Variable 322 Posted October 4, 2013 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 This is a good idea, but I get a "Sorry, this page isn't available" facebook message. Share this post Link to post Share on other sites
ronferri 10 Posted October 4, 2013 But the medic is broken after i installed ACE2. He is not healing people anymore and the AI are not using their first aid items in their backpacks when injured. I don't think that's how it's meant to be. And....the path finding of units has become horrible and really annoying while playing A Noble Cause with ACE2; I can't issue a "Regroup" order without them telling me "Where are you" even if I am 100m away. Either this campaign is scripted really badly, or I need to tweak ACE2 configs, or this mod is way too much overrated. Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 4, 2013 This is a good idea, but I get a "Sorry, this page isn't available" facebook message. Really? That's strange..should work though..Working fine for me..try again :) But the medic is broken after i installed ACE2. He is not healing people anymore and the AI are not using their first aid items in their backpacks when injured. I don't think that's how it's meant to be.And....the path finding of units has become horrible and really annoying while playing A Noble Cause with ACE2; I can't issue a "Regroup" order without them telling me "Where are you" even if I am 100m away. Either this campaign is scripted really badly, or I need to tweak ACE2 configs, or this mod is way too much overrated. i haven't had these issues before.. Maybe you're playing something which is not fully ace supported.. Share this post Link to post Share on other sites
Tonci87 163 Posted October 4, 2013 But the medic is broken after i installed ACE2. He is not healing people anymore and the AI are not using their first aid items in their backpacks when injured. I don't think that's how it's meant to be.And....the path finding of units has become horrible and really annoying while playing A Noble Cause with ACE2; I can't issue a "Regroup" order without them telling me "Where are you" even if I am 100m away. Either this campaign is scripted really badly, or I need to tweak ACE2 configs, or this mod is way too much overrated. Your problems sound extremely unusual. Maybe you installed the mod wrong? Share this post Link to post Share on other sites
ronferri 10 Posted October 4, 2013 (edited) Thanks for the confirmation, Rudy. That is weird since A Noble Cause claims to be fully supporting ACE2 which is a core requirement for the campaign. Can you, or anyone of you guys, please recommend a SP mission or campaign that is compatible with ACE2 so i can finally test the features of this mod without bugs and hassles? Where the medic does his job and heals and the AI can find their path along a 500m waypoint? I have no other mods installed. Many thanks. EDIT: Tonci87, as i mentioned a couple of posts earlier, I extracted @ACE2 folders to my main game folder, placed userconfig file in its right place and then launched the game WITHOUT adding commands to the shortcut. The mods got automatically listed in the Expansions menu in game, so i selected all of them (CBA and the 5 ACE2 mods) and enabled them, and restarted the game. It reloaded with ACE2 active: new logo, new ACE2 Options menu, new menus during gameplay, and all the new features and sounds....they are all there. Except for: 1- the medic bug, he won't heal. Squad mates wont use their first aid items as well/no option to force them use that. 2- path finding is horrible, AI acts extremely stupid and it's time consuming. This is the mission I am playing: A Noble Cause If anyone knows a more compatible ACE2 mission/campaign please let me know. Edited October 4, 2013 by ronferri Share this post Link to post Share on other sites
Variable 322 Posted October 4, 2013 ronferri, this mission supports a very old version of ACE, from the days it didn't include the ACE wounding system. I think that's why your men are not using the medical equipment. I think the path finding is just Arma being Arma. Units that are far away can't regroup with you, issue them a "move command instead. Rudy, is the group open to public? Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 5, 2013 Usually , if you got the link, you simply ask to join , but i made it public now. Really strang you can't even see it. And Ron, you can also set parameters regarding ai behavior in ACE. There's a config for that. Share this post Link to post Share on other sites
