zio sam 77 Posted May 6, 2012 never heard of hellfire shooted to flying target,hellfire it's an air to ground missile not designed for hitting helicopters Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 6, 2012 Yup, it's already fair that you can lase and shoot hovering helicopters. IRL it'd be waste trying to use Hellfire against anything faster than usual ground vehicle Share this post Link to post Share on other sites
xeno 234 Posted May 6, 2012 Hi guys! I'm trying to activate the AI Talk module and the respawn with same magazine module via script but i've some troubles... Quite easy, just put the following into init.sqf: if (isServer) then { // AI talk ace_sys_aitalk_enabled = true; publicVariable "ace_sys_aitalk_enabled"; // vehicle radios ace_sys_aitalk_radio_enabled = true; publicVariable "ace_sys_aitalk_radio_enabled"; // if player avatar should do random talk too... ace_sys_aitalk_talkforplayer = true; publicVariable "ace_sys_aitalk_talkforplayer"; // enable respawn with weapons ace_sys_playerhud_withresp = true; publicVariable "ace_sys_playerhud_withresp"; }; Xeno Share this post Link to post Share on other sites
Tonci87 163 Posted May 6, 2012 AGM-114B/K/M Hellfire MissileDescription Hellfire is an air-to-ground, laser guided, subsonic missile with significant antitank capacity. It can also be used as an air-to-air weapon against helicopters or slow-moving fixed-wing aircraft. http://www.navy.mil/navydata/fact_display.asp?cid=2200&tid=400&ct=2 Share this post Link to post Share on other sites
noubernou 77 Posted May 6, 2012 http://www.navy.mil/navydata/fact_display.asp?cid=2200&tid=400&ct=2 Saying it can be done and actually doing it are two different things. :p The Hellfire users I've talked to in real life have said that would be something fairly hard to do. A hovering helicopter probably not that hard (though again the laser might get screwed up, thats probably whats happening in ACE at least). Share this post Link to post Share on other sites
maturin 12 Posted May 6, 2012 If you painted a moving target, wouldn't the missile start trying to hit the ground thousands of meters beyond every time the laser slipped slightly off the fuselage? Share this post Link to post Share on other sites
weirdo10o4 10 Posted May 6, 2012 I get this error: File userconfig\ace\ace_clientside_config.hpp, line 0: '/CfgSettings/acex_usnavy.define': 'A' encountered instead of '=' When trying to launch ACE. I tried disabling the ACEX USN, but then it gave the same error for another ACE mod. I used Six to check the files, but nothing was found. It worked fine yesterday, I only turned off my computer between now and then. Sorry if this post is in the wrong section, I couldn't find any open ACE troubleshooting threads. Share this post Link to post Share on other sites
manzilla 1 Posted May 6, 2012 Lao Fei Mao now you must use all 4 CBA suits What do you mean? I need to have all 4 dl'd? But do I add all 4 to the shortcut target line too? I'm getting that 'ace_main' error as well. Share this post Link to post Share on other sites
giallustio 770 Posted May 6, 2012 Thank you Xeno :) I didn't find the variables names on the WAGN....Thank you very much :) Share this post Link to post Share on other sites
manzilla 1 Posted May 6, 2012 I've come back after an extended A2 vacation. I've updated everything for the game.(most recent stable patch and also betas patch) and updated SU and ACE2 stuff. But now when I try to start the game I get an error that says: Addon 'ace_main' requires addon 'CBA_OA_XEH' I can click ok thru this message but when the game opens and the loading screen appears for a few seconds the game CTDs then gives this error: Include file x\cba\addons\ui_helper\script_dikCodes.hpp not found. I saw something earlier in this thread about it but the only answer didn't make sense. Something about using 4 suits of CBA? Any help would be appreciated. Share this post Link to post Share on other sites
noubernou 77 Posted May 6, 2012 SIX should have given you @CBA_OA and @CBA_A2. You need to load both of those in addition to @CBA now due to CBA being used with Take On as well as Arma. Share this post Link to post Share on other sites
manzilla 1 Posted May 6, 2012 (edited) When you say load you mean add to target line of shortcut? EDIT: Think I got it. Thank you. Now I just gotta figure out what this "hellskitchen" error is coming from. :) Edited May 6, 2012 by Manzilla Share this post Link to post Share on other sites
maturin 12 Posted May 6, 2012 The new requirement for running @CBA_OA and @CBA_A2 causes problems. There is something wrong with CBA_A2 in particular. When I launch ACE using a launcher, I get xeh-related error on startup. Then, in the mission, I get dialog claiming that CBA_A2_main is outdated by quite a few versions. And I can no longer load SP missions because CBA_A2 is building dependencies into the save files. The kicker is that, when I launch using Six Updater, everything works fine. But I'm not going to use Six Updater as an everyday launcher because I'm not a masochist. Share this post Link to post Share on other sites
