Guest Posted May 11, 2013 For the past few days bug reports that laid dormant on dev-heaven were reviewed/closed/assigned so I guess ACE team is doing the final release. I am just bored a bit, nothing more. Share this post Link to post Share on other sites
Cdogwoof 11 Posted May 11, 2013 Is there a way to get the Mines to only explode when Bluefor steps over them. I am trying to make a simple mission with mines but the AI keep on running into the damn things and setting them off so I want them to activate only on Bluefor. I am using UPS scripts so its not possible to just have the AI not step over it I think. Share this post Link to post Share on other sites
Raxx 10 Posted May 12, 2013 I am just bored a bit, nothing more. So can we expect to see an update/patch anytime soon? I know a few people are looking forward to having mortars working correctly again. Share this post Link to post Share on other sites
sickboy 13 Posted May 12, 2013 (edited) Following Unsung's and CWR2's announcements, here's another, early version of Play ACE withSIX available at: https://mega.co.nz/#!zshmSDBQ!HUyHYmgLMUwD3RH2icsgnEHlUeczubQyLRk-a8fQBlk The purpose of this bootstrapper is providing a customized launcher, updater and serverbrowser for in this case the ACE mod. The bootstrapper will make sure all pre-requisites are installed like .NET and possibly required hotfixes, as well as install the Play withSIX software. When all pre-requisites are met, Play withSIX is launched in ACE lockdown mode. You can always get back to the full Play withSIX launcher, by launching it instead. It is still early days for both the bootstrapper and lockdown mode in general, feedback and suggestions welcome... Stay tuned for improvements. Edited May 12, 2013 by Sickboy Share this post Link to post Share on other sites
Ivan911 1 Posted May 13, 2013 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 as well. Only stable releases are distributed casually. First thanks for a good work Sickboy on best mod for Arma 2. It has been long Six months waiting new stable version...:depressed: I must ask you two things. Can you confirm that there will be one more (last) stable version and if yes when? I hope it will be before Christmas. Continue the good work on Arma 3. Share this post Link to post Share on other sites
maturin 12 Posted May 13, 2013 It would probably be easier to just put area triggers around the mindfields temporarily moving the mines 5 meters underground when Redfor enters the area. Is there a way to get the Mines to only explode when Bluefor steps over them. I am trying to make a simple mission with mines but the AI keep on running into the damn things and setting them off so I want them to activate only on Bluefor. I am using UPS scripts so its not possible to just have the AI not step over it I think. Share this post Link to post Share on other sites
sickboy 13 Posted May 15, 2013 First thanks for a good work Sickboy on best mod for Arma 2. It has been long Six months waiting new stable version...:depressed:I must ask you two things. Can you confirm that there will be one more (last) stable version and if yes when? I hope it will be before Christmas. Continue the good work on Arma 3. Hi Ivan, thanks for the kind words, much appreciated. So far our plans have unchanged except it isn't clear atm when and how :) Most of A.C.E. progress is in the hands of especially Rocko, and the rest of the team. Let's try and tickle Rocko a little and unbore him some :) I am just bored a bit, nothing more. Share this post Link to post Share on other sites
friznit2 350 Posted May 16, 2013 After some messing around trying to drop GBU's successfully from various addon aircraft I ran across Nou's HUD update vid on Youtube. Further investigation revealed that this apparently only works on the BIS A10 and Harrier and then only if you avoid using EASA, which appears to break the HUD CCIP/CCRP. Is there a config line or init line to add CCIP/CCRP to addon aircraft, or failing that anyway to re-enable the vanilla tab targetting? https://dev-heaven.net/issues/71903 Share this post Link to post Share on other sites
