b1944 10 Posted September 10, 2012 Hi I know that the ruck system allows the rucksack to be locked, accessible to squad members and accessible to team members. Is there a function which makes it possible to set that? I have been searching for the proper function in vain. By the way is there a complete list of ACE 2 functions? Thank you for the help Share this post Link to post Share on other sites
hellfire257 3 Posted September 10, 2012 https://dev-heaven.net/docs/ace/index/Functions.html Share this post Link to post Share on other sites
Robalo 465 Posted September 10, 2012 HiI know that the ruck system allows the rucksack to be locked, accessible to squad members and accessible to team members. Is there a function which makes it possible to set that? I have been searching for the proper function in vain. By the way is there a complete list of ACE 2 functions? Thank you for the help The API link is on the ACE front page: https://dev-heaven.net/docs/ace/index/Functions.html What you're looking for is not in there, but if you'll take a hacky, unsupported method: _unit setVariable ["ACE_Ruck_Lock_Scope", _scope, true]; where _scope can be one of "", "Squad", "Team" Share this post Link to post Share on other sites
TSO 1 Posted September 10, 2012 RPT Stuck on: Warning Message: Addon 'CACharacters2' requires addon 'CAWeapons_M1014' Running OA latest version last it ran and been stuck on errors since installing ace. I suppose I need to find what provides CAWeapons to get it to work? Share this post Link to post Share on other sites
Robalo 465 Posted September 10, 2012 RPTStuck on: Warning Message: Addon 'CACharacters2' requires addon 'CAWeapons_M1014' Running OA latest version last it ran and been stuck on errors since installing ace. I suppose I need to find what provides CAWeapons to get it to work? One obvious error in the .RPT is having those spaces in the mod line: -mod=@CBA; @ACE; @ACEX Not saying that's it, but fix that first. Share this post Link to post Share on other sites
blackmamb 2 Posted September 10, 2012 Shouldn't you be using the three CBAs? Or are you using an old ACE version? Share this post Link to post Share on other sites
TSO 1 Posted September 10, 2012 Alright I removed the spaces. You were right about it not causing error. ===================================================================== == C:\UserFiles\STEVENF\GameServers\TC35473333106448480418266\arma2oaserver.exe == "C:\UserFiles\STEVENF\GameServers\TC35473333106448480418266\arma2oaserver.exe" -config=server.cfg verifySignatures=1 persistent=1 -netlog -port=2302 -ip=206.217.129.83 -profiles=C:\UserFiles\STEVENF\GameServers\TC35473333106448480418266\ -name=server -beta=expansion/beta;expansion/beta/expansion -mod="expansion";@CBA;@ACE;@ACEX -maxplayers=22 ===================================================================== Exe timestamp: 2012/08/17 16:22:28 Current time: 2012/09/08 03:43:13 Version 1.62.96063 Warning Message: Addon 'CACharacters2' requires addon 'CAWeapons_M1014' As far as I know I'm using the latest ace six updater is using as well (manually uploaded 2 days ago). Do you mean to make sure all mods are listed in command line? The first instruction I originally read was simply to add those 3 mods to the command line. I have uploaded the other CBAs and I'll add them to the command line. Share this post Link to post Share on other sites
Robalo 465 Posted September 10, 2012 Warning Message: Addon 'CACharacters2' requires addon 'CAWeapons_M1014' You're missing some addons, CAWeapons_M1014 is an official component or Arma2. Share this post Link to post Share on other sites
blackmamb 2 Posted September 10, 2012 Yep, your command line seems to be incomplete. Try and launch it directly from SU, and see if you still get the same error. Share this post Link to post Share on other sites
themaster303 22 Posted September 10, 2012 you missing the cba_a2 and cba_oa in the start parameter !! @cba;@cba_a2;@cba_oa Share this post Link to post Share on other sites
TSO 1 Posted September 10, 2012 I didn't mean to give the impressions I have SU on the server. I went this route: If you rent a Windows server and don't have remote desktop access, you will have to upload the needed files from your own computer to the server Changes made and result appears the same. ===================================================================== == C:\UserFiles\STEVENF\GameServers\TC35473333106448480418266\arma2oaserver.exe == "C:\UserFiles\STEVENF\GameServers\TC35473333106448480418266\arma2oaserver.exe" -config=server.cfg verifySignatures=1 persistent=1 -netlog -port=2302 -ip=206.217.129.83 -profiles=C:\UserFiles\STEVENF\GameServers\TC35473333106448480418266\ -name=server -beta=expansion/beta;expansion/beta/expansion -mod="expansion";@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX -maxplayers=22 ===================================================================== Exe timestamp: 2012/08/17 16:22:28 Current time: 2012/09/08 06:18:13 Version 1.62.96063 Warning Message: Addon 'CACharacters2' requires addon 'CAWeapons_M1014' Share this post Link to post Share on other sites
blackmamb 2 Posted September 10, 2012 Oops sorry about that, somehow my mind skipped the fact you were running a server and not just tryin to launch the game. My bad. So that's ruled out. Share this post Link to post Share on other sites
Robalo 465 Posted September 10, 2012 (edited) TSO, you should remove "expansion" from your mod list, it's loaded by default and adding it may in fact be the cause for your issue if your addons are in order. Not really an ACE issue at all there. Also, not sure if the game can work ok with the UNIX-like paths in your mod line: -beta=expansion/beta;expansion/beta/expansion Since you have a Windows server your should perhaps correct: -beta=expansion\beta;expansion\beta\expansion Just to be on the safe side. Edited September 10, 2012 by Robalo Share this post Link to post Share on other sites