BL1P 35 Posted May 7, 2012 Trying a new approach ... Hey anyone else notice that medic ruck sacks no longer carry medic supplies ? new feature or is it a bug ? Share this post Link to post Share on other sites
jedra 11 Posted May 7, 2012 Trying a new approach ...Hey anyone else notice that medic ruck sacks no longer carry medic supplies ? new feature or is it a bug ? You're right - they seem to be empty. I always fill my own rucks in missions so not sure what they had in them previously. They are definitely empty now though! Share this post Link to post Share on other sites
maturin 12 Posted May 7, 2012 Doesn't explain how my backpack vanishes into the aether because I sat in the gunner's seat for a split second, never to be found. I defend ACE from petty complaints an awful lot in this thread, but sometimes you guys just step right into it. Share this post Link to post Share on other sites
[evo] dan 79 Posted May 7, 2012 Doesn't explain how my backpack vanishes into the aether because I sat in the gunner's seat for a split second, never to be found.I defend ACE from petty complaints an awful lot in this thread, but sometimes you guys just step right into it. Shouldn't it be in the cargo (not the gear) of the aircraft, thats normally where is goes too? Share this post Link to post Share on other sites
Tonci87 163 Posted May 7, 2012 If you painted a moving target, wouldn't the missile start trying to hit the ground thousands of meters beyond every time the laser slipped slightly off the fuselage? In theory yes, but I guess that the Apache has a targeting system that allows you to lock on the target and then the target computer will track it. Share this post Link to post Share on other sites
fruity_rudy 16 Posted May 7, 2012 Sorry maybe i'm too stupid. I got a lot of ammoboxes in the base to test out things. The point is, whenever i pick an SD Weapon+SDmags it's getting so god damn inaccurate, i mean i can't even shoot something 20-30m away. Thats pretty ridiculous. Am i maybe using vanilla SDmags with ACE Rifles or is something mixed up? I'm so confused. I wanna use the SD ones for a missionscript that simulates stealth mode, but i can't shoot ppl with the weapon, cause on like 20m the bullet hits the wall some inches above the red dot. I'm really confused Share this post Link to post Share on other sites
stevevcb 3 Posted May 8, 2012 SD rifle rounds go high at very close ranges because they have a much lower muzzle velocity; in order to hit the range the rifle's zeroed at (I'd guess at 100-150m, but don't hold me to that) the trajectory needs to have a pronounced arc. You don't get it with standard (supersonic) rounds because they travel fast enough to have more or less a flat trajectory out to 300m or so. Share this post Link to post Share on other sites
maturin 12 Posted May 8, 2012 Dan;2146062']Shouldn't it be in the cargo (not the gear) of the aircraft' date=' thats normally where is goes too?[/quote']I tried that. Not to mention, ACE rucks tend to spontaneously disappear all their items when you drop the or switch them around. RPG packs are rocket-eating machines. So far as I know the ticket is still unresolved. Share this post Link to post Share on other sites
BL1P 35 Posted May 8, 2012 Doesn't explain how my backpack vanishes into the aether because I sat in the gunner's seat for a split second, never to be found.I defend ACE from petty complaints an awful lot in this thread, but sometimes you guys just step right into it. Place this in the init.sqf of the mission ace_sys_eject_fnc_weaponcheck = {}; //disable aircraft weapon removal Doesn't fix what your describing but it will stop ace removing the backpack etc when you take a seat you shouldn't. Share this post Link to post Share on other sites
sickboy 13 Posted May 8, 2012 Please link the ticket maturin. Share this post Link to post Share on other sites
maturin 12 Posted May 8, 2012 https://dev-heaven.net/issues/25951 Look like you guys resolved it a while ago. But in the comments text of the bug I explained how I have had similar behavior with other rucks as well, but in strangely inconsistent and confusing ways that prevented me from creating a useful ticket on my own. Generally speaking, I don't find I can rely on the ruck system in SP, where they might be changing hands a lot. In recent MP, I have had few problems. Maybe it's been slowly improving. Share this post Link to post Share on other sites
cuel 25 Posted May 8, 2012 Where can I find ACE explosions classlist? I know about ACE_C4Explosion but that's it. Share this post Link to post Share on other sites