Smurf 12 Posted July 23, 2012 Because of: https://dev-heaven.net/issues/37366This can happen if multiple vehicles are all cooking off at once, the sound of the jetting flame can become stuck and its unable to be stopped. It can also happen on very rare edge cases with one vehicle. Till this bug is fixed I figured it's better to keep it off by default and have people enable it at their own risk. Share this post Link to post Share on other sites
b00ce 160 Posted July 23, 2012 Yeah, that issue rears its ugly head if you have 2 vehicles cook off in quick succession or a massive battle raging at the same time. BIS, please fix this bug! Share this post Link to post Share on other sites
iceman77 18 Posted July 23, 2012 Hi. This isn't a bug report, i'm sure it's on my end so i'll just ask here in this ace thread. I recently came back to arma2 and wanted to reinstall ace.Aquired the six updater, installed the ace mods, ran the game.On startup I get a scripting error message.here's what my rpt says: ===================================================================== == D:\Bohemia Interactive\arma2oa.exe == "D:\Bohemia Interactive\arma2oa.exe" -noSplash -noFilePatching -showScriptErrors "-name=***1cem@n*** [OG]" "-mod=@CBA_A2;@CBA_OA;@CBA;@ACE;@ACEX_SM;@ACEX;@ACEX_RU;@ACEX_USNavy" ===================================================================== Exe timestamp: 2012/07/22 01:18:41 Current time: 2012/07/23 13:55:06 Version 1.60.87580 [77,24.524,0,"XEH: PreInit Started. v1.0.0.184. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] Error in expression < if (_newVersion) then { lineIntersects [eyePos _unit,_pos_bangASL,_unit]; } els> Error position: <[eyePos _unit,_pos_bangASL,_unit]; } els> Error Missing ; File x\ace\addons\sys_flashbang\fnc_fx.sqf, line 28 Error in expression < if (_newVersion) then { lineIntersects [eyePos _unit,_pos_bangASL,_unit]; } els> Error position: <[eyePos _unit,_pos_bangASL,_unit]; } els> Error Missing ; File x\ace\addons\sys_flashbang\fnc_fx.sqf, line 28 [77,30.408,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [77,29.559,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [1686,41.036,0.068,"XEH: PostInit Started"] [1686,41.157,0.068,"CBA_VERSIONING: cba=1.0.0.186, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.13.0.565, acex=1.13.0.363, acex_ru=1.13.0.69, acex_usnavy=1.13.0.71, "] [1686,41.574,0.068,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"] All game settings including controls are default (reload key etc). What am I doing wrong? Am I missing something? Mabey running to many versions of cba simultaneously? mabey running the mod folders in the wrong order (i don't see how as i let six updater install and run the game)? Share this post Link to post Share on other sites
noubernou 77 Posted July 23, 2012 It is because there is non-standard release code in there that hasn't been made to work with out running the beta patches. Share this post Link to post Share on other sites
xeno 234 Posted July 23, 2012 Hi. This isn't a bug report, i'm sure it's on my end so i'll just ask here in this ace thread. I recently came back to arma2 and wanted to reinstall ace.Aquired the six updater, installed the ace mods, ran the game.On startup I get a scripting error message.here's what my rpt says: Just hang on for a few more days. OA Patch 1.62+ will fix this again (new scripting commands, not available in 1.60). The new OA patch should hopefully be available this week... Xeno Share this post Link to post Share on other sites
iceman77 18 Posted July 23, 2012 It is because there is non-standard release code in there that hasn't been made to work with out running the beta patches. Just hang on for a few more days. OA Patch 1.62+ will fix this again (new scripting commands, not available in 1.60).The new OA patch should hopefully be available this week... Xeno Thanks guys. Not to be a bother, but I had one more question / issue I wanted to get sorted.When the game goes to run I get a prompt about a .dll(s). Is this something to do with the patch aswell?Thanks. Share this post Link to post Share on other sites
-Anti- 1 Posted July 24, 2012 (edited) My special ACE keys don't work. <SNIP> EDIT: I got the keys to work. It was because I was trying ACE using a resumed mission that I'd started before installing the mod. <SNIP> Another thing that was puzzling me is that some keys appear to be duplicates of ones that the game already uses. EG. the 'K' key is used for the compass, but ACE has is mapped to 'toggle ILS'. The 'page up/down' keys are supposed to be for the range-setting on a rifle, but ACE has them mapped to 'NVG brightness'. Why does the mod conflict with the game defaults? Edited July 24, 2012 by AntiArma Share this post Link to post Share on other sites
blackmamb 2 Posted July 24, 2012 @Iceman Nah that's just SU launching the ACE clippi automatically. No worries, no issue there! If you don't want to be bothered with it everytimes, just follow the instructions on the prompt, i guess. Share this post Link to post Share on other sites
