Tonci87 163 Posted November 29, 2012 I am playing 1.13 version for a long time and i would like to update ACE to 1.14 RC but without SixUpdater or Joma i wont to install it manually.Thing is that i cant find :o any links for download not on Dev Heaven page where i have registered nor on ACE Wiki where download does not work but only redirects. I need some help guys hit me with some links please. There are more and more server i cant get in coz incompatibility issue. TonÄi pomoć. Just giving the advice to use Pw6 Treba ti Play with Six, http://play.withsix.com/ sa tim (i samo sa tim) ces moc nac i skinit najnoviji ACE. Share this post Link to post Share on other sites
Ivan911 1 Posted November 30, 2012 (edited) You'll have to use Play withSIX or the older SIX Updater to grab the latest ACE-dev builds from official sources.A new stable will probably be released soon If the Play with Six is the only way to get the latest verson i must say that i dont like that. I will whate for stable version. Sickboy can you try to explain what is the deal with the Six Updater and now Play with Six. I have seen that peaple are advised to use it just to make things ease for tham self, but adding new mods to Arma is child's play just making few folders and dragging with mouse. When someone treats ppl like they are morons i get suspicious. If they just wont to make some money i understand that but if not i don't know? Why do we need it in this form? I hope most of the features of ACE will be standard in Arma 3 except blacking out in planes i just hate that one. It is so unrealistic! TonÄi jel znaÅ¡ za koji dobar server za ACE? Edited November 30, 2012 by Ivan911 Share this post Link to post Share on other sites
Kerc Kasha 102 Posted November 30, 2012 If the Play with Six is the only way to get the latest verson i must say that i dont like that. I will whate for stable version.Sickboy can you try to explain what is the deal with the Six Updater and now Play with Six. I have seen that peaple are advised to use it just to make things ease for tham self, but adding new mods to Arma is child's play just making few folders and dragging with mouse. When someone treats ppl like they are morons i get suspicious. If they just wont to make some money i understand that but if not i don't know? Why do we need it in this form? I hope most of the features of ACE will be standard in Arma 3 except blacking out in planes i just hate that one it is so unrealistic! TonÄi jel znaÅ¡ za koji dobar server za ACE? It mostly makes it easier for developers as they can release their mods in bite sized pieces through sixupdater as through six patching it can update large files without requiring you to download the entire thing again because someone changed a single line of code in a single .sqf file. for the end user it means instead of downloading a couple gigs worth of update you only download a few megabytes Share this post Link to post Share on other sites
Militant1006 11 Posted November 30, 2012 Had a weird bug today, when firing the M224 60mm mortar on Zargabad, when one of the rounds landed, it teleported the mortar and me to it's location a fraction of a second after it hit. Wasn't the first round I fired either, and I didn't do anything different from the last ten rounds I fired before that. Share this post Link to post Share on other sites
maturin 12 Posted November 30, 2012 Feature, not bug. Look up the Tactical Quantum Fire Controller Project. Share this post Link to post Share on other sites
kklownboy 43 Posted November 30, 2012 I have had that happen a few times, looking thru a CSW, or AGS mounted,zoomed on the target (has been the Helicopter base that spawns with MSO) the last round will teleport you and the car/truck your in (has been as far as 1100m). I figure its some missile-cam issue? Share this post Link to post Share on other sites
BL1P 35 Posted December 1, 2012 (edited) Hello. I have done some searches but cannot find this answer or solution. I have a mission where I would like only medics be able to use the medkits. So even if a player has a medkit they cannot use them unless they are a medic. I have tried both of these lines in the init.sqf ace_sys_wounds_all_medics = false; and ace_sys_wounds_all_medics = true; to no effect it seems to still default to all players can use medkits. UPDATE Seems I was always too near a medical facility when testing and anyone can use a medkit when near medical facility's Field medical needs to be Medic class.. Edited December 1, 2012 by BL1P Share this post Link to post Share on other sites
Heaney 11 Posted December 1, 2012 Another Friday where there are changes in the repository on the dev heaven but not pushed to SIX Updater? Is there a technical glitch, or intended. Just wondering, it's fine if intended. Share this post Link to post Share on other sites
Guest Posted December 1, 2012 Another Friday where there are changes in the repository on the dev heaven but not pushed to SIX Updater?Is there a technical glitch, or intended. Just wondering, it's fine if intended. There were technical issues, so we decided to postpone the update. Share this post Link to post Share on other sites
LoupVrt 14 Posted December 1, 2012 Haven't been able to find a clear answer wherever I searched so I hope you guys may know. Are artillery (incl. mortars) shells affected by wind? Share this post Link to post Share on other sites
jsmuk 13 Posted December 1, 2012 -snip- Apparently I am blind, disregard this post. Share this post Link to post Share on other sites
PlacidPaul 11 Posted December 1, 2012 Is there anyway to force AI to switch the weapon on their back to hands or secondary slot? Alternatively, it might be nice if Parachute worked while on back, rather than secondary slot. Eliminating need for switch. Share this post Link to post Share on other sites
gibonez 18 Posted December 3, 2012 Is there any way to increase the number of Artillery shells inside of a crate ? 5 never seems to be enough and setting up 20 + crates is messy. Perhaps there is a way to auto replenish crates every 20 seconds so there is a never ending supply of artillery goodness. Share this post Link to post Share on other sites
