kklownboy 43 Posted January 28, 2013 Yes A FOV change will cause problems. Like not being able to use your compass,GPS,watch on the map, etc. It will mess up the cursor, and its ability to change focus. ( maybe a 2D to 3D issue?) Share this post Link to post Share on other sites
Tonci87 163 Posted January 29, 2013 (edited) Yes A FOV change will cause problems. Like not being able to use your compass,GPS,watch on the map, etc. It will mess up the cursor, and its ability to change focus. ( maybe a 2D to 3D issue?) Well that sucks. EDIT: Another question http://forums.bistudio.com/showthread.php?138553-RHS-Armed-Forces-of-the-Russian-Federation-0-1-6-Released!(Updated)&p=2286646&viewfull=1#post2286646 how would I set up AFRF or the replacement pack (don´t know wich one is required here) to include ace_settings_external ? Edited January 29, 2013 by Tonci87 Share this post Link to post Share on other sites
giallustio 770 Posted January 29, 2013 Hey guys! Any ETA for the new stable? Share this post Link to post Share on other sites
tipsypo 10 Posted January 30, 2013 Is the M2A2 Aiming Circle complete and working? As within my Arma2 (with ACE build 589 according to changelog) the M2A2 Aiming Circle exists although appears unusable. I cannot switch between the views as instructed in the below links. Can just get to the sight and theres just an cursor nothing else whether or not Animated Reticles are enabled. https://dev-heaven.net/issues/28739#note-14 http://forums.unitedoperations.net/index.php/topic/12959-howitzer-emplacing/page__view__findpost__p__167588 Share this post Link to post Share on other sites
MrSanchez 243 Posted January 30, 2013 Hey guys, is this fixed yet? ace wounds issue There seemed to be a bug ticket on dev heaven, but i am not authorized to see that or so. my problem is, I have ace wounds enabled and such, ace is enabled, but when i use this in a script i made, i get the 'undefined variable in expression ace_sys_wounds_isUncon' error, and the variable _uncon is 'any'(nil?) when using it in a formatted message _uncon = [lord] call ace_sys_wounds_isUncon Share this post Link to post Share on other sites
noubernou 77 Posted January 30, 2013 Is the M2A2 Aiming Circle complete and working? As within my Arma2 (with ACE build 589 according to changelog) the M2A2 Aiming Circle exists although appears unusable. I cannot switch between the views as instructed in the below links. Can just get to the sight and theres just an cursor nothing else whether or not Animated Reticles are enabled.https://dev-heaven.net/issues/28739#note-14 http://forums.unitedoperations.net/index.php/topic/12959-howitzer-emplacing/page__view__findpost__p__167588 Make sure that you have gone into the "gunners" view by pressing Numpad 0 or whatever your key is first. Share this post Link to post Share on other sites
Tonci87 163 Posted January 30, 2013 Hey Nou, any ETA for the next ACE Update? It has been quite some time since you released the last one and I´m starting to get worried.... Share this post Link to post Share on other sites
tipsypo 10 Posted January 30, 2013 Make sure that you have gone into the "gunners" view by pressing Numpad 0 or whatever your key is first. I've changed my controls much, although do you just mean the "Optics" control just as you would use with any weapon? As that as mentioned does not work, I get the same sight as used (exeption being I've just an cursor and can only traverse) in the M119, although can not then switch between the various views the links talk about. Are the Forward and Back controls mentioned in the devheaven I linked just the normal infantry "Move Forward" and "Move Backwards" commands or you link the action to another command? Share this post Link to post Share on other sites
noubernou 77 Posted January 30, 2013 I've changed my controls much, although do you just mean the "Optics" control just as you would use with any weapon? As that as mentioned does not work, I get the same sight as used (exeption being I've just an cursor and can only traverse) in the M119, although can not then switch between the various views the links talk about.Are the Forward and Back controls mentioned in the devheaven I linked just the normal infantry "Move Forward" and "Move Backwards" commands or you link the action to another command? Whatever you use to move forward in game or move backward. It should work, I don't think anything has changed on it. If I get some time later today I will look into it to make sure its still working. Share this post Link to post Share on other sites
Guest Posted January 30, 2013 Hey Nou, any ETA for the next ACE Update? It has been quite some time since you released the last one and I´m starting to get worried.... When it's done. As usual. Don't you know???????????????? :) Share this post Link to post Share on other sites
Tonci87 163 Posted January 31, 2013 When it's done. As usual. Don't you know???????????????? :) Just wanted to make sure that you are still working on it^^ But seriously, more than a month? That´s a new record. Share this post Link to post Share on other sites