Warsaw 1 Posted September 11, 2012 Are there any change logs for all these little updates that come out now and then. Because I'm finding features that I've never seen before in the game. Share this post Link to post Share on other sites
TSO 1 Posted September 11, 2012 Issue persists. I'll look into re-installing on the server and try the command line again after. Share this post Link to post Share on other sites
Strikor 10 Posted September 11, 2012 Are there any change logs for all these little updates that come out now and then. Because I'm finding features that I've never seen before in the game. Yes and no. You can right click on an addon in Six and select "Go to changelog of mod" in the menu but unfortunately a lot of changes remain unlisted. Share this post Link to post Share on other sites
TSO 1 Posted September 12, 2012 (edited) Just to follow up on my issues results So server provider copied his working DayZ servers files over and just told me to set up it's files for ACE instead. (doesn't seem the best idea but I ran with it) Installed fresh ACE and set previous command line No rpt is showing up in usual place and server still isn't showing in browser. Left it to server provider to sort it out. Something was wrong with his version of files again and some part of the command line from what was said. Final result using some old DayZ path lines but functioning. -beta=Expansion\beta;Expansion\beta\Expansion -mod=Expansion\beta;Expansion\beta\expansion;ca;@CBA;@CBA_OA;@ACE;@ACEX -name=Ace -config=server.cfg -cfg=cfgdayz\arma2.cfg -profiles=cfgdayz -ip=206.217.129.82 -port=2302 -cpuCount=4 -exThreads=1 From what I gather up to date arma/beta files and correct command line fixes: Warning Message: Addon 'CACharacters2' requires addon 'CAWeapons_M1014' Also foxhound is incapable of taking the same level of attitude he gives out. Game on fellas. Edited September 16, 2012 by TSO Share this post Link to post Share on other sites
b1944 10 Posted September 13, 2012 (edited) The API link is on the ACE front page: https://dev-heaven.net/docs/ace/index/Functions.htmlWhat you're looking for is not in there, but if you'll take a hacky, unsupported method: _unit setVariable ["ACE_Ruck_Lock_Scope", _scope, true]; where _scope can be one of "", "Squad", "Team" Thank you Robalo, this is what I have been looking for as it was not in the function list. With this function can I make the ruck contents accessible to all units (on the same side) so not just the ones the owner of the ruck is grouped with? ---------- Post added at 07:22 AM ---------- Previous post was at 07:17 AM ---------- And a completely different topic. I have noticed that the "Heal" action (which could be selected by using the mouse scroll button) was moved to the right Windows key. It works perfectly if I want to heal a team-mate but it does not work if I want to heal the medic himself (i.e there is no self-heal even with the Menu key). This is a problem, because I have quite a lot of missions designed with Norrin's revive (and with revive damage) but now if the medic gets shot there is no way to heal him (only with another medic but usually there is only one in a small team). Is this intentional, just a bug which will be fixed or it is me who is doing something wrong? BTW last time we played I managed to heal a Landrover with a medic. That's why I think things got messed up somehow. Thanks for the help Edited September 13, 2012 by b1944 Share this post Link to post Share on other sites
giallustio 770 Posted September 13, 2012 Hey guys! I've to check if a unit is unconscious...The only thing i found it's the variable "ace_w_state"...Is there another way to know if a unit is down with the countdown? Share this post Link to post Share on other sites
Guest Posted September 14, 2012 Hey guys! I've to check if a unit is unconscious...The only thing i found it's the variable "ace_w_state"...Is there another way to know if a unit is down with the countdown? _uncon = _unit call ace_sys_wounds_fnc_isUncon; // true or false Share this post Link to post Share on other sites
giallustio 770 Posted September 14, 2012 Thank you very much! :) Share this post Link to post Share on other sites
daoarge 203 Posted September 20, 2012 These cookoff will happen in ammo boxes too? I dont know, if somebody already answered you, but here's how it looks like: Share this post Link to post Share on other sites
distractor2004 14 Posted September 21, 2012 I couldn't find anything notating this issue but the Pandur II's missile launcher in the ACR dlc doesn't work when running with ACE. It fires the 2 BGM missiles but nothing happens, just a flash and smoke. Posting here because it was easier for me to do than trying to create a ticket at dev-heaven. Is there a fix or major update for ACR+ACE anytime soon? Thanks for the feedback! Share this post Link to post Share on other sites
genpatton043 10 Posted September 21, 2012 Would anyone mind giving me some suggestions to fix the following error message please? "Sound ACE_Heartbeatscalar not found" Should I just download the ACE_SM mod again? I've had a number of kinks to work out in order to get ACE 2 up and running again on my PC and I "Think" this is the last one. Thanks! Share this post Link to post Share on other sites
bagram 10 Posted September 24, 2012 (edited) Gentlemens, there is the next problem, the player after an artillery strike or strike aircraft to become immortal, though bleeding, but did not kill him is impossible. Maybe the problem and not the ACE, and in beta patch or MP mission? P.S. Ace-571 - co-40_Domination_2_71_West_ACE_OA.Takistan. Sorry for my English :) Edited September 24, 2012 by Bagram Share this post Link to post Share on other sites