Ivan911 1 Posted September 17, 2013 (edited) ddave For grenade throw: check under ACE options and try to switch to all (there are 3 mods to select try all) And if you are getting "stuck" in 3D: use Enter on NumPad to switch from 3th person to 1th. Also 0 on NumPad can switch view in vehicles sometimes. So Enter and 0. Edited September 17, 2013 by Ivan911 Share this post Link to post Share on other sites
LoupVrt 14 Posted September 17, 2013 hi so my ace interaction key doesn't work or wont come up.. i don't know why if i try to resign it it still wont come up.. im running ArmA 2 CO 1.62 and ACE Clippi but i still cant fix it do i have to uninstall ace and reinstall it ?? please help :)Thanks, Smith.D Sorry guys, Im having a problem. ACE Menus don't open, I use left Windows key and Menu key. How can I do? Have you guys found a fix for your issue? A teammate of mine is also facing it. We ran a bad setting check (clippy and so forth) but all looks fine thus I'm out of any idea to help him. Share this post Link to post Share on other sites
Tonci87 163 Posted September 17, 2013 Hey NouberNou, how is the SACLOS Feature advancing? Share this post Link to post Share on other sites
noubernou 77 Posted September 17, 2013 Still need to put it into ACE itself. Been busy with other things lately though. Share this post Link to post Share on other sites
ddave 10 Posted September 17, 2013 Thanks The optics key works to switch views in vehicles. It is mapped to secondary mouse, and this wasn't working in vehicles. I mapped it to another key and now it works. The grenade ACE enhancement works, it's the firemode key that doesn't. I can Sh+~ to safe, Sh+1 to select the rifle, etc. But when I use the F key to switch firemodes nothing happens. Do you just press F and that's it? Share this post Link to post Share on other sites
Tonci87 163 Posted September 18, 2013 Still need to put it into ACE itself. Been busy with other things lately though. Good news! Did you change the Control Keys as sugested? Share this post Link to post Share on other sites
neodammerung 8 Posted September 19, 2013 I've been using ACE for a long time but I was just asking myself : Is there any way to enable the ACE Ammo Cookoff for every coop mission without having to edit them all to add the module ? I really love this module, it adds so much but sadly missions makers rarely use it. Or is it possible to force enable a specific module via a not-so-hard-to-make mod ? Share this post Link to post Share on other sites
noubernou 77 Posted September 19, 2013 Yes, there is. If you look at CBA XEH post init config entries you can make a simple PBO that just sets the enable variable to true. I can post an example in a bit if you need it. Share this post Link to post Share on other sites
neodammerung 8 Posted September 19, 2013 It would be really nice of you, I don't have any knowledge in making mods. Also, I'll try to find the topic you're referencing. Share this post Link to post Share on other sites
noubernou 77 Posted September 20, 2013 If you just throw this code into a config.cpp and make a PBO of it then it should work. class CfgPatches { class nou_sys_ace_settings { units[] = {}; weapons[] = {}; requiredVersion = 0.01; requiredAddons[] = { "CAUI", "ace_sys_destruction" }; }; }; class Extended_PostInit_EventHandlers { class nou_sys_ace_settings { init = "ace_sys_destruction_enable_cookoff = true;"; }; }; Share this post Link to post Share on other sites
neodammerung 8 Posted September 20, 2013 Thanks a lot, it's working perfectly ! Share this post Link to post Share on other sites
Tonci87 163 Posted September 20, 2013 If you just throw this code into a config.cpp and make a PBO of it then it should work. class CfgPatches { class nou_sys_ace_settings { units[] = {}; weapons[] = {}; requiredVersion = 0.01; requiredAddons[] = { "CAUI", "ace_sys_destruction" }; }; }; class Extended_PostInit_EventHandlers { class nou_sys_ace_settings { init = "ace_sys_destruction_enable_cookoff = true;"; }; }; What will happen if you use this with a mission that has the module enabled? Share this post Link to post Share on other sites
jonasdc94 10 Posted September 21, 2013 Could we get a fix for artillery shells randomly dropping when you pick them up? Share this post Link to post Share on other sites
Whimsykiller 10 Posted September 21, 2013 Haven't had a chance to go through the entire thread yet, but has anybody asked or answered on the matter of group markers disappearing when you go into the map? It happened an update or so ago and it's really bothersome, having to just always guess where groups are when doing missions. Share this post Link to post Share on other sites
b1944 10 Posted September 21, 2013 Hi everyone I really like the idea that mortars can be assembled and I would like to make use of it in one of my missions. The problem is that some of the guys I play with do not like every aspect of realism so I doubt I will able to persuade them to learn how to use ACE mortars, which is fairly complicated. So my question is: Is it at all possible to use the original BIS artillery computer for an ACE mortar (i.e. one which can be assembled)? If it is, how? Thanks Share this post Link to post Share on other sites