cuel 25 Posted July 24, 2012 We played some domination earlier and regular soldiers didn't have the "treat wounds" or "examine" function in ACE interact menus, they weren't even there. Only the medics had them. If they regular soldiers rejoined in a medic slot it became available. They had IFAK so the wounding system was enabled. But they didn't even have the option to examine someone that was wounded and they couldn't give themself anything. Is that intentional? Share this post Link to post Share on other sites
Calazur 1 Posted July 24, 2012 (edited) After the last update 20/07/12 we are not able to hit with javellin, Im not able to lock in ground set also, Im zooming and changing termal.Also, everyone that launch a javellin is receiving 25 points for nothing. The projectile just go high and disappear, if you set direct hit, it goes straight and disappear unless you turn down a little enough to launch at the ground. After dropping the javelin to the ground and aiming with CLU, it bring me the original OA CLU, not the ACE one that has colored warning lights and direct-ground set. Some reports from my group say the Stinger cant lock, I did not test by myself. We are using ArmA OA latest BETA, in server and all clients, latest CBA and ACE from 20/07/12 with MANDO_MISSELES, latest also. GLT all but jas39, ACRE, fallujah, Jayarma2lib_new, klu_glt_misselebox_ace, mar_2maw, mar_pilot, MMA, MMA_XEH, rkt_f15, rkt_f4, sthud, ACEX, ACEX_SM, ACEX_USNavy. There is a typo on a report box when you examining or healing with wounds, cant remember witch execution, I think its a report when examining. One script error is displaying when I use ACE self interaction to release tourniquet. Well, thanks, let me know if Im doing something wrong. W.Calabresi So, I done some gameplay and test, I was wrong with Stinger as reported to me, but by my tests its working fine, some more problems are there, all the mando system but javelin is working with ACE. There are some script errors that I could not copy or SS, being not time able to help much related with take morphine and ep, its working anyway effectively. Not only javelin is giving free points, but AGM114K and L with Supercobra and Apache. Edited July 24, 2012 by Calazur forgot to quote Share this post Link to post Share on other sites
Chairborne 2594 Posted July 24, 2012 Is there any particular reason why the towing tractor wouldn't tow an aircraft? What i did was: -Place a towing tractor as player -Place an empty UH-1Y -Move the towing tractor to front/back of aircraft both straight and in reverse trying from different distances -Select the Attach command from action menu And still nothing happens. Do i have to put something particular in the init line of vehicles to get it working? Am I missing something? I also tried this with an AH-1Z and a C130J but nothing happens, i tried from every possible distance from 10m down to actually bump them but still doesn't work. Share this post Link to post Share on other sites
RedSnt 1 Posted July 24, 2012 I know for a fact that the towing tractor doesn't work with the C130J, but I have only used it on 2 non-ace servers. I don't know about the UH-1Y. Share this post Link to post Share on other sites
dukenukem. 12 Posted July 24, 2012 We played some domination earlier and regular soldiers didn't have the "treat wounds" or "examine" function in ACE interact menus, they weren't even there. Only the medics had them. If they regular soldiers rejoined in a medic slot it became available. They had IFAK so the wounding system was enabled. But they didn't even have the option to examine someone that was wounded and they couldn't give themself anything. Is that intentional? might be due to: * Added Combat Application Tourniquet to medical items [rocko] * Added FOCUS type to progressbar, so other actions (shooting, looking around) are no longer possible while doing stuff [rocko] * Compress renamed to Bandage Kit, Elastic (Trauma bandage) [rocko] * Disposable AT weapons are fire-ready instantly, refs #29836 [rocko] * IFAK loadout are now [1ea Bandage, 1ea Trauma bandage, 1ea CAT], medic class players will get the morphine and epinephrine together with a set of CATs and twice the content of normal IFAK [rocko] * Medic class players will get the CAT additionally to all the other stuff in their backpacks [rocko] * Non medics get less informative Examine reports [rocko] * You can no longer look around and/or shoot or do stuff while applying medic items to other players [rocko] Share this post Link to post Share on other sites
Chairborne 2594 Posted July 24, 2012 (edited) I know for a fact that the towing tractor doesn't work with the C130J, but I have only used it on 2 non-ace servers. I don't know about the UH-1Y. There is also a page on the wiki but there is no specific explanation on compatible models. edit: it works with the F35 and MV-22 osprey, although it's a bit buggy since the vehicles go under terrain and reappear when detached. also you need to go really close to them in order to attach them. Edited July 24, 2012 by AlphaSixtyOne Share this post Link to post Share on other sites
