Doomguy 0 Posted December 29, 2008 ACE version updated to 1.1.5d. Download here: http://files.filefront.com/WACO+v115d+ACEzip/;12814070;/fileinfo.html. Changes: - Overhauled gear menu to support the way that ACE handles weapon attachments and CQB sights (multiple weapon types). - Disabled SPON debug log for now because of compatability issues with ACE keys. Thanks i0n0s for the heads-up - I'll update WACO's version of SPON core soon. - Added some new ACE weapons to both east and west sides (HK417C's, CAR-L's, MK12SPR SD, M249 para with M135, Skorpion, TT-33, and more). Doomguy out. Share this post Link to post Share on other sites
Doomguy 0 Posted December 29, 2008 Please update your SPON_Core!Your version is 0.2.0, current version is 0.5.3. This is required since in 0.5.1 Spooner added this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fixed: SPON Core key event handlers incompatible with Shole's Display Event Handlers (If both are used, DEH's key events will always work, while SPON's won't). Therefore WACO won't override the ACE key handler and the ACE keys like Shift + F still work. Link to SPON_Core Thanks! For me actually the ACE keys didn't work, but the SPON ones did. I'll update SPON in the next version. Doomguy Share this post Link to post Share on other sites
Tom_Anger 0 Posted December 30, 2008 Thanks doom for your dedication on this. At the moment, we are giving A.C.E. and your WACO maps complete attention and we will be running 'C', 'D', and whatever you have regularly. If you want us to report issues or requests would you like them in this thread or via some other portal? Also, quick question for you. If we wanted to modify basic warfare settings such as costs and other related parameters, keeping the WACO map, would you want it as a request or can we have consent to do so? I ask because we know how to make basic warfare changes to tailor to our games, however, I would rather have consent to make these simple changes. It's a respect thing we have for the scripters and mappers out there in the community. If we have consent would you like us to name the map something else? Anyway - Have a great New Year bud. Share this post Link to post Share on other sites
Doomguy 0 Posted December 30, 2008 Quote[/b] ]Thanks doom for your dedication on this. Â At the moment, we are giving A.C.E. and your WACO maps complete attention and we will be running 'C', 'D', and whatever you have regularly. Â If you want us to report issues or requests would you like them in this thread or via some other portal? Hi Tom, It's cool to report issues and requests here in this thread, I check it regularly. Quote[/b] ]Also, quick question for you. Â If we wanted to modify basic warfare settings such as costs and other related parameters, keeping the WACO map, would you want it as a request or can we have consent to do so? Â I ask because we know how to make basic warfare changes to tailor to our games, however, I would rather have consent to make these simple changes. Â It's a respect thing we have for the scripters and mappers out there in the community. If we have consent would you like us to name the map something else? Â Anyway - Have a great New Year bud. Feel free to edit it yourselves. I think it's the whole idea of this map to allow players as much freedom as they like. If you release your version out in the wild please name it a little different from WACO, something like "WACO Tom Anger edit" for instance would be fine. Thanks for asking and a happy new year to you too! Doomguy Share this post Link to post Share on other sites
klamacz 448 Posted December 30, 2008 Thank you for your effort Doomguy. Its the only map for ACE I play actually as I do not have working inet connection. I was really happy to see that you added possibility to buy backpacks and some more ACE weapons. I'm looking forward to more weapons and vehicles from ACE. Anyway, I have question: will it be possible to add buying whole squads/groups as they're defined in ACE. For example USMC Mortar Squad or whatever. Second, sometimes I do not know if I should destroy radio tower in city, its not rewarded or I just didnt see any reward for this. Of course I know that it halts reinforcements. Thing I do not like is respawn as next team member. It breaks my realistic feeling. Maybe it should be optional? Last thing: in ACE version medics always do not act when you are wounded. In ACE mod they should and sometimes go to wounded men and treat them. Maybe its coincidence maybe not but its not working in your Warfare. Sometimes very frustrating Anyway, keep up good work Share this post Link to post Share on other sites
