM "x\ace\addons\sys_goggles\use_glasses.fsm";

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Guys i've a problem with the tracking module...How can i remove the tracking marker for a specific group?

I tried this line in his init field with no result...(MH60S)

(group this) setVariable [""ace_sys_tracking_marker_override"",nil];

If you want to enable the override, you should not nil the variable, but set it to true.

http://ace.dev-heaven.net/wagn/Tracking

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