Strikor 10 Posted November 12, 2012 ACE meds are magazines so you will need to use addmagazine rather than addweapon. Share this post Link to post Share on other sites
kilrbe3 37 Posted November 12, 2012 (edited) ACE meds are magazines so you will need to use addmagazine rather than addweapon. Huh didn't even think of that, thanks mate! edit: Completely missed the line that would of saved the dumb question; Parent: CfgMagazines sigh Edited November 12, 2012 by KilrBe3 Share this post Link to post Share on other sites
cuel 25 Posted November 12, 2012 Is there a way to "orient" created ACE Rucks? I've tried but they always end up sideways, 1m away of the player model (still attached) class cfgWeapons { class ACE_Rucksack; class FP_Rucksack_Green: ACE_Rucksack { scope = 2; ACE_PackSize = 20250; ACE_Size = 20251; ACE_Weight = 1.15; displayName = "FP Backpack"; model = "\FP\FP_PACK.p3d"; picture = "\FP\BACKPACK_FP.paa"; descriptionShort = "Green"; }; }; Small bump on this, could really use some help. Share this post Link to post Share on other sites
sickboy 13 Posted November 12, 2012 Small bump on this, could really use some help.Did you reverse engineer (or otherwise find a good source for the ACE ruck) and base your ruck model on the ACE Rucks?If not, then I don't think you can use it as an ACE ruck. OA rucks are different as they do not attach to the launcher selection but a custom ruck selection unavailable on pre-OA models etc. Share this post Link to post Share on other sites
cuel 25 Posted November 12, 2012 I did not unfortunately. Do you have download for a good source? Share this post Link to post Share on other sites
iceman77 18 Posted November 12, 2012 (edited) Edit: Solved: I had assumed the ace config would be somewhere in the directory that play with six installed the mods. It was actually in a config folder located in my main arma directory. I received an error upon loading into the mission, saying the goggles feature has been turned off and I need to check the ace config. How can I go into my ace config and change the name so that it matches? I'm using the 1.14rc version I downloaded on Play With Six (very nice browser btw). Along with official, stable arma2CO patch, I also have tried running the latest beta patch to fix this. rpt == D:\Bohemia Interactive\arma2oa.exe == "D:\Bohemia Interactive\arma2oa.exe" -noSplash -noFilePatching "-mod=D:\Bohemia Interactive;expansion;C:\Users\David\Documents\ArmA 2\@CBA_A2;C:\Users\David\Documents\ArmA 2\@CBA_OA;C:\Users\David\Documents\ArmA 2\@CBA;C:\Users\David\Documents\ArmA 2\@ACE;C:\Users\David\Documents\ArmA 2\@ACEX;C:\Users\David\Documents\ArmA 2\@ACEX_RU;C:\Users\David\Documents\ArmA 2\@ACEX_USNavy;C:\Users\David\Documents\ArmA 2\@ACEX_SM" ===================================================================== Exe timestamp: 2012/10/25 20:55:55 Current time: 2012/11/12 09:18:28 Version 1.62.95248 [77,33.829,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] [77,40.252,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl [77,39.107,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [243,50.341,0.057,"XEH: PostInit Started"] [243,50.502,0.057,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.582, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [243,51.014,0.057,"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>"] ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable "############################# Start intro #############################" Mission ACE_Test_TankFCS.Desert_E: Missing 'description.ext::Header' [22467,429.323,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=ACE_Test_TankFCS, worldName=Desert_E, isMultiplayer=true, isServer=true, isDedicated=false"] [22467,433.806,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [22467,432.875,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [22469,437.048,0,"XEH: PostInit Started"] [22469,437.11,0,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.582, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [22469,438.726,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=1, _sessionId=2, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 ([steelBeast]***1cem@n***), _playerType="US_Soldier_Crew_EP1", _playerGroup=B 1-1-A"] [22469,437.424,0,"x\ace\addons\sys_goggles\XEH_postClientInit.sqf:27","WARNING: Initializing... FAILURE! Please check your ACE userconfig. ACE Goggles feature has been disabled on your computer!"] [22469,437.424,0,"x\ace\addons\sys_goggles\XEH_postClientInit.sqf:28","WARNING: Reason: "YOUR PLAYER NAME DOES NOT MATCH NAME GIVEN IN ACE USERCONFIG. 