Doomguy 0 Posted December 30, 2008 It turns out that ace_version.pbo re-defines the list of named sounds in its CfgSounds.hpp. This causes the problem of missing sounds during Warfare missions. I've submitted it as a bug to ACE. In the mean time you can fix it yourself by un-pboing ACE\Addons\ace_version.pbo, un-rapping config.bin and editing CfgSounds.hpp. Remove the line where it says "sounds = [];", and pack the whole ace_version directory into a pbo again. Doomguy out. Share this post Link to post Share on other sites
Doomguy 0 Posted December 30, 2008 Hi klamacz, Quote[/b] ]Anyway, I have question: will it be possible to add buying whole squads/groups as they're defined in ACE. For example USMC Mortar Squad or whatever. Would be nice to have, indeed. However, I don't think I'll be making that functionality soon. No time... Quote[/b] ]Thing I do not like is respawn as next team member. It breaks my realistic feeling. Maybe it should be optional? Well, it is optional in the sense that you can still click on the base or camps for respawn... The problem is that ArmA doesn't allow you to define many options for a mission so I can't make everything optional. Quote[/b] ]Second, sometimes I do not know if I should destroy radio tower in city, its not rewarded or I just didnt see any reward for this. Of course I know that it halts reinforcements. You should be rewarded if and only if the town belongs to the resistance. Quote[/b] ]Last thing: in ACE version medics always do not act when you are wounded. In ACE mod they should and sometimes go to wounded men and treat them. Maybe its coincidence maybe not but its not working in your Warfare. Sometimes very frustrating Not sure about this one, as I have hardly played the mission myself ;-) I'll check it out. Doomguy out. Share this post Link to post Share on other sites
colligpip 0 Posted December 30, 2008 Quote[/b] ]Thing I do not like is respawn as next team member. It breaks my realistic feeling. Maybe it should be optional? Well, it is optional in the sense that you can still click on the base or camps for respawn... The problem is that ArmA doesn't allow you to define many options for a mission so I can't make everything optional. [ Please whatever you do don't remover the respawn on leader... its the thing in my opinion that makes your mod stand out. I can get a group going to the objective and still be in the action if I die. I dont suppose you could point me to the script that controlls the respawn on leader part I would really like to fiddle with it but cant find it. Share this post Link to post Share on other sites
Doomguy 0 Posted December 30, 2008 Quote[/b] ]Please whatever you do don't remover the respawn on leader... its the thing in my opinion that makes your mod stand out. I can get a group going to the objective and still be in the action if I die. I dont suppose you could point me to the script that controlls the respawn on leader part I would really like to fiddle with it but cant find it. There I was, hoping that the AI performance of WACO set it apart But don't worry, I won't remove it! The implementation of respawn-as-team-member is a little bit scattered. In Client\Client_Killed.sqs look at lines 81 to 85. There is a call to PlayerRespawnAsMember if there are members left. That function is defined in Client\Functions\Client_PlayerRespawnAsMember.sqf. Cheers, Doomguy Share this post Link to post Share on other sites
Slatie 0 Posted December 30, 2008 HI there Thanks for the very speedy update a few days ago.  Just had a few issues trying to run it as a server.  I've fixed it and though this may have been explained earlier, here's the solution: It was to do with the T72 and Abrams updates....  I had a T72 and M1A1 REPLACEMENT .pbo  which when you've up dated to the CH versions you don't need so remove them. If I missed someone telling me this already sorry and thanks once again Doomguy for a great (and Stable) MOD. Share this post Link to post Share on other sites
eem 1 Posted December 30, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">There I was, hoping that the AI performance of WACO set it apart;) For sure on that.. ... I went ahead and made the config.bin change as mentioned above and now get the correct sounds. Will I still be able to join sig check enabled servers though?...no big deal yet for me... I also am getting the following error after about 10-15 mins of game play. It appears to be related to spawning new AI squads or possibly town/base reinforcements...not sure. This was happening in previous 1.1.5c as well... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <edTemplateUnits = _indexedTemplateUnits - [ObjNull]; _orderBarracksUnits = [> Error position: <- [ObjNull]; _orderBarracksUnits = [> Error Generic error in expression L8r and TIA, Share this post Link to post Share on other sites