Tonci87 163 Posted October 5, 2013 Thanks for the confirmation, Rudy. That is weird since A Noble Cause claims to be fully supporting ACE2 which is a core requirement for the campaign.Can you, or anyone of you guys, please recommend a SP mission or campaign that is compatible with ACE2 so i can finally test the features of this mod without bugs and hassles? Where the medic does his job and heals and the AI can find their path along a 500m waypoint? I have no other mods installed. Many thanks. EDIT: Tonci87, as i mentioned a couple of posts earlier, I extracted @ACE2 folders to my main game folder, placed userconfig file in its right place and then launched the game WITHOUT adding commands to the shortcut. The mods got automatically listed in the Expansions menu in game, so i selected all of them (CBA and the 5 ACE2 mods) and enabled them, and restarted the game. It reloaded with ACE2 active: new logo, new ACE2 Options menu, new menus during gameplay, and all the new features and sounds....they are all there. Except for: 1- the medic bug, he won't heal. Squad mates wont use their first aid items as well/no option to force them use that. 2- path finding is horrible, AI acts extremely stupid and it's time consuming. This is the mission I am playing: A Noble Cause If anyone knows a more compatible ACE2 mission/campaign please let me know. 1. This always depends on how the mission is made. If the Mission has the BIS First Aid Module then your Medics will act like you know it from vanilla gameplay (I prefer this option in SP) If the Mission has ACE First Aid Modules then your Medics will only heal you if they have the items to do so. They need Bandages, Morphium, Epinephrin, First Aid Kits. (I think that the ACE First Aid Module is one of the best ACE Features in MP, but for SP it is a little bit too much and the AI can´t use it that well.) 2. That shouldn´t be the case. AI will advance a little bit more cautious (slower) with ACE but they shouldn´t behave stupid. You may want to install ASR_AI and TPWCAS to give you better AI. Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 5, 2013 But you're using @ace and @acex right? Share this post Link to post Share on other sites
ronferri 10 Posted October 5, 2013 Yes i am actually using all ACE core and secondary addons. It appears A Noble Cause is an old mission with lots of compatibility issues. I had a better time enjoying ACE2 with Animal Missions, except for these observations: 1- I made a direct hit to a parked HIND chopper with a METS missile launcher and it did not explode! The hit left a black burnt spot and pushed the heli a few inches on the ground but it did not explode. Seriously? Is there anything i missed? 2- How do I trigger a satchel charge after placing it? Share this post Link to post Share on other sites
Variable 322 Posted October 6, 2013 (edited) 1- I made a direct hit to a parked HIND chopper with a METS missile launcher and it did not explode! The hit left a black burnt spot and pushed the heli a few inches on the ground but it did not explode. Seriously? Is there anything i missed? Do you mean a Metis missile? If so, this is an anti-tank missile and the impact results on a helicopter, that you encountered, are quite realistic, actually. Use the satchel charges. 2- How do I trigger a satchel charge after placing it? Look directly at it from up-close > Interaction key > Now you have two options, either attach a clacker that will allow you to detonate using a radio signal (remove safety and detonate - all from the regular action menu), or set a fuse for timed detonation. The length of the fuse determines the time it will take for the charge to detonate. Make sure to Arm the satchel before you leave it (interaction key). Edited October 6, 2013 by Variable Share this post Link to post Share on other sites
ronferri 10 Posted October 6, 2013 (edited) Do you mean a Metis missile? If so, this is an anti-tank missile and the impact results on a helicopter, that you encountered, are quite realistic, actually. Use the satchel charges.Look directly at it from up-close > Interaction key > Now you have two options, either attach a clacker that will allow you to detonate using a radio signal (remove safety and detonate - all from the regular action menu), or set a fuse for timed detonation. The length of the fuse determines the time it will take for the charge to detonate. Make sure to Arm the satchel before you leave it (interaction key). Thanks Variable. The HIND chopper was parked on the ground, what difference does it make it if is a tank or a heli. It is still a vehicle with an engine, fuel, and ammunition. It should explode upon missile impact. Are you sure this is normal in ARMA2 OA with ACE2 ? (yes i meant the metis) Hitting it with an rpg-18 after restarting the game actually blew it up so i dont see why a metis wouldn't. maybe a second Metis should have done the trick? Edited October 7, 2013 by ronferri Share this post Link to post Share on other sites