nomadd 66 Posted February 1, 2013 (edited) ok, I have a few questions. I am not sure if these are bugs or just user error. These tests/observations have all been done in the MP editor/preview or hosting a server,haven't tried any of this on a dedicated server. 1. I can not get ...this setVariable ["ace_w_allow_dam",false].. to work on an AI unit. I have tried it from the unit init box and script. I have also tried naming the AI unit and then..name setVariable ["ace_w_allow_dam",false]. I can however use ..player setVariable ["ace_w_allow_dam",false].. and it works fine on a player. Also, will this work on vehicles, or is it just units. [solved].. In Columdrum's revive had AI wounding turned off. 2. I cannot get ...[this, .5] call ace_sys_wounds_fnc_addDamage;..to work on an AI unit(only tried from script, not unit init box) ,but it seems to work fine on players. [solved].. In Columdrum's revive had AI wounding turned off. 3. What does CPR do? I know what it does in RL, but in game nothing happens. I thought if you were a non-medic you could use CPR to revive a fallen player,which would make sense. CPR takes alot longer than giving a shot of epi\morphine. I have played missions with friends and it doesn't seem to do anything. The only way we can ever revive someone is stop the bleeding, give them epi, then give them morphine. We do this pretty much any time someone is down. I liked the idea of only medics being able to use epi/morph,but when you only have 4-5 people playing and one medic, it makes it tough when no one else can revive. I had to make my missions where everyone can use epi/morph. Still only medics can heal. 4. Last thing , which I think is a bug. If I am testing a mission in the MP editor. I can damage myself and give myself morphine, no problems/errors. As soon as I load a mission and friends join, if someone gets damaged and tries to give themselves morphine they get this File x\ace\addons\sys_wounds\self_morphine.sqf, line 9 Error in expression <wounds_fnc_isMedic)}) then { hintSilent (localize "STR_ACE_WOUNDS_NO_MORPH"); _e> Error position: <(localize "STR_ACE_WOUNDS_NO_MORPH"); _e> Error Missing ; I get this same error as the host, but again not when I am just testing the mission by myself. Edited February 2, 2013 by Nomadd Share this post Link to post Share on other sites
tholozor 18 Posted February 1, 2013 CPR, IIRC, extends the PMR timer for unconscious players. Share this post Link to post Share on other sites
Sakai 1 Posted February 1, 2013 Yap as Tholozor said, I am sure CPR is there to make sure the player does not die quickly ((lol what a explanation)) e.g. Has more time to live so medic has a bit additional time to come and patch him up. Share this post Link to post Share on other sites
tholozor 18 Posted February 1, 2013 Yea, from what I remember from using it before, the timer still ticks down while the animation is playing, but by the time it finishes, the wounded player gains a profit of about 10~12 seconds. It doesn't stop blood loss though, so still be sure to stop the bleeding or put a CAT on if you need to go for CPR while waiting for medical personnel. Share this post Link to post Share on other sites
cuel 25 Posted February 1, 2013 IIRC the timer will also go down if the unit is still bleeding Share this post Link to post Share on other sites
metalcraze 290 Posted February 1, 2013 Explain ACE AI medic to me.Multiple times I had a problem where the medic refused to heal the wounded soldier. And I don't mean it delayed healing, I mean outright refusing. It just comes near a wounded soldier (however sometimes it doesn't), stays near him for some short time and then "No can do". However when I switch to the medic using teamswitch - all that needs done is applying bandages several times and epi/morphine - which helps. I also give AI medic a lot of bandages, epinephrine and morphine. Or is AI scripted in such way that it needs something else to even begin healing? Anyone? Share this post Link to post Share on other sites
mihikle 2 Posted February 1, 2013 Hey guys, In the game it is possible to bury one of the @ACE mines, is it possible to spawn them buried from the Editor? Cheers Share this post Link to post Share on other sites
tholozor 18 Posted February 1, 2013 All you need to do is place the mine in the editor and use setPosATL and put the Z coordinate to a small negative number. Share this post Link to post Share on other sites
galzohar 31 Posted February 2, 2013 ok, I have a few questions. I am not sure if these are bugs or just user error.These tests/observations have all been done in the MP editor/preview or hosting a server,haven't tried any of this on a dedicated server. 1. I can not get ...this setVariable ["ace_w_allow_dam",false].. to work on an AI unit. I have tried it from the unit init box and script. I have also tried naming the AI unit and then..name setVariable ["ace_w_allow_dam",false]. I can however use ..player setVariable ["ace_w_allow_dam",false].. and it works fine on a player. Also, will this work on vehicles, or is it just units. 2. I cannot get ...[this, .5] call ace_sys_wounds_fnc_addDamage;..to work on an AI unit(only tried from script, not unit init box) ,but it seems to work fine on players. Are you running UPSMON? By default it disables ACE wounds for AI due to issues it was causing with AI behavior (not sure exactly what the issues were and whether they were or weren't specific to UPSMON). That may or may not cause the ACE wounds functions you're trying to use to not work for AI. Share this post Link to post Share on other sites