Doomguy 0 Posted December 30, 2008 Hi AlDente, Quote[/b] ]I went ahead and made the config.bin change as mentioned above and now get the correct sounds. Will I still be able to join sig check enabled servers though?...no big deal yet for me... I guess not... But don't worry, Sickboy of ACE already fixed the problem and so it won't be in the next version of ACE. Quote[/b] ]I also am getting the following error after about 10-15 mins of game play. It appears to be related to spawning new AI squads or possibly town/base reinforcements...not sure. Â This was happening in previous 1.1.5c as well... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <edTemplateUnits = _indexedTemplateUnits - [ObjNull]; _orderBarracksUnits = [> Â Error position: <- [ObjNull]; _orderBarracksUnits = [> Â Error Generic error in expression Roger, I'm seeing these errors occurring occasionally as well. Looking into it... Doomguy. Share this post Link to post Share on other sites
twisted 128 Posted December 31, 2008 great addition with ACE added. just spent a while playing against the AI - really intense experience. did find that blufor units did sometimes speak Russian. 1st time i have had that in ACE. thanks and i look forward to more developments on this... Share this post Link to post Share on other sites
klamacz 448 Posted December 31, 2008 Last night we had a problem with AI. They didnt attack enemies. I'm not sure if this is a problem with ACE or a mission. We played WACO 1.1.5d ACE version on dedicated server. On local server we had no such a problems. ( I will report this on ACE forum too) Share this post Link to post Share on other sites
Doomguy 0 Posted December 31, 2008 Last night we had a problem with AI. They didnt attack enemies. I'm not sure if this is a problem with ACE or a mission.We played WACO 1.1.5d ACE version on dedicated  server. On local server we had no such a problems. ( I will report this on ACE forum too) Hi klamacz, What AI do you mean? BLUFOR, OPFOR, or resistance? I'll do a few runs myself on a dedicated server to see if I get the same thing. Doomguy Share this post Link to post Share on other sites
Tom_Anger 0 Posted December 31, 2008 It turns out that ace_version.pbo re-defines the list of named sounds in its CfgSounds.hpp. This causes the problem of missing sounds during Warfare missions. I've submitted it as a bug to ACE. In the mean time you can fix it yourself by un-pboing ACE\Addons\ace_version.pbo, un-rapping config.bin and editing CfgSounds.hpp. Remove the line where it says "sounds = [];", and pack the whole ace_version directory into a pbo again.Doomguy out. Thanks doom. Â It works like a charm. Â For those who would like this fix, but don't know how to make the edits, I have done it and setup the file. Â Since this is related to the A.C.E. mod it is something players would need on their pc (the client). Â Here is the link to the zip file with simple instructions A.C.E. WARFARE Sound Fix Because this change has been submitted to the A.C.E. team, they may come up with some other fix. Because of that you may want to keep a copy of the ace_version.pbo file in some other saved folder should you need it back. It's not a big deal so I say download, overwrite this, and enjoy the sounds again. Happy New Year all!!! Share this post Link to post Share on other sites
Tom_Anger 0 Posted December 31, 2008 Last night we had a problem with AI. They didnt attack enemies. I'm not sure if this is a problem with ACE or a mission.We played WACO 1.1.5d ACE version on dedicated  server. On local server we had no such a problems. ( I will report this on ACE forum too) Hi klamacz, What AI do you mean? BLUFOR, OPFOR, or resistance? I'll do a few runs myself on a dedicated server to see if I get the same thing. Doomguy We verified this a bit.  We believe when AI is in command and soldiers are recruited (i.e. infantry, tanks, etc), you will find that the tanks and soldiers all hang around the base.  I believe this is what the discussion is about, but klamacz can put in his thoughts if I am wrong. I haven't gone through testing when I was commander, but my feeling is the same may be possible. Share this post Link to post Share on other sites
klamacz 448 Posted December 31, 2008 We had problem both with Opfor and Bluefor. I dont know if Resistance was working. It was PvP game with multiple players and both Commanders was AI. Very often there was report about AI who ignore player but not only standing AI in base. There was many AI's standing in base but there was some running through landscape. Only couple of them engaged players and I'm not sure because of what condition. Furthermore I'm not sure if they were AI controlled squads or players as nobody could verify this ingame. I'm sorry that my report is not precise. I'll try to test it more and find out where problem lies. As I heard today, there was match played in standard Warfare too with same problem but for less AI. Share this post Link to post Share on other sites