anthropoid 1 Posted May 17, 2013 (edited) Have made my first ACE mission. Draft of it is posted in this thread at the CIA forums. http://ciahome.net/forum/index.php?topic=2856.0 Once we playtest it in coop, I'll post a final draft to Armahholic Feel free to DL it, play it, de-pbo it, etc. and I would _REALLY_ appreciate if any of you experienced ACE mission makers would de-pbo it and give me any pointers. One simple question about the Enable ACE Wounds module that I'm not exactly seeing a clear question to in the documentation http://wiki.ace-mod.net/Wounding_System 1. I gather that, if ACE Wounds is enabled that makes the three vanilla First Aid modules (Action; Battlefield Clearance; Simulation) redundant and therefore there is no need to include those modules and synchronize them to player and playable soldiers? 2. Does Enable ACE Wounds enable all the same features for nonplayable AI? 3. I'm still scanning the documentation, but perhaps I'll get a clear answer more quickly if I just ask here too. I'm using a number of the ACE modules in my mission making, and I can see that some of them do not seem to require synchronization with target 'vehicles' to work (e.g., Ammo Cookoff <-- that BTW if F*ing AWESOME!). Could someone confirm that none of the following modules require synchronization to work right? Enable AI grass view block Enable AI Talk Enable Map System Force group markers off Wounds: Enable Wounding System Wounds: Everyone can use Medkits Wounds: Full heal in the field Edited May 17, 2013 by Anthropoid Share this post Link to post Share on other sites
maturin 12 Posted May 17, 2013 No Synch needed Although I've never gotten map system to work and neither has anyone else I know Share this post Link to post Share on other sites
anthropoid 1 Posted May 18, 2013 I was under the impression that one of the big deals of ACE was to make most or all the soldier types use backpacks. I'm not finding any Russians that can use backpacks though? Share this post Link to post Share on other sites
zio sam 77 Posted May 18, 2013 they can all wear backpacks Share this post Link to post Share on other sites
anthropoid 1 Posted May 18, 2013 Thanks Sam. Yes, I was able to take an ACR backpack out of a crate as a Spetsnaz Operator. Must be something wrong with my custom loadout script? waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; _unit addbackpack "ACE_Rucksack_RD90"; (unitBackpack _unit) addmagazineCargo ["ACE_40Rnd_762x39_AP_AK47", 3]; (unitBackpack _unit) addmagazineCargo ["ACE_1Rnd_HE_GP25P", 6]; (unitBackpack _unit) addmagazineCargo ["1Rnd_SMOKE_GP25", 2]; (unitBackpack _unit) addmagazineCargo ["SmokeShell", 2]; (unitBackpack _unit) addmagazineCargo ["HandGrenade", 2]; (unitBackpack _unit) addmagazineCargo ["64Rnd_9x19_SD_Bizon",3]; (unitBackpack _unit) addWeaponCargo ["bizon_silenced",1]; (unitBackpack _unit) addmagazineCargo ["ACE_Bandage",3]; (unitBackpack _unit) addmagazineCargo ["ACE_Epinephrine",1]; (unitBackpack _unit) addmagazineCargo ["ACE_Morphine",1]; (unitBackpack _unit) addmagazineCargo ["ACE_Medkit",1]; (unitBackpack _unit) addmagazineCargo ["ACE_LargeBandage",2]; (unitBackpack _unit) addmagazineCargo ["ACE_Tourniquet",1]; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addweapon "ACE_AK103_GL_1P29"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade"; _unit addMagazine "HandGrenade"; _unit addMagazine "PipeBomb"; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "ACE_GlassesTactical"; _unit addweapon "ACE_GlassesGasMask_RU"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Bandage"; if(true) exitWith{}; Not sure if the RD90 is the most sensible backpack for a Spetsnaz to be wearing but it seemed to be about right. Everything but the backpack populates fines. Share this post Link to post Share on other sites
zio sam 77 Posted May 18, 2013 oh i've misunderstood you,i thought you can't equip a backpack as a russian unit Share this post Link to post Share on other sites
