sickboy 13 Posted May 11, 2012 Fix up on SU: https://dev-heaven.net/issues/31273#note-2 Share this post Link to post Share on other sites
sickboy 13 Posted May 12, 2012 Latest fixes up on SU. Share this post Link to post Share on other sites
panther42 52 Posted May 16, 2012 I know there are several posts on this...I've used the search function and also looked on the ACE Wagn, but I couldn't find anything regarding Crew restrictions and exiting a jet while on the Nimitz... I have walked all around the aircraft, but can't find the bag with my weapon. Is it gone because it is spawned on the ground, and not the deck of the Nimitz??? I have not tried yet with the LHD. Thank you Share this post Link to post Share on other sites
Bulldog72 10 Posted May 17, 2012 Invisible Targets. How "big" are they? Can I assume infantry target would be man size, armored and heavy armored... about average APC and tank size? Share this post Link to post Share on other sites
DeclaredEvol 10 Posted May 17, 2012 Hey, did ACE replace vanilla classes with something different because I still can't edit hitpoints. I can't even override custom units like TF86 with ACE enabled... but it works otherwise. Sorry I am asking this question so much, but its the only thing stopping me from releasing a very sexy mod :confused: Share this post Link to post Share on other sites
maturin 12 Posted May 17, 2012 Invisible Targets.How "big" are they? Can I assume infantry target would be man size, armored and heavy armored... about average APC and tank size? Not sure they have a size. They don't have a hitbox, and the AI will aim at a single point even on a huge tank. So there's no real difference, besides the weapons and priority assigned. Share this post Link to post Share on other sites
cuel 25 Posted May 17, 2012 Is there a variable to disable that sparebarrels gets auto-added? Right now I have to use this in my gear script _unit spawn { waitUntil {sleep 0.2;"ACE_SpareBarrel" in (weapons player)}; _this removeWeapon "ACE_SpareBarrel"; }; Share this post Link to post Share on other sites
short_German 1 Posted May 18, 2012 guys im trying to make a para rescue mission but i cant figure out how to put a unit in critical condition passed out and wounded without it dining so that i can make a mission where i have to resque wounded people from a helicopter wreck and take them back or casevac them from a certain place Share this post Link to post Share on other sites
jsmuk 13 Posted May 18, 2012 How do you align the "new" mortars? Maybe I am just being dumb but I seem to be unable to adjust the azimuth, I can set the elevation just fine but that's it. Other than that, I'm loving the new mortars. I liked the arty system but the complexness just overwhelmed me. Is there any instructions (written for the game or not) available for them? Share this post Link to post Share on other sites
short_German 1 Posted May 18, 2012 (edited) How do you align the "new" mortars? Maybe I am just being dumb but I seem to be unable to adjust the azimuth, I can set the elevation just fine but that's it. Other than that, I'm loving the new mortars. I liked the arty system but the complexness just overwhelmed me. Is there any instructions (written for the game or not) available for them? have a look on youtube there are a lot of tutorials on ace gameplay i think there are videos about the artillery system as wel l try this one i hope it helps Edited May 18, 2012 by short_German Share this post Link to post Share on other sites
xeno 234 Posted May 18, 2012 (edited) How do you align the "new" mortars? With the arrow keys once you are in as a gunner (T-E on) Please note that the new mortar system is still WIP, but the current (internal) version is already quite nice. So you won't find any docu for it yet (though it's quite easy to use, basically it is just adjust the mortar tube, select how many charges you will use for the shell and throw it in the tube, rocko is doing a great job here). Xeno Edited May 18, 2012 by Xeno Share this post Link to post Share on other sites
Tonci87 163 Posted May 18, 2012 I would dare to say that rocko is almost always doing a great job :p Are there any plans to implement the ACE Artillery system for the D-30 and the MLRS/GRAD Systems? Share this post Link to post Share on other sites
noubernou 77 Posted May 19, 2012 Since we're going for realism with the artillery... MLRS min range is 15km... :p Could add that but on most maps it'd be pretty worthless. :D Share this post Link to post Share on other sites