Doomguy 0 Posted December 31, 2008 Well, there tend to be fewer AI units in standard Warfare games because the standard config has fewer units in it. I just played a game on a dedicated server and everything seemed to work OK. How many FPS do you get during play (as admin, do #monitor 1)? If it the FPS is far below 15, the server may be overloaded. Doomguy Share this post Link to post Share on other sites
Doomguy 0 Posted December 31, 2008 We verified this a bit. Â We believe when AI is in command and soldiers are recruited (i.e. infantry, tanks, etc), you will find that the tanks and soldiers all hang around the base. Â I believe this is what the discussion is about, but klamacz can put in his thoughts if I am wrong. Â I haven't gone through testing when I was commander, but my feeling is the same may be possible. That behavior is normal. The AI squad leaders wait for up to 3 minutes so that all purchased units can join their squads before they head out. A mod that I can recommend to boost AI behavior in general is SLX_GL3. ACE AI is better than standard ArmA but not as good as ECS + SIX Pack 3 + SLX_GL3 can be. I use slx_gl3.pbo, slx_netcode.pbo and slx_nosuppress.pbo with my ACE games. Doomguy Share this post Link to post Share on other sites
Nemesis_wales 0 Posted December 31, 2008 ive also noticed some strange behavoir. on SCE server who were running ur 1.1.5d vesion, i buy tanks and order my ai tanks to engage at will which they do, but when i jump in, and equip machine gun, i have 2 hit F3 then 2 then choose a target every time, where as before they used to engage any infantry with MG all by them selves, just had to hit TAB with cannon selected to hit tanks. also as commander i noticed alot of AI teams will not move/work. even after they have got all there untis 2 gether etc, they simply just stand around, also the other day there was like 50! empty vehicles all at base where the squads bought them, then simply abandend them! some times the independant air units work, others not. but RACS seem to be working fine with no problems at all. hope this is some accurate info m8. keep up good work love ur version Share this post Link to post Share on other sites
awotter 0 Posted December 31, 2008 Hi Doomguy, I really appreciate all your hard work on WACO and thanks for the A.C.E. enhancements you are adding to the mission as well. I do have a favor to ask, could you please tell me where the values for the factory ranges and camp supply values are located? I'd like to set them back to what they were prior to the last two releases if it's possible. Currently you have to be right on top of a factory in order for the buy gear icon to pop up and I'd like to set the original radius back. Same with the ability to build static defenses at camps and rearm/rebuy when you respawn at a contested camp. I play with a small group of folks once a week and I'd like to keep the same settings we've been using. Thanks. Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted December 31, 2008 Currently you have to be right on top of a factory in order for the buy gear icon to pop up and I'd like to set the original radius back. I agree with this change. It is 1 of the "thumbs up" over MFCTI. Especially since it's a must to spread factories far from HQ due to supply vehicles. Share this post Link to post Share on other sites
awotter 0 Posted January 1, 2009 Currently you have to be right on top of a factory in order for the buy gear icon to pop up and I'd like to set the original radius back. I agree with this change. It is 1 of the "thumbs up" over MFCTI. Especially since it's a must to spread factories far from HQ due to supply vehicles. I'm not asking for it to be changed for everyone, I'm asking for the variable locations so I can change them myself for our group. Share this post Link to post Share on other sites
Doomguy 0 Posted January 1, 2009 You can change the purchase range for player in Common\Init\Init_CommonConstants.sqs. The variable is called PURCHASERANGE. If you want to change back the behavior for camps you need to do a little bit more. In the following files: GUI_UpdateCommanderVoteMenu.sqs GUI_UpdateGearMenu.sqs GUI_UpdateHelpMenu.sqs GUI_UpdateMissionMap.sqs GUI_UpdateTeamMenu.sqs Change 'suppliedCampInRange' to 'campInRange' throughout the files. Also, in Client_UpdateAvailableActions.sqf change 'suppliedCampInRange' to 'campInRange' in the conditions at lines 166 and 174. I'll make this more easlity configurable in the future. Doomguy out. Share this post Link to post Share on other sites