anthropoid 1 Posted May 18, 2013 (edited) Following the Wiki page on ACE rucksack features http://community.bistudio.com/wiki/ACE_Features#Rucksack_System I've managed to fix my syntax so that I can get the ruck, and an "on back" weapon to appear. But I cannot get cargo to appear inside the ruck waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; _unit addweapon "ACE_Rucksack_RD90"; [_unit,"ACE_15Rnd_9x19_B_M9_PDM",4] call ACE_Sys_Ruck_AddRuckMagazine; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit setvariable ["ACE_weapononback","bizon_silenced"]; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addweapon "ACE_AK103_GL_1P29"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade"; _unit addMagazine "HandGrenade"; _unit addMagazine "PipeBomb"; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; _unit addweapon "Binocular"; _unit addweapon "ACE_GlassesTactical"; _unit addweapon "ACE_GlassesGasMask_RU"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Bandage"; _unit addweapon "ACE_Rucksack_RD90"; if(true) exitWith{}; Could someone who knows ACE mission making help me out? Everything populates into my soldier at preview except this is not working (and rucksack is empty): [_unit,"ACE_15Rnd_9x19_B_M9_PDM",4] call ACE_Sys_Ruck_AddRuckMagazine; Edited May 18, 2013 by Anthropoid Share this post Link to post Share on other sites
Kerc Kasha 102 Posted May 18, 2013 Ace doesn't use addbackpack, it uses 'addweapon'. addbackpack is only used for vanilla rucks which have the issue of only working with certain units while ACE rucks work around this by being a weapon. You'll have to modify your script to use the ace ruck API Share this post Link to post Share on other sites
anthropoid 1 Posted May 18, 2013 Ace doesn't use addbackpack, it uses 'addweapon'. addbackpack is only used for vanilla rucks which have the issue of only working with certain units while ACE rucks work around this by being a weapon. You'll have to modify your script to use the ace ruck API Yeah I figured that part out; the long script I posted in my previous post works in so far as the weapons, equips, magazines and ruck (even the weapononback) populate on the soldier. However, the items that are supposed to be inside the ruck do not populate. The ACE wiki indicates that the way to populate the ruck with items is to use syntax like this: http://community.bistudio.com/wiki/ACE_Features#Rucksack_System Consequently, the operations with ruck magazines can no longer be done using native functions 'addmagazine', 'removemagazine' and 'magazines'. There are three new functions created to do just that: [_unit,"ACE_15Rnd_9x19_B_M9_PDM",4] call ACE_Sys_Ruck_AddRuckMagazine Will add 4 pistol mags to _unit. However I'm not having any luck with any of that syntax in getting the soldiers ruck to spawn with items in it. Appreciate any pointers. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted May 19, 2013 Yeah I figured that part out; the long script I posted in my previous post works in so far as the weapons, equips, magazines and ruck (even the weapononback) populate on the soldier. However, the items that are supposed to be inside the ruck do not populate. The ACE wiki indicates that the way to populate the ruck with items is to use syntax like this:http://community.bistudio.com/wiki/ACE_Features#Rucksack_System Consequently, the operations with ruck magazines can no longer be done using native functions 'addmagazine', 'removemagazine' and 'magazines'. There are three new functions created to do just that: [_unit,"ACE_15Rnd_9x19_B_M9_PDM",4] call ACE_Sys_Ruck_AddRuckMagazine Will add 4 pistol mags to _unit. However I'm not having any luck with any of that syntax in getting the soldiers ruck to spawn with items in it. Appreciate any pointers. [_unit,"ACE_20Rnd_762x51_B_G3", 6] call ACE_fnc_PackMagazine; Is the function I use. For the most part this site is up to date: https://dev-heaven.net/docs/ace/files/sys_ruck/fnc_PackWeapon-sqf.html Share this post Link to post Share on other sites
luckyhendrix 10 Posted May 19, 2013 Hi , is there a function to set something on fire so that it burns with the same effects ACE uses ( for burning vehicles) ---------- Post added at 11:36 PM ---------- Previous post was at 11:16 PM ---------- Hi , it seems impossible to answer this one : How does one call the ace fire effect on an object? so that the plyaers will catch fire if too close. . Share this post Link to post Share on other sites
anthropoid 1 Posted May 20, 2013 [_unit,"ACE_20Rnd_762x51_B_G3", 6] call ACE_fnc_PackMagazine; Is the function I use. For the most part this site is up to date: https://dev-heaven.net/docs/ace/files/sys_ruck/fnc_PackWeapon-sqf.html Thanks Kerc! Yep that works :) Share this post Link to post Share on other sites
luckyhendrix 10 Posted May 21, 2013 Is it normal that ACE breaks "BIS_Effects_Burn" ? there is smoke and light but no flames. Share this post Link to post Share on other sites