'John Doe' != '[steelBeast]***1cem@n***'""] [25234,494.893,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=ACE_Test_TankFCS, worldName=Desert_E, isMultiplayer=true, isServer=true, isDedicated=false"] [25234,495.396,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [25234,495.352,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [25236,496.5,0,"XEH: PostInit Started"] [25236,496.543,0,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.582, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [25236,497.814,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=1, _sessionId=3, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 ([steelBeast]***1cem@n***), _playerType="US_Soldier_Crew_EP1", _playerGroup=B 1-1-A"] [25236,496.592,0,"x\ace\addons\sys_goggles\XEH_postClientInit.sqf:27","WARNING: Initializing... FAILURE! Please check your ACE userconfig. ACE Goggles feature has been disabled on your computer!"] [25236,496.593,0,"x\ace\addons\sys_goggles\XEH_postClientInit.sqf:28","WARNING: Reason: "YOUR PLAYER NAME DOES NOT MATCH NAME GIVEN IN ACE USERCONFIG. 'John Doe' != '[steelBeast]***1cem@n***'""] [39343,741.985,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=ACE_Test_TankFCS, worldName=Desert_E, isMultiplayer=true, isServer=true, isDedicated=false"] [39343,742.489,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [39343,742.445,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [39345,743.612,0,"XEH: PostInit Started"] [39345,743.655,0,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.582, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [39345,744.929,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=1, _sessionId=4, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 ([steelBeast]***1cem@n***), _playerType="US_Soldier_Crew_EP1", _playerGroup=B 1-1-A"] [39345,743.704,0,"x\ace\addons\sys_goggles\XEH_postClientInit.sqf:27","WARNING: Initializing... FAILURE! Please check your ACE userconfig. ACE Goggles feature has been disabled on your computer!"] [39345,743.704,0,"x\ace\addons\sys_goggles\XEH_postClientInit.sqf:28","WARNING: Reason: "YOUR PLAYER NAME DOES NOT MATCH NAME GIVEN IN ACE USERCONFIG. 'John Doe' != '[steelBeast]***1cem@n***'""] [45077,851.913,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] [45077,852.319,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [45077,852.299,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"] [45079,853.258,0,"XEH: PostInit Started"] [45079,853.297,0,"CBA_VERSIONING: cba=1.0.0.187, cba_a2=1.0.0.8, cba_oa=1.0.0.6, ace=1.14.0.582, acex=1.14.0.370, acex_ru=1.14.0.76, acex_usnavy=1.14.0.77, "] [45079,853.341,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, Edited November 12, 2012 by Iceman77 Share this post Link to post Share on other sites
iceman77 18 Posted November 12, 2012 What (mod folders) parts of the ACE mod are compatible with A2? I want to make missions with A2 v1.11 only and not CO,RFT etc. Or is there a separate ACE mod for A2 only? Share this post Link to post Share on other sites
maturin 12 Posted November 12, 2012 ArmA 2 has it's own old, old ACE versions. Check on Armaholic. Share this post Link to post Share on other sites
iceman77 18 Posted November 13, 2012 (edited) I did download the old a2 version ace,acex,ace_sm,cba,cba_A2 from armaholic, but when I tried to run the game it wouldn't start and gave me this error: rpt ===================================================================== == D:\Bohemia Interactive\arma2.exe == "D:\Bohemia Interactive\arma2.exe" -mod=@ACE;@ACEX;@ACEX_SM;@CBA;@CBA_A2 ===================================================================== Exe timestamp: 2012/10/25 20:53:49 Current time: 2012/11/12 14:48:44 Version 1.11.86734 ErrorMessage: File x\ace\addons\settings\identities\CfgIdentities.hpp, line 1: /CfgIdentities.ACE_Original_Identity: Undefined base class 'Identity' Maybe a corrupt download? IDK, thought I'd check here before I bothered to download those addons again. Edited November 13, 2012 by Iceman77 Share this post Link to post Share on other sites
jsmuk 13 Posted November 13, 2012 Hey, Have I gone mad or is there no longer a fire on load option for the mortars? About to post it as a ticket on DH (or find one anyway) but just wanted to check first. Share this post Link to post Share on other sites
maturin 12 Posted November 13, 2012 Yeah, I haven't seen it in ages. Must've been causing problems. Share this post Link to post Share on other sites
noubernou 77 Posted November 13, 2012 It is only possible when someone is in the gunners position. That being said, I am not sure why it was entirely removed, as most of the time someone is in the gunners position, at least in multiplayer. Make a ticket, it will probably be looked into, I am pretty sure that its just commented out at the moment. Share this post Link to post Share on other sites
Vexy 1 Posted November 13, 2012 Hello, what happened to mortar's accuracy? it was super accurate(ex. i could hit house at 400-4000m range, and next shell will hit same house), now mortar's have dispersion about +-70 meters.. Is it intended change? Any clues? Share this post Link to post Share on other sites
noubernou 77 Posted November 13, 2012 What is the dispersion now at what range? Share this post Link to post Share on other sites