maturin 12 Posted May 19, 2012 Oh that's why the ACE flight times are ten times longer than LOMAC MLRS flight times... Share this post Link to post Share on other sites
short_German 1 Posted May 19, 2012 guys im trying to make a para rescue mission but i cant figure out how to put a unit in critical condition passed out and wounded without it dining so that i can make a mission where i have to resque wounded people from a helicopter wreck and take them back or casevac them from a certain place guys does anybody know how to do this Share this post Link to post Share on other sites
Bee8190 10 Posted May 19, 2012 guys does anybody know how to do this Unfortunately I cannot help ya but try this thread instead - http://forums.bistudio.com/forumdisplay.php?93-ARMA-2-amp-OA-MISSIONS-Editing-amp-Scripting Share this post Link to post Share on other sites
Tonci87 163 Posted May 19, 2012 Since we're going for realism with the artillery... MLRS min range is 15km... :p Could add that but on most maps it'd be pretty worthless. :D :omg: OK, I didn´t know that Share this post Link to post Share on other sites
eaglezero6205 10 Posted May 19, 2012 I put down the JDG USS Nimitz and added a tow Tractor then added the Super tomcat I went to attach the aircraft for towing and ACe is throwing an error. Stam_eh=this ,ACE_sys_stamina_eh # nil_call_ace_fnc_def Stam_multi=[_t... error undefined expresssion:nil file X\ace\addons\main\XEH_preinit.sqf,line 59 And it will not disappear on my screen!!! Very Aggravating. Also since the last update of Ace this last Friday none of the Launchers that are deploy able work!, the TOW, 50cal,mortars ect anything with a tripod and the Javelin apparently used to lock on to the ground but now does not since the last update. Anyway does anyone know why this error is being thrown? Im not using ACE stamina modules I don't have any Ace modules on the map even. I made topic about this on the 17th Hope its fixed now. As for the error on the Nimitz Carrier Anyone?? Share this post Link to post Share on other sites
Warsaw 1 Posted May 19, 2012 Updated ACE this morning and was wondering. Has the simulated fragmentation been added in to the mod? I was testing out a new army and weapon mod for the game, and when I threw a grenade I notice fragmentation being thrown at me and winging pasting my head. Share this post Link to post Share on other sites
short_German 1 Posted May 19, 2012 Unfortunately I cannot help ya but try this thread instead - http://forums.bistudio.com/forumdisplay.php?93-ARMA-2-amp-OA-MISSIONS-Editing-amp-Scripting thanks mate im on it Share this post Link to post Share on other sites
maturin 12 Posted May 19, 2012 Updated ACE this morning and was wondering. Has the simulated fragmentation been added in to the mod? I was testing out a new army and weapon mod for the game, and when I threw a grenade I notice fragmentation being thrown at me and winging pasting my head. Yup. Go play a mission with a dumb AI team leader, and you'll know what needs to be done.:mad: Share this post Link to post Share on other sites
subs17 9 Posted May 20, 2012 I updated ACE2 today and found the following problems: Addon acex_usnavy_a2_compat requires version 1.54 of application. and Include file x\cba\addons\ui_helper\script_dikCodec.hpps not found Does anyone know how to fix this as Ace2 is the most awesome mod and I'd like to get it working again. BTW my install is 6 Updater @ACE(P,D)r547 @ACEX(P,D)r362 @ACEX_RU(P)r68 @ACEX_SM(P)r104 @ACEX_USNAVY(P)r71 @CBA (P,D)r182 @CBA_A2(D)r8 @CBA_OA(D)r6 I have Arma2 and operation arrowhead installed BTW any other mods like this worth getting for ACE? Share this post Link to post Share on other sites
Warsaw 1 Posted May 20, 2012 Yup. Go play a mission with a dumb AI team leader, and you'll know what needs to be done.:mad: Thanks maturin. I have Arma2 and operation arrowhead installed BTW any other mods like this worth getting for ACE? I'm kind of in the same place. I find Blastcore visuals is good. Share this post Link to post Share on other sites
maturin 12 Posted May 20, 2012 ASR is also designed to work with ACE. Share this post Link to post Share on other sites
Luckz 1 Posted May 20, 2012 Does this now include the AEK pack? I did not find any info about it on the ACE website or in the AEK pack thread, but Robalo's ACE configs mentions a pending integration of @AEK into @ACEX, and @asr_aek_ace doesn't seem to be on SixUpdater (anymore?). Share this post Link to post Share on other sites