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Hi, i'm trying to convert some zombie unit scripts over to ACE Wounds. I've set the zombies to use the ACE function ace_w_setunitdam. The unit will get damaged in single player/editor (ACE Wounds, bleeding, pain, passing out, etc...), but when i test the mission over multiplayer it fails. The zombie units just play the animation/sound, no ACE Wounds damage is received. I've ran short on ideas, do i need to broadcast the units damage somehow?

I've also tried syncing via public variable handling.

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Quick question: The DH ticket according the broken player interaction when using stHud is marked as resolved. When will the fix be released?

I was wondering same thing. Hopefully soon.

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Heh, sorry for continuing to peep in here guys. I have a few questions about some of the niggling issues I have with ACE. First, sometimes when I aim down my scope the cursor has a delay. I have no idea what causes it, and sometimes that delay varies. It could be a second, to twenty seconds, to even longer. It only happens with ACE and having the animated reticle option on. Does anyone have any idea what causes the lag at random? Is there a solution beyond disabling animated reticles in the clippi application?

Second, sometimes when I dismount from a vehicle, the animation loops again and I am left unable to move. Like the reticle issue, this happens at random, and for random periods of time. Unlike the reticle issue, I have no idea what causes this. Anyone have any idea?

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Scriptlag, your CPU is under too much stress, the mission has too many stuff running or your HDD is slow.

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I see. I don't know if it's my CPU (I have an i5 OC'd to 4.2GHz and this happens at random, regardless if a firefight even started) but I want to run with the HDD theory, so I decided to do so with HD Tune. I figure I would post that information and maybe get a good idea if it's the HDD.

The current drive

Max: 126.0 MB/s

Min: 51.7 MB/s

Avg: 94.0 MB/s

Access time: 17.6 ms

Burst rate is 217.0 MB/s

If my issue is indeed the HDD, are the speeds that the drive are on reflect this?

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4,2 GHz should be enough to run Arma without problems but I really can´t say how good or how bad those HDD specs are. I know that I had this problem in mission with lots of scripts running , like in the forgotten few campaign. Since my i7 is running at 4,3GHz I figured that it had to be my HDDs fault (or simply an Arma engine limitation)

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I hope this is the correct place to write this. We have been playing ACE on CiA coop nights for more than a year now and have experienced different levels of missions quality. What stood up among the rest of the missions was the fantastic "PMC Versus Campaign" by Fuiba. The campaign consists of thirty missions(!) and tells the story of a Belarusian mercenary firm that was hired to work for the Chedaki. The missions are very imaginative, highly immersive and fun to play, they make use very nicely of most of the ACE features and for us it served as a sort of introduction to ACE. The structure of the campaign is great, the missions are linked logically and the briefings provide a good reading for the players. The missions are great, some are unforgettable. I think some of the most thrilling moments I had in Arma 2 were while playing this campaign.

I really recommend for the ACE team to check this wonderful campaign and consider incorporating as an integrated ACE missions as part of the ACE version (in the same manner of Animal mother's missions). All the missions are for a single team of 5 operators, so a single player game is possible as well, with the player as the team leader.

We have completed 28 missions from the campaign, onwards to the last two! Thanks for ACE for this great mod and to Fuiba for this wonderful campaign.

Edited by Variable

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I don't think we are really focusing on integrating missions. It becomes a hassle to maintain and work with mission makers if we change something that might break their missions.

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I understand. Well, then I just recommend this campaign for ACE lovers... :)

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Ace interaction won't work on other players, but will work on objects and when I use my ace interaction key, it will work on objects, and my self interaction works, but my ace interaction does not work on other players. Help please

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Ace interaction won't work on other players, but will work on objects and when I use my ace interaction key, it will work on objects, and my self interaction works, but my ace interaction does not work on other players. Help please

It's an already fixed bug, the fix is still to be released though.

https://dev-heaven.net/issues/72101

Edited by Kawa

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I think I noticed one "bug" in ACE2 ver. 1.14 rc1, some vehicles like M1A1/M1A2's, M2A2/A3's I think also T-72's do not have recoil of their main armament, anyone have the same "bug", or it was intentional to delete recoil animations?

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It's been quite long established that STHud isn't the issue really. Turning it off is a false fix, interaction will still be broken. Though the latest patch supposedly fixes it, and I've not seen any issues so far.

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The actual fixes should be released already.

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Yo sick, did you change anything regarding IEDs ?? I always had 2 IEDs in the base for disarming-training( another script) ..Now i run over there and the IEDs detonate..Did you change anything on the classes?

That's the classname of it : Land_IED_v2_PMC

i've been playing this mission for ages..nothing happened before. So either you guys changed something in ACE or it's in a beta patch.. Haven't played for a while

Edited by Fruity_Rudy

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Is anyone else having an issue with the latest version where in multiplayer dedicated (unsure if it happens elsewhere) passengers of vehicles will immediately disembark after the vehicle stops. It's happening rather consistently with pauses inbetween kicking people out. It doesn't happen at all when the vehicle is moving it's almost like using the 'disembark' command but it's happening on it's own.

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So the changelogs page is still broken, redirecting to playwithsix.com...

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we've been having trouble with the A-10 recently. while flying in 1st person upon switching to bombs (GBU-12 in our case), the game instantly switches it off (replacing the "Paveway" option with "Consent Release" or something). pressing the fire button does nothing.

but if the player switches to 3rd person view, the plane switches back to bombs, and you can drop them freely.

is this a new feature or a bug?

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It's the little documented ACE HUD feature that is only implemented on BIS A10 and AV8B. "Consent Release" is CCRP mode - there are some youtube videos knocking around that describe it in more detail:

It's a great addition, although with the one unfortunate side effect that it renders Bombs on all other aircraft unusable because it disables the stock BIS Tab targetting but only supports those two airframes. To my knowledge there's no easy way to disable the feature, though I did submit a feature request to that effect on ACE DH a couple of months ago.

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I see, thanks. so it would seem the third person thing is a bug. also, it's odd that this would only become an issue now, after having played with ACE for two years this is the first time I ever encountered this feature while flying the GBU-12 A-10 :confused:

EDIT: oh, I see GBU-12 bombs didn't support it until recently, so that's the reason, I guess. well, time to learn the new system

Edited by sorophx

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ACE Build 595

Big trouble with all mortar shells: if i stay at uneven surface(most plaÑes in arma2),then shell drops out from my hands on the ground if i use mouse...

Edited by xumanxater

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I have a problem in ACE, I try to use the Self-interaction menu and It isn't popping up and also the "Other Weapon Crate", I can't seem to find the gas grenade in the box and the Interaction menu isn't working also.

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