maturin 12 Posted November 13, 2012 I saw a nice dispersion of 50-100m at 3100m range. Didn't measure too precisely. Also, the main advantage of Fire on Load, in my opinion, is for a mortar being used by one person alone. If someone is in the gunner's position twiddling their thumbs and pulling the trigger, what's the point anyway? If Fire on Load could be turned on (as it once was) with no one manning the tube, I could keep up a pretty good rate of fire on my own. Good for SP practice and such. Share this post Link to post Share on other sites
jsmuk 13 Posted November 13, 2012 I saw a nice dispersion of 50-100m at 3100m range. Didn't measure too precisely.Also, the main advantage of Fire on Load, in my opinion, is for a mortar being used by one person alone. If someone is in the gunner's position twiddling their thumbs and pulling the trigger, what's the point anyway? If Fire on Load could be turned on (as it once was) with no one manning the tube, I could keep up a pretty good rate of fire on my own. Good for SP practice and such. I'd assume its to stop people doing just that. I assume the gunner is meant to sit there keeping an eye on the level to make sure it hasn't shifted from the previous firing (does any mortar other than the tampella actually do this?) Share this post Link to post Share on other sites
maturin 12 Posted November 13, 2012 All the mortars shift. And if we want to cut corners and pay the price, we should be allowed to do that. Share this post Link to post Share on other sites
delta99 34 Posted November 13, 2012 All the mortars shift. And if we want to cut corners and pay the price, we should be allowed to do that. I agree with this if they do shift therefore making the gunner sitting there having to do something useful between firings. And like maturin says if one wants to cut corners and pay the price all the more to them. Share this post Link to post Share on other sites
Vexy 1 Posted November 13, 2012 What is the dispersion now at what range? at range 2000 meters dispersion was about 50-80 meters, i cant hit anything now, even if target in my mortar's sight =( and now there is no reason to calculate elevation precisyly, you can round to hundreds 'range to target' and just use table elevation, anyway you'll hit "somewhere" close to target =( Share this post Link to post Share on other sites
maturin 12 Posted November 13, 2012 An 80mm round landing within 50m mostly consistently (which you can do) counts as a hit. Anything you're shooting at will be getting doused with shrapnel, as the stuff flies farther than the CEP, generally speaking. Share this post Link to post Share on other sites
Vexy 1 Posted November 13, 2012 (edited) An 80mm round landing within 50m mostly consistently (which you can do) counts as a hit. Anything you're shooting at will be getting doused with shrapnel, as the stuff flies farther than the CEP, generally speaking. you can count this as hit, sir if place is plain(no rocks, same height) and infantry standing there all over the place. Also good chances, that first hit wont be lethal, second hit wont kill poorman becouse he will be already unconscious and shrapnel will fly above him if he is lucky. What if you need to take down a house? Small place (less than 30m radius) with walls? trench? immobilize ground wheel vehicles? bunker? again i could hit all those targets, now all i can do is boo-boo infantry. is this intended change? will dispersion remain like that ? about mortar shifting - if gunner sits in mortar and his pairman trying to shift mortar, mortar rotates veeeeeeeery slowly, its easier for gunner to leave mortar and shift mortar by himself. I assume the gunner is meant to sit there keeping an eye on the level to make sure it hasn't shifted from the previous firing (does any mortar other than the tampella actually do this?) yea, they do. Edited November 13, 2012 by Vexy Share this post Link to post Share on other sites
maturin 12 Posted November 13, 2012 What if you need to take down a house? Small place (less than 30m radius) with walls? trench? There's a reason mortars are usually thought of as the weapon that pounds away for hours and hours, right? Some hard data on IRL dispersion is needed. Even if the current values are excessive, it's a damn sight better than the absolute perfection of recent builds. Share this post Link to post Share on other sites
Tonci87 163 Posted November 13, 2012 There's a reason mortars are usually thought of as the weapon that pounds away for hours and hours, right? Some hard data on IRL dispersion is needed. Even if the current values are excessive, it's a damn sight better than the absolute perfection of recent builds. ^this You want to take down a house? Use an M119 Share this post Link to post Share on other sites
Vexy 1 Posted November 13, 2012 ^thisYou want to take down a house? Use an M119 or i can take it down by hitting house 2 times with 60mm mortar, at least i could recently.. Share this post Link to post Share on other sites
maturin 12 Posted November 13, 2012 You can carry a 60mm mortar along with you, and hopefully at ranges of a few hundred meters the dispersion is negligible. However, itty bitty 60mm rounds shouldn't do much of anything to well-built houses anyways. Share this post Link to post Share on other sites