anthropoid 1 Posted May 23, 2013 (edited) I'm experiencing a strange effect in a mission I'm nearly finished with using ACE and custom soldier loadouts. Eight man team of spetsnaz (1 TL, 6 Operators, 1 medic) with different loadouts: loadoutSPTSL.sqf (squad leader) waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; removeallitems _unit; [_unit, "ACE_40Rnd_762x39_AP_AK47", 3] call ACE_fnc_PackMagazine; [_unit, "SmokeShell", 1] call ACE_fnc_PackMagazine; [_unit, "HandGrenade", 1] call ACE_fnc_PackMagazine; [_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine; [_unit, "ACE_Morphine", 1] call ACE_fnc_PackMagazine; _unit addweapon "ACE_Rucksack_RD90"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addweapon "ACE_AK103_GL"; _unit addMagazine "PipeBomb"; _unit addMagazine "HandGrenade"; _unit addMagazine "HandGrenade"; _unit addMagazine "SmokeShell"; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit setvariable ["ACE_weapononback","bizon_silenced"]; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; _unit addweapon "Binocular"; if(true) exitWith{}; loadoutSPTOP.sqf (two grenadiers) waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; removeallitems _unit; [_unit, "ACE_40Rnd_762x39_AP_AK47", 4] call ACE_fnc_PackMagazine; [_unit, "SmokeShell", 1] call ACE_fnc_PackMagazine; [_unit, "HandGrenade", 1] call ACE_fnc_PackMagazine; [_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine; [_unit, "ACE_Morphine", 1] call ACE_fnc_PackMagazine; _unit addweapon "ACE_Rucksack_RD90"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addweapon "ACE_AK103_GL"; _unit addMagazine "PipeBomb"; _unit addMagazine "HandGrenade"; _unit addMagazine "HandGrenade"; _unit addMagazine "SmokeShell"; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit setvariable ["ACE_weapononback","bizon_silenced"]; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; if(true) exitWith{}; loadoutSPTLAT.sqf (one light AT soldier) waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; removeallitems _unit; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addweapon "ACE_AK103_GL_1P29"; _unit addmagazine "ACE_RPG29_PG29"; _unit addmagazine "ACE_RPG29_PG29"; _unit addweapon "ACE_RPG29"; _unit addmagazine "SmokeShell"; _unit addmagazine "HandGrenade"; _unit addmagazine "ACE_LargeBandage"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Morphine"; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; if(true) exitWith{}; loadoutSPTMM.sqf (marksman) waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; removeallitems _unit; [_unit, "10Rnd_762x54_SVD", 3] call ACE_fnc_PackMagazine; [_unit, "SmokeShell", 2] call ACE_fnc_PackMagazine; [_unit, "HandGrenade", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine; [_unit, "ACE_Morphine", 1] call ACE_fnc_PackMagazine; _unit addweapon "ACE_Rucksack_RD90"; _unit addmagazine "10Rnd_762x54_SVD"; _unit addmagazine "10Rnd_762x54_SVD"; _unit addmagazine "10Rnd_762x54_SVD"; _unit addmagazine "10Rnd_762x54_SVD"; _unit addmagazine "10Rnd_762x54_SVD"; _unit addmagazine "10Rnd_762x54_SVD"; _unit addweapon "SVD_NSPU_EP1"; _unit addMagazine "PipeBomb"; _unit addMagazine "HandGrenade"; _unit addMagazine "HandGrenade"; _unit addMagazine "SmokeShell"; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit addmagazine "64Rnd_9x19_SD_Bizon"; _unit setvariable ["ACE_weapononback","bizon_silenced"]; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; if(true) exitWith{}; loadoutSPTRPK.sqf (2 MGs) waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; removeallitems _unit; [_unit, "ACE_75Rnd_762x39_B_AK47", 4] call ACE_fnc_PackMagazine; [_unit, "SmokeShell", 2] call ACE_fnc_PackMagazine; [_unit, "HandGrenade", 2] call ACE_fnc_PackMagazine; [_unit, "ACE_Bandage", 1] call ACE_fnc_PackMagazine; [_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine; _unit addweapon "ACE_Rucksack_RD90"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addmagazine "ACE_75Rnd_762x39_B_AK47"; _unit addweapon "ACE_RPK"; _unit addmagazine "SmokeShell"; _unit addmagazine "SmokeShell"; _unit addmagazine "HandGrenade"; _unit addmagazine "HandGrenade"; _unit addmagazine "ACE_LargeBandage"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Bandage"; _unit addmagazine "ACE_Morphine"; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; if(true) exitWith{}; loadoutSPTMED.sqf (medic) waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallweapons _unit; removebackpack _unit; removeallitems _unit; [_unit, "ACE_Bandage", 8] call ACE_fnc_PackMagazine; [_unit, "ACE_LargeBandage", 8] call ACE_fnc_PackMagazine; [_unit, "ACE_Morphine", 9] call ACE_fnc_PackMagazine; [_unit, "ACE_Epinephrine", 9] call ACE_fnc_PackMagazine; [_unit, "ACE_Tourniquet", 3] call ACE_fnc_PackMagazine; [_unit, "ACE_Medkit", 9] call ACE_fnc_PackMagazine; _unit addweapon "ACE_Rucksack_EAST_Medic"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_40Rnd_762x39_AP_AK47"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "ACE_1Rnd_HE_GP25P"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addmagazine "1Rnd_SMOKE_GP25"; _unit addweapon "ACE_AK103_GL"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "HandGrenade"; _unit addMagazine "HandGrenade"; _unit addweapon "ItemWatch"; _unit addweapon "ItemRadio"; _unit addweapon "ACE_Earplugs"; _unit addweapon "ItemCompass"; _unit addweapon "ACE_Map"; _unit addweapon "NVGoggles"; _unit addweapon "ACE_MX2A"; if(true) exitWith{}; As you can see, the medic has the medic rucksack, and everyone else except the AT soldier has the RD-90. The medic's bag is loaded nearly full of medical supplies, everyone else has a modicum of medical supplies (couple bandages and a morphine). When I host this as a LAN or an internet and play with a buddy, the gear in the Briefing is correct; every soldiers gear and ruck contents are what those loadout files specified. However, once the session initializes everyone has all the stuff that was supposed to be in their ruck (rpg gunners with extra 75Rnd RPG can, etc.) PLUS most or all the same medical gear as the medic. I remember seeing this when playing Patrol Ops too. Appreciate any advice on a fix. Edited May 23, 2013 by Anthropoid Share this post Link to post Share on other sites
Kerc Kasha 102 Posted May 24, 2013 Do you have 'everyone as medic' turned on? as that will put medical supplies in peoples rucks so it might be a good idea to include: ace_sys_wounds_no_medical_gear = true; at the top of the script. Ofcourse then you'd also want to include: [_unit,1,1,1,true] call ACE_fnc_PackIFAK; otherwise they won't have any ifak items. Share this post Link to post Share on other sites
anthropoid 1 Posted May 24, 2013 Do you have 'everyone as medic' turned on? as that will put medical supplies in peoples rucks so it might be a good idea to include: ace_sys_wounds_no_medical_gear = true; at the top of the script. Ofcourse then you'd also want to include: [_unit,1,1,1,true] call ACE_fnc_PackIFAK; otherwise they won't have any ifak items. Ah, I bet that is it. However, do you mean the ACE module "Wounds: Everyone can use medkits?" I did have that turned on at one point because I didn't understand how medkits work. I thought they just allowed healing of 'no legs'; didn't realize they are what allows full heal in the field. A buddy clarified so I now have that turned off in the mission. Share this post Link to post Share on other sites
luckyhendrix 10 Posted May 28, 2013 (edited) I am sorry to make a third post about this , but it is really bugging me and I searched the web in every way possible to find a solution. So if I place a game logic with the init line : BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; _nul = [this, 5, time, false, false] spawn BIS_Effects_Burn; In vanilla ARMA (no mods whatsoever), I get this : http://img89.imageshack.us/img89/9743/arma2noace.jpg In ARMA with ACE mod , I get this : http://img542.imageshack.us/img542/5964/acej.jpg Notice there is no actual flames with ACE , just light and smoke. How can I get the same effect in ACE that the one in vanilla ? When vehicle are damaged in ACE they will somties burn with the flame effect of the first picture, And I have also found an ACE function that seems to be a redefinition of BIS_Effects_Burn, in ace_sys_vehicledamage.pbo , but I don't know how to call that function instead of bis default one. EDIT : Managed to get it work ! init line : ACE_Effects_Burn = compile preprocessFile "x\ace\Addons\sys_vehicledamage\fnc_burn.sqf"; _nul = [this, 5, time, false, false,1,"",10000] spawn ACE_Effects_Burn; Edited May 28, 2013 by luckyhendrix Share this post Link to post Share on other sites