noubernou 77 Posted October 6, 2013 What RPG round? A shaped charge warhead (like the Metis) is most likely just going to punch a big hole straight through whatever it hits. Unless you hit the ammo directly or punched through a fuel bladder then you are probably not going to get an explosion. A frag HE warhead is going to throw frag all around and have more heat and concussion effects. Eitherway the chopper is probably not going to fly. Just because it didn't blow doesn't mean you didn't render it useless. Share this post Link to post Share on other sites
Tonci87 163 Posted October 6, 2013 Thanks Variable.The HIND chopper was parked on the ground, what difference does it make it if is a tank or a heli. It is still a vehicle with an engine, fuel, and ammunition. It should explode upon missile impact. Are you sure this is normal in ARMA2 OA with ACE2 ? (yes i meant the metis) Hitting it with an rpg-18 after reloading a save game actually blew it up so i dont see why a metis wouldn't. maybe a second Metis should have done the trick? That s an ACE Feature, quite often you will disable vehicels instead of blowing them up, wich is quite realistic. I bet that Hind was too damaged to take off after that hit. Share this post Link to post Share on other sites
MrDeWitt 10 Posted October 6, 2013 Ok so my friend tried to help me with my ACE Goggles by going into aceclippi and setting the identity but when I tried launching ArmA it would come up with this error message: File x\ace\addons\settings_external\CCfgIdentities.hpp, line 4: '/CfgIdentities/ACE_Original_Identity.Voodoo': '"' encountered instead of '=' I've tried deleting and re-installing ACE and ArmA but the error message keeps coming up whenever I try to start ArmA with ACE on....If someone could help it would be much appreciated P.S. I am often referred to as 'Voodoo'...so I tend to put that as my in-game identity....so thats why it say '_Identity.Voodoo' Share this post Link to post Share on other sites
ronferri 10 Posted October 6, 2013 (edited) What RPG round?A shaped charge warhead (like the Metis) is most likely just going to punch a big hole straight through whatever it hits. Unless you hit the ammo directly or punched through a fuel bladder then you are probably not going to get an explosion. A frag HE warhead is going to throw frag all around and have more heat and concussion effects. Eitherway the chopper is probably not going to fly. Just because it didn't blow doesn't mean you didn't render it useless. That s an ACE Feature, quite often you will disable vehicels instead of blowing them up, wich is quite realistic. I bet that Hind was too damaged to take off after that hit. Cheers! Edited October 6, 2013 by ronferri Share this post Link to post Share on other sites
ronferri 10 Posted October 7, 2013 (edited) i got a problem loading saved games after installing ACE2. And I mean games saved only after CBA and ACE2 have been activated; not old saved games from vanilla version. This happens to all missions while ACE2 and CBA are enabled, whether they are ACE2 compatible or not. Saving in game works fine and I can see the save game file in My documents/Arma 2, but when I try to revert after dying it exits to main menu and says: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. ca_community_configuration_project_e" How come I was playing it in the first place and only after reverting i get this? P.S: I have been playing Arma 2 OA for 2 years with no problems and no mods. ACE2 and CBA are the first mods i've tried. Thanks. UPDATE: I understand that the @CBA_CO needs Arma 2: Operation Arrowhead Beta patch 100697 or higher. I got my Arma 2 OA patched to 1.62 (retail version), is that older or newer than the beta patch 100697? I am kind of confused. This might be the reason I am getting all these CBA warning and error messages when launching the game and when trying to retrieve saved games. UPDATE 2: Hopefully this is my solution. I will update with the latest beta patch, add the new command phrase for the beta to the shortcut ( -mod=Expansion\beta;Expansion\beta\Expansion) and see if CBA starts working properly and allow me to load saved games among other things. Edited October 7, 2013 by ronferri Share this post Link to post Share on other sites
runforrest 10 Posted October 7, 2013 Hi Everytime when i change my profile name i lose my ACE key bindings (which sucks because i have to rebind everything as im using esdf layout), i thought the information is saved in ArmA2\userconfig\ACE\ace_keys.hpp but when i change keys that file is not touched. So where does ACE save the key binding information? (im running ACE Dev 1.14) Share this post Link to post Share on other sites