Fumbles88 10 Posted September 24, 2013 (edited) Hi guys, Did a search of the thread but couldn't find anything else relating to this problem so apologies if I've been incompetent. Building a CN gas chamber however when testing it out my character is in no way responding to the gas, I've tried using BAF and USMC characters and all of them can just stroll through the CN gas like there is nothing there. I am getting no dodgy vision or choking - is this a known issue with a solution? I hope so as it completely ruins any immersion when it's just like walking through a standard smoke grenade. For record I have tested this by both spawning AND throwing (also using UGL) CN canisters/rounds and none of them have any effect even when standing right in the midst of the cloud for over ten seconds. Cheers. EDIT - I have tried Xenon's solution to no avail ["ace_sys_gas_fired", [objNull,"","","","ACE_G_40mm_CS","",projectile]] call CBA_fnc_globalEvent; The script I have is as follows - private ["_gas1","_gas2","_gas3","_gas4","_gas5","_gas6","_gas7","_gas8","_gas9","_gas10","_gas11","_gas12","_gas13","_gas14","_n","_y"]; if (!isServer) exitWith{}; _n = 0; _y = 4; while {_n < _y} do { _gas1 = "ACE_M7A3" createVehicle (getMarkerPos "gas1"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas2 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_1"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas3 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_2"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas4 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_3"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas5 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_4"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas6 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_5"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas7 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_6"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas8 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_7"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas9 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_8"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas10 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_9"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas11 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_10"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas12 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_11"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas13 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_12"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; _gas14 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_13"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",csgas]] call CBA_fnc_globalEvent; sleep 25; deleteVehicle _gas1; deleteVehicle _gas2; deleteVehicle _gas3; deleteVehicle _gas4; deleteVehicle _gas5; deleteVehicle _gas6; deleteVehicle _gas7; deleteVehicle _gas8; deleteVehicle _gas9; deleteVehicle _gas10; deleteVehicle _gas11; deleteVehicle _gas12; deleteVehicle _gas13; deleteVehicle _gas14; _n = _n+1; }; FINAL EDIT: Resolved, I was being a derp. For those of you who are also searching for the answer - the 'reference' that Xenon refers to is what you have named the 'createVehicle' code. Below is the final code so you can see the difference - hope this helps someone else out. private ["_gas1","_gas2","_gas3","_gas4","_gas5","_gas6","_gas7","_gas8","_gas9","_gas10","_gas11","_gas12","_gas13","_gas14","_n","_y"]; if (!isServer) exitWith{}; _n = 0; _y = 4; while {_n < _y} do { _gas1 = "ACE_M7A3" createVehicle (getMarkerPos "gas1"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas1]] call CBA_fnc_globalEvent; _gas2 = "ACE_M7A3" createVehicle (getMarkerPos "_gas2"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas2]] call CBA_fnc_globalEvent; _gas3 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_2"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas3]] call CBA_fnc_globalEvent; _gas4 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_3"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas4]] call CBA_fnc_globalEvent; _gas5 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_4"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas5]] call CBA_fnc_globalEvent; _gas6 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_5"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas6]] call CBA_fnc_globalEvent; _gas7 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_6"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas7]] call CBA_fnc_globalEvent; _gas8 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_7"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas8]] call CBA_fnc_globalEvent; _gas9 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_8"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas9]] call CBA_fnc_globalEvent; _gas10 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_9"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas10]] call CBA_fnc_globalEvent; _gas11 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_10"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas11]] call CBA_fnc_globalEvent; _gas12 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_11"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas12]] call CBA_fnc_globalEvent; _gas13 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_12"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas13]] call CBA_fnc_globalEvent; _gas14 = "ACE_M7A3" createVehicle (getMarkerPos "gas1_13"); ["ace_sys_gas_fired", [objNull,"","","","ACE_M7A3","",_gas14]] call CBA_fnc_globalEvent; sleep 25; deleteVehicle _gas1; deleteVehicle _gas2; deleteVehicle _gas3; deleteVehicle _gas4; deleteVehicle _gas5; deleteVehicle _gas6; deleteVehicle _gas7; deleteVehicle _gas8; deleteVehicle _gas9; deleteVehicle _gas10; deleteVehicle _gas11; deleteVehicle _gas12; deleteVehicle _gas13; deleteVehicle _gas14; _n = _n+1; }; Edited September 24, 2013 by Fumbles88 Share this post Link to post Share on other sites
katipo66 94 Posted October 2, 2013 Noob questions, +In what way does Ace effect AI in combat? +what MOD/s enhance or compliment Ace, i know ASR_AI but are their others i should try Share this post Link to post Share on other sites
maturin 12 Posted October 3, 2013 Is it at all possible to use the original BIS artillery computer for an ACE mortar (i.e. one which can be assembled)? If it is, how? There isn't. However, if you're using a vehicle for transport of the mortar, you could just a use a script to spawn a vanilla mortar near the vehicle, so long as the components of the ACE mortar are present. Lots of missions (like Domination) do this with static defenses already. Share this post Link to post Share on other sites