nomadd 66 Posted February 2, 2013 (edited) @galzohar I am not running UPSmon, but I am using ASR_AI and TPWCAS. I believe those are the only AI mods I have. I will try and drop everything and do some more tests. It could very well be a conflict, if I figure it out I will post it. Figured it out... was right in front of me and I missed it. I am using Columdrum's revive and the very first line in the config is to disable wounding for AI. I had it set to true, no idea how I missed that. This problem was just user error(imagine that). In case anyone runs across this same thing, hopefully this post will save you some time. Edited February 2, 2013 by Nomadd Share this post Link to post Share on other sites
sickboy 13 Posted February 6, 2013 The issues with the latest betas have been solved with CBA, a new version is available that is required when you use a Beta later than 100697. Check for more details: http://forums.bistudio.com/showthread.php?103871-CBA-Community-Base-Addons-for-A2-OA-and-CO&p=2291049&viewfull=1#post2291049 Share this post Link to post Share on other sites
Bishop 1 Posted February 8, 2013 Hello everyone, I am currently hosting a game server through NFOServers. I'm trying to get CBA, ACE and ACEX / USNavy / RU working on a combined server. Here is my server RPT: ===================================================================== == C:\servers\pnr\exec_pnr.exe == \servers\pnr\exec_pnr.exe -ip=70.42.74.68 -port=2302 -name=server -config=cfg\server.cfg -cfg=cfg\basic.cfg -profiles=cfg -mod=arma2;expansion;ca;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@Blast ===================================================================== Exe timestamp: 2012/10/31 03:23:35 Current time: 2013/02/07 18:01:29 Version 1.62.95251 ErrorMessage: Data file too short 'C:\servers\pnr\@ACE\addons\ace_sys_dagr.pbo'. Expected 845979 B, got 262144 B ===================================================================== == C:\servers\pnr\exec_pnr.exe == \servers\pnr\exec_pnr.exe -ip=70.42.74.68 -port=2302 -name=server -config=cfg\server.cfg -cfg=cfg\basic.cfg -profiles=cfg -mod=arma2;expansion;ca;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@Blast ===================================================================== Exe timestamp: 2012/10/31 03:23:35 Current time: 2013/02/07 18:12:05 Version 1.62.95251 ErrorMessage: Data file too short 'C:\servers\pnr\@ACE\addons\ace_sys_flashbang.pbo'. Expected 2797634 B, got 2011223 B ===================================================================== == C:\servers\pnr\exec_pnr.exe == \servers\pnr\exec_pnr.exe -ip=70.42.74.68 -port=2302 -name=server -config=cfg\server.cfg -cfg=cfg\basic.cfg -profiles=cfg -mod=arma2;expansion;ca;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@Blast ===================================================================== Exe timestamp: 2012/10/31 03:23:35 Current time: 2013/02/07 18:20:41 Version 1.62.95251 ErrorMessage: Data file too short 'C:\servers\pnr\@ACE\addons\ace_sys_huntir.pbo'. Expected 1149294 B, got 362883 B ===================================================================== == C:\servers\pnr\exec_pnr.exe == \servers\pnr\exec_pnr.exe -ip=70.42.74.68 -port=2302 -name=server -config=cfg\server.cfg -cfg=cfg\basic.cfg -profiles=cfg -mod=arma2;expansion;ca;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@Blast ===================================================================== Exe timestamp: 2012/10/31 03:23:35 Current time: 2013/02/07 18:27:11 Version 1.62.95251 ErrorMessage: Data file too short 'C:\servers\pnr\@ACEX\addons\ace_sys_willipete.pbo'. Expected 2445626 B, got 589824 B ===================================================================== == C:\servers\pnr\exec_pnr.exe == \servers\pnr\exec_pnr.exe -ip=70.42.74.68 -port=2302 -name=server -config=cfg\server.cfg -cfg=cfg\basic.cfg -profiles=cfg -mod=arma2;expansion;ca;@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@Blast ===================================================================== Exe timestamp: 2012/10/31 03:23:35 Current time: 2013/02/07 18:42:25 Version 1.62.95251 ErrorMessage: Data file too short 'C:\servers\pnr\@ACEX\addons\ace_sys_willipete.pbo'. Expected 2445626 B, got 589824 B I'm trying to play 404Wasteland - Chernarusv2.9, I am not sure if it will work with this mission or not. The RPT is only generating ErrorMessage: Data file too short 'C:\servers\pnr\@ACEX\addons\ace_sys_willipete.pbo'. Expected 2445626 B, got 589824 B HOWEVER they are the same file size client side and server side. I've refreshed to ensure what I was seeing was current information and it is. Any thoughts / help greatly appreciated. Thank you. Share this post Link to post Share on other sites
SD_BOB 10 Posted February 8, 2013 Hey guys, does anyone know how i could induce the ACE Wounded state on a unit? I would like to create a rescue mission where the target has to be carried out, either on the back or on a stretcher. If i could induce the wounded state on a unit, it would be perfect. Share this post Link to post Share on other sites