cuel 25 Posted July 24, 2012 (edited) might be due to:* Added Combat Application Tourniquet to medical items [rocko] * Added FOCUS type to progressbar, so other actions (shooting, looking around) are no longer possible while doing stuff [rocko] * Compress renamed to Bandage Kit, Elastic (Trauma bandage) [rocko] * Disposable AT weapons are fire-ready instantly, refs #29836 [rocko] * IFAK loadout are now [1ea Bandage, 1ea Trauma bandage, 1ea CAT], medic class players will get the morphine and epinephrine together with a set of CATs and twice the content of normal IFAK [rocko] * Medic class players will get the CAT additionally to all the other stuff in their backpacks [rocko] * Non medics get less informative Examine reports [rocko] * You can no longer look around and/or shoot or do stuff while applying medic items to other players [rocko] What. I know of the update. My point was that regular soldiers did not have the examine and treat wounds menus, while the medics did. However I have not been able to reproduce this in any other mission, so it seems like a rare bug. Edited July 24, 2012 by cuel Share this post Link to post Share on other sites
maturin 12 Posted July 26, 2012 (edited) The ammo cookoff is the ultimate producer of ghoulish glee. I can't wait for it to be enabled by default. However, I burned three Bradleys tonight, and one of them burned for several minutes and then abruptly vanished. When they stopped smoking, all three disappeared. Edit: Additionally, by standing on the spot where each vehicle vanished, I take burning damage. The fire is still there, invisible and silent. I have since observed this with BMPs and T-72s as well. It appears to be reliable. Secondly, I see that there are some issues with the new medical system that will be fixed. Does these fall under that category? 1) Unit falling unconscious from wounds waking immediately after bandaging with no need for Epi OR Morphine. 2) Non-medics have and can use Morphine without it showing in their (default loadout) inventory. 3) Units mysteriously starting with tourniquets applied (non-medic after restarting a mission which previously had seen CATs applied). And "He is marked with T" mean that a CAT tourniquet has been applied? Edited July 26, 2012 by maturin Share this post Link to post Share on other sites
PTV-Jobo 820 Posted July 26, 2012 2) Non-medics have and can use Morphine without it showing in their (default loadout) inventory. 3) Units mysteriously starting with tourniquets applied (non-medic after restarting a mission which previously had seen CATs applied). And "He is marked with T" mean that a CAT tourniquet has been applied? Yeah I've seen both points myself today coop'ing with friends. I was able to provide friends with morphine and epi's even though I did not have it on me nor a medic. The second part, I've experienced to the extent where in the interaction menu I always see "remove CAT" even though I've neither applied it to wounded nor have anyone applied one to me. No matter how many times I've clicked to remove, it never seems to change anything in the interaction menu(s) as if it's stuck. Share this post Link to post Share on other sites
tholozor 18 Posted July 26, 2012 The "Remove CAT" bug has already been fixed, just not updated on Six. https://dev-heaven.net/issues/37980 Share this post Link to post Share on other sites
RyanHunter24 1 Posted July 26, 2012 I'll be downloading this tonight! Share this post Link to post Share on other sites
islesfan186 83 Posted July 26, 2012 When using the AH-6X or MQ-8 with the apache and I fire the laser and try to remote fire a hellfire, and I have the hellfires set to LOAL-LO, the missile still fires like its in LOBL-DIR mode....straight ahead. So does the hellfire still default to the vanilla engine (like it does with an AI gunner) even though I'm giving it a laser target with the ULB? Or is there a step I'm missing? Share this post Link to post Share on other sites
noubernou 77 Posted July 26, 2012 Something I am working on that might go into the Air FCS systems... YI6ZCjd8kkA Don't mind the music... lol. Share this post Link to post Share on other sites
tholozor 18 Posted July 26, 2012 (edited) Awesome! Potentially functional IFFCC! Seriously though, that's some crazy-good accuracy for CCIP. Does the calculation have to be different for various ordnance, or is it universal? Edited July 26, 2012 by Tholozor Share this post Link to post Share on other sites
Guest Posted July 26, 2012 Don't mind the music... lol. Think I want a copy Share this post Link to post Share on other sites
MavericK96 0 Posted July 26, 2012 something i am working on that might go into the air fcs systems... Do want. Share this post Link to post Share on other sites
noubernou 77 Posted July 26, 2012 Awesome! Potentially functional IFFCC!Seriously though, that's some crazy-good accuracy for CCIP. Does the calculation have to be different for various ordnance, or is it universal? It is universal with the right config values for the ammo types. :) Share this post Link to post Share on other sites