khaki 10 Posted December 3, 2012 (edited) In the unit of the crate put this this addmagazine ["CLASSNAME OF SHELL HERE", # of shells] You can automatically replenish it by using a sleep command, but just putting a lot of shells into it should be fine. Hello.I have done some searches but cannot find this answer or solution. I have a mission where I would like only medics be able to use the medkits. So even if a player has a medkit they cannot use them unless they are a medic. I have tried both of these lines in the init.sqf ace_sys_wounds_all_medics = false; and ace_sys_wounds_all_medics = true; to no effect it seems to still default to all players can use medkits. UPDATE Seems I was always too near a medical facility when testing and anyone can use a medkit when near medical facility's Field medical needs to be Medic class.. You can use this in the init of a unit to make them an ACE medic this setVariable ["ace_w_ismedic",true] Edited December 3, 2012 by Khaki Share this post Link to post Share on other sites
LoupVrt 14 Posted December 3, 2012 In the unit of the crate put this this addmagazine ["CLASSNAME OF SHELL HERE", # of shells] You can automatically replenish it by using a sleep command, but just putting a lot of shells into it should be fine. Be advised that most crates actually are limited to a max number of shells (eg. transportMaxMagazines = 8 as for the "81mm M821A2 HE w/Fuze M734" box) so one may need to first clear it of its content, fill it back and then use a sleep to replenish it. For example (rep. every 120 sec): // This was created using Dogs of War Ammobox Filler.// Created by Kerberos// ADD THIS TO THE AMMOBOX INIT // null0 = this execVM "ammocrate.sqf"; while {alive _this} do { clearweaponcargo _this; clearmagazinecargo _this; _this addmagazineCargo ["ACE_M252HE_CSWDM",4]; _this addmagazineCargo ["ace_arty_81mm_m821a2",4]; sleep 120; }; (thanks to http://13th-vdv.co.uk/dowaf/weapon.php) Share this post Link to post Share on other sites
thechaos 1 Posted December 4, 2012 How can I get to stop ACE to add medical stuff in non-default unit's backpacks? Share this post Link to post Share on other sites
sickboy 13 Posted December 4, 2012 How can I get to stop ACE to add medical stuff in non-default unit's backpacks? See the docs: http://wiki.ace-mod.net/Wounding_System+notes Share this post Link to post Share on other sites
LoupVrt 14 Posted December 4, 2012 Would you guys see any reason for this bit of code not to work? // INIT DE L'AMMOBOX// (EDITEUR)// null0 = this execVM "scripts\mun120.sqf"; // (mission.sqm) // init="null0 = this execVM ""scripts\mun120.sqf"";"; while {alive _this} do { clearweaponcargo _this; clearmagazinecargo _this; //NORMAL: 60%HE, 15% Smoke, 25% IL //INSTRUCTION: 6 CHAQUE //120mm DM11A5 HE w/Fuze DM111A1 _this addmagazineCargo ["ace_arty_120mm_dm11a5",6]; //120mm DM61 HE w/Fuze PPD324-B3 _this addmagazineCargo ["ace_arty_120mm_dm61",6]; //120mm DM35 BE HC Smoke w/Fuze DM93 _this addmagazineCargo ["ace_arty_120mm_dm35",6]; //120mm DM26 Illum w/Fuze DM93 _this addmagazineCargo ["ace_arty_120mm_dm26",6]; //REAPPRO 3min sleep 180; }; This one works though: // INIT DE L'AMMOBOX// (EDITEUR) // null0 = this execVM "scripts\mun60.sqf"; // (mission.sqm) // init="null0 = this execVM ""scripts\mun60.sqf"";"; while {alive _this} do { clearweaponcargo _this; clearmagazinecargo _this; //NORMAL: 60%HE, 15% Smoke, 25% IL //INSTRUCTION: 6 CHAQUE //60mm M720A1 HE w/Fuze M734 _this addmagazineCargo ["ACE_M224HE_CSWDM",6]; _this addmagazineCargo ["ace_arty_60mm_m720a1",6]; //60mm M722A1 Smoke w/Fuze M745 _this addmagazineCargo ["ACE_M224WP_CSWDM",6]; _this addmagazineCargo ["ace_arty_60mm_m722a1",6]; //60mm M721 Illum w/Fuze M776 _this addmagazineCargo ["ACE_M224IL_CSWDM",6]; _this addmagazineCargo ["ace_arty_60mm_m721",6]; //REAPPRO 3min sleep 180; }; This is in a ACE_Tbox_US box so the transportMaxMagazines should not interfere, afaik. Share this post Link to post Share on other sites
thechaos 1 Posted December 4, 2012 See the docs: http://wiki.ace-mod.net/Wounding_System+notes Thanks! Share this post Link to post Share on other sites
ffs 10 Posted December 5, 2012 (edited) It would be fantastic if you could implement Mils into a DAGR! (Mortars is so much fun!) Edited December 5, 2012 by ffs link Share this post Link to post Share on other sites
Psychobastard 136 Posted December 5, 2012 Hello, maybee someone can help me or know a simple way to a solution for my two questions: I wan't to ask for two events: 1. I wan't to trigger a further action if the player make a magazine check 2. same as above but if the player change his spare barrel I didn't found a function or a variable that is set from ace to ask for these actions. Is there a way to find out when a player start one of this action? I think it is possible about the ACE interaction menu but i have no idea how it works. kind regards Share this post Link to post Share on other sites
maturin 12 Posted December 5, 2012 Is DPICM broken for anyone else? Share this post Link to post Share on other sites
kklownboy 43 Posted December 5, 2012 Awesome update! Like the wounded/down teammates mic gurgle! while using ACRE. Also the med trash after application is cool too. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted December 5, 2012 Awesome update! Like the wounded/down teammates mic gurgle! while using ACRE. Also the med trash after application is cool too. Same! I was healing a teammate last night and when I got up and turned around I had to do a double take. Love little details like that, makes things more immersive. :) Share this post Link to post Share on other sites
noubernou 77 Posted December 5, 2012 Awesome update! Like the wounded/down teammates mic gurgle! while using ACRE. Also the med trash after application is cool too. Eh? What is this? Share this post Link to post Share on other sites