Foshizzle 10 Posted October 10, 2013 Hey, installed ACE 1.13 via Armaholic, along with ACEX, ACEX_SM, ACEX_RU, and ACEX_USNavy, and I'm using it along with CBA and ASR AI. Everything works fine in game, apparently, but I have one issue; none of the vehicles have ammo in their main guns. M1A1s, T-72s, T-90s, M1A2s, APCs, if they have a main gun, it has no ammo. Sideweapons, like 12.7mm MGs, still work, but the main tank/APC guns all have 0 ammo. The AI just drives around aiming at enemies, never firing. Gunning a tank myself, it had no ammo. Any fix for this? Share this post Link to post Share on other sites
ronferri 10 Posted October 11, 2013 sometimes pressing R magically reloads new ammo. Tried it with the konkurs missile in the BMP. Share this post Link to post Share on other sites
neodammerung 8 Posted October 14, 2013 In b4 everyone ask for a changelog w/o checking the changelog.txt in their @ACE folder : h2. 2013-10-14 22:09:11 +0200Build 597 Updated to source:@b9c847eec279af0d6fbc473e4ea900676378e378 h3. Changed * #ACE_NOHUD setting also removes squadleader icon and waypoint mark on HUD [rocko] * Added basic support to transport captive players (being handcuffed, PVP TVT stuff) [rocko] * Added experimental TI contrasts to account for heated up objects in TI View [rocko] * Captive players (handcuffed) no longer can perform ACE Interaction menu operations nor access the ActionMenu [rocko] * Civilian vehicles no longer have military equipment in their cargo [rocko] * Converting mortar CSWDMs now spawns ready to fire rounds [VKing] * Cypher and Amii are special [rocko] * DAGR menu option allowing to switch between mils and degrees, Degrees set as default [by BlackHawk] [rocko] * DAGR option to copy Vector laser target grid to waypoint edit page (allows for rapid saving of target positions) [by BlackHawk] [rocko] * DAGR options for connecting to Vector and SOFLAM separated [by BlackHawk] [rocko] * DAGR update speed now correctly displays in milliseconds in options menu (ms) [by BlackHawk] [rocko] * Disabled "Search dogtag" option for civilians for now [rocko] * Disabled autohover. VTOL capability can still be engaged or disengaged. [rocko] * Dragging/Carrying wounded/incapitated player now has correct impact on stamina [rocko] * Earplugs now do what their name suggests [rocko] * Lines are skinnier now and better looking at all zoom levels. Change made courtesy of Beta. [Nou] * Reduced recognize distance to prevent exploiting friend/foe recognizion [rocko] * Resting weapon with bipod prevents viewport to be moved over axis limits of bipod [rocko] * Weaponselect for vehicle weapons added (SHIFT ^ - Safe, SHIFT 1 - Cycle cannon/mg, SHIFT 2 - Cycle launchers, SHIFT 3 - Cycle Other) [rocko] * Weather has impact on map visibilty at night (starbright night vs. cloudy night) [rocko] h3. Fixed * Disarm function was using wrong conditions [rocko] * Enemy AI should now stay in disabled vehicles that still have working turrets [rocko] * Handheld SU-36/P zoom corrected [rocko] * It was possible to handcuff AI or players without handcuffs in your inventory [rocko] * M113 smoke launchers [VKing] * Maximum speeds for some vehicles were incorrect [rocko] * Mortar sight units were using old code that improperly simulated the counters making it not work with laying alignment devices. [Nou] * Some exploits with NV/TI range limits [rocko] * Static weapons can no longer be slingloaded while players operate them [rocko] * Unconscious players could be loaded into Ships but not unloaded [rocko] h3. Added * BCS can calculate missions for mortars [VKing] * Tweaked BIS penetration values in bisurf files. Overrides ca\Data\Penetration. [Nou] It's really heartwarming seeing ACE is still alive for ArmA2. Thanks ! Share this post Link to post Share on other sites
Tonci87 163 Posted October 15, 2013 Thanks for the Update, but what is this? Cypher and Amii are special [rocko] Share this post Link to post Share on other sites
giallustio 770 Posted October 15, 2013 Any way to contact the ACE team? I'd like to help with the development if possible Share this post Link to post Share on other sites
Tonci87 163 Posted October 16, 2013 Could someone enlighten me what these three do? Added experimental TI contrasts to account for heated up objects in TI View [rocko]Resting weapon with bipod prevents viewport to be moved over axis limits of bipod [rocko] Tweaked BIS penetration values in bisurf files. Overrides ca\Data\Penetration. [Nou] I did some testing but can´t spot the difference. Share this post Link to post Share on other sites
wynarator 15 Posted October 16, 2013 Ace team is awesome! Wysłane z mojego GT-N7000 przy użyciu Tapatalk now Free Share this post Link to post Share on other sites