katipo66 94 Posted October 3, 2013 I don't believe it does anything - though it can make working with AI more difficult, particularly where the medical system is concerned. TPWCAS works very well with ASR_AI. With the right settings, you can see some pretty clever AI behavior. If you are playing SP, I can't think of much that necessarily complements ACE, though if you are using any asset add-ons, make sure you are also using any ACE configs that are available for them (for example, use the asr_ace... configs for any RH weapon packs). If you are playing MP, use ACRE! Thanks Harzach, yes only single player, ill try those mods and keep an eye on any asset mod configs for ace. Share this post Link to post Share on other sites
maturin 12 Posted October 3, 2013 ACE isn't really an AI mod. If you instal ASR (and you should), most of the core improvements will be handled by the latter. There are plenty of small tweaks, however, usually related to ACE's changes of weapon systems. Share this post Link to post Share on other sites
katipo66 94 Posted October 3, 2013 Cool, i wasn't really sure if it touched AI in any meaningful way but have a new appreciation for the mod :) Share this post Link to post Share on other sites
ronferri 10 Posted October 4, 2013 (edited) Hello, I was surprised at what happened today. I have Operation Arrowhead standalone and patched to the latest version 1.62. It is the first time i download and install ACE2 core, the latest stable versions as seen on the website yesterday, i extracted the main @CBA and @ACE folders to my standalone ARMA2 OA folder and extracted the userconfig file to its right location. Then, without adding anything to the command line to any shortcut i just launched the main EXE of ARMA 2 OA and was surprised to see CBA and ACE already listed on my expansions menu in game. So I enabled them and restarted the game and ACE was active...as the new logo would tell. Is this normal? Gameplay issues: #1: Massive FPS drop in game, #2: the Javelin missile launcher is very clunky to use and has a weird and cropped out viewing angle when using its optics, #3: the fire fights are much longer now with almost no immediate hits at all. My squad only takes injuries during a 10min firefight, no deaths, and I only kill the enemy AI when i snipe them. Otherwise the firefight will keep on going until the ammo runs out. AIs are not killing each other. Is this normal with the ACE2 core mod? Many thanks for any feedback. Ron Edited October 4, 2013 by ronferri Share this post Link to post Share on other sites
Tonci87 163 Posted October 4, 2013 Hello,I was surprised at what happened today. I have Operation Arrowhead standalone and patched to the latest version 1.62. It is the first time i download and install ACE2 core, the latest stable versions as seen on the website yesterday, i extracted the main @CBA and @ACE folders to my standalone ARMA2 OA folder and extracted the userconfig file to its right location. Then, without adding anything to the command line to any shortcut i just launched the main EXE of ARMA 2 OA and was surprised to see CBA and ACE already listed on my expansions menu in game. So I enabled them and restarted the game and ACE was active...as the new logo would tell. Is this normal? Gameplay issues: #1: Massive FPS drop in game, #2: the Javelin missile launcher is very clunky to use and has a weird and cropped out viewing angle when using its optics, #3: the fire fights are much longer now with almost no immediate hits at all. My squad only takes injuries during a 10min firefight, no deaths, and I only kill the enemy AI when i snipe them. Otherwise the firefight will keep on going until the ammo runs out. AIs are not killing each other. Is this normal with the ACE2 core mod? Many thanks for any feedback. Ron That doesn´t sound normal.... Share this post Link to post Share on other sites
ronferri 10 Posted October 4, 2013 (edited) I think i was playing a mission that was not compatible with ACE2. It was called Warzone: Continuing Hope. I downloaded a campaign from Armaholic which was designed with ACE2, called : A Noble Cause and this is what I noticed, please let me know if it's normal. 1- The sniper shots were extremely parabolic over a 1km distance, coupled with travel delay time. I had to aim up high so the bullet would go on a concave trajectory, just like a medieval cannon shot, and reach the target one click away (around 1,000m). Yes, I did use : Shift+V to adjust for elevation but still the parabolic trajectory AND the bullet delay were significant. If this is a normal feature for the sake of realism, then fair enough. 2- I had to use my human brains to get that far away shot right after several attempts, whereas the sniper AI in my squad kept missing by at least 250m (target is 1000m away) and he never corrected his aim in the dozen or so shots he took afterwards. I was just watching him. Can't he adjust for elevation like I did? 3- Several squad mates got injured but the medic got stuck on the heal order; he stood by them doing nothing. What about the bandages, epinephrin and morphine in their backpacks, how do i make them apply them on themselves? Thanks again. Edited October 4, 2013 by ronferri Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 4, 2013 (edited) Also for the ACE lovers: Most of use got a facebook account, so if you love coops/pvp missions or you got a custom mission you wanna play with others, feel free to join this group. Should provide quick access to other players 'n stuff. Supposed to be some kind of player-pool regarding arma missions. https://www.facebook.com/groups/arma.coop.pvp/ Often ppl wanna try their missions or they create events for which they need guys. If you don#t like facebook , it's fine. Otherwise, just hop in. It's Saturday evening and you made a cool coop, just do a post in that group and others might join you. Cheers Rudy Edited October 4, 2013 by Fruity_Rudy Share this post Link to post Share on other sites