Daniel 0 Posted January 7, 2009 Thanks Killswitch! I'll give it a test, hopefully that'll work for now. Share this post Link to post Share on other sites
Rommel 2 Posted January 7, 2009 Quote[/b] (Charliereddog+Jan. 07 2009 @ 00:18--><table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Quote (someone)]Yes, this has been bothering me too. It often makes packing a frustrating affair. I keep all my medical gear in my backpack, and when I need it I just grab it out. Pictures speaks a 1000 words. Share this post Link to post Share on other sites
N'kEnNy 0 Posted January 7, 2009 Another few days of playing. 1. Wound System Overall I like it, though I dislike the lack of information when you actually get hit or hit someone. A better range of Audio-clues is more or less must-have. Perhaps an animation like FFN (or SLX) when you've downed someone? 2. Stamina How much stuff are people carrying? The few times I've blacked out; I knew what was coming. The distance and speed which you can run seems to be a clever compromise between gameplay and realism to me. The only suggestion I would have is to let the 'heavy breathing' audio-clue come earlier and at higher volume to reinforce the message of what is happening. 3. Ruck sys ('bergen' & Looting I'd just like to say that this functionality performs excellently and adds a lot to the game. I notice that the looting animation usually activated with the G (gear) button has been removed. I wonder why? It seems to me that it would be a fairly realistic thing to enforce when players are rummaging through their backpacks. In fact I would combine the Gear dialogue with the "RoundCheck" functionality thus saving us one more button worth of trouble. 4. CQB sights Interface Having the backup sights available is a real boon, but I find I dislike the interface used to toggle them. ArmA is a game already cursed with too many buttons, and while I've no problem remembering Shift-F. I think a simpler system would be better. A solution which sacrifices some realism and option, but gains greatly in terms of utility is to "lock" the SIGHT to certain firemodes. Burst, Auto: CQB sight Semi: Scope. 5. AI Changes and Suppressive Fire Here is an area which I believe much improvement should be made. Currently the AI seems to me to be excessively spending with its ammunition budget. There is simply TOO much full-auto going on for the AI to make a credible threat! Not to mention the expenditure of ammunition. Combined with the extreme engagement ranges it seems to me that the AI quickly becomes bogged down at 500+ ranges and able neither to to mount an effective assault nor inflict any real casualties on their targets. The amount of full auto being thrown around by AI soldiers also makes it hard to recognize when and if there is some sort of 'suppression' script in effect. A greater amount of Semi-Auto or short crisp burst fire at 50m+ would be welcome, which would add distinction to the suppressive fire or MG type attacks that might happen. 6. FX, animations, model-additions To round things off I'll say that the graphical content of ACE is top notch and I look forward to the next release. Though I would appreciate UI-icons for all weapons/sub-selections. -Ken Share this post Link to post Share on other sites
CarlGustaffa 4 Posted January 7, 2009 Is there any way of turning off that pilot marker thingy? And is it local to the pilot or shown to everyone? If local it doesn't matter that much. Share this post Link to post Share on other sites
max power 21 Posted January 7, 2009 2. StaminaHow much stuff are people carrying? The few times I've blacked out; I knew what was coming. The distance and speed which you can run seems to be a clever compromise between gameplay and realism to me. The issue I was describing earlier happened like this. Â I had a rifle and a javelin with one rocket. Â I was run-walking my way around some flank to open up a street that was being sat on by a tank. Â I was doing a good job of managing my effort level. Â An enemy helicopter flew in and noticed me, and the door gunner openned fire on me, so I sprinted 10 or 20 meters or something to a copse of trees. Â I dove the last few feet and hit the ground unconscious. Â I went from having no exertion cues at the start of the sprint to becoming so fatigued that I could not initiate any voluntary action. Â Unfortunately, where I landed was slightly exposed, and an enemy soldier started taking pot shots at me. Â I could not do anything about that but watch him with extreme interest. Â After a few tries, he got me, and I went unconcious. Â I came to relatively quickly, but was still evidently too fatigued to do anything but roll my head around on my sleeves in the prone position. Â I was then finished off at the AI rifleman's extreme leisure. Share this post Link to post Share on other sites
Preacher1974 0 Posted January 7, 2009 Does anyone know of a way to disable the stamina system without breaking anything. Is it as simple as renaming/removing ace_sys_stamina.pbo? Share this post Link to post Share on other sites
sickboy 13 Posted January 7, 2009 2) Losing medical items at crates when changing weapons. This is uber annoying, and if you're not really careful can leave you sorely in the poo when you need to medic a buddy. I really hope that there is a smart way of dealing with this. Yes, this has been bothering me too. It often makes packing a frustrating affair. Could you guys please verify this WITHOUT *ANY* other mods installed except ACE? I am unable to reproduce. Share this post Link to post Share on other sites
charliereddog 9 Posted January 7, 2009 It happened when on an afghan village mission, so the Opteryx addons were also loaded for me. I believe it was something in this order. Add medical supplies (2 extra bandages, morph) change weapon + select mags. Leave crate. 20 mins later realise no medical supplies! Share this post Link to post Share on other sites
mr.g-c 6 Posted January 7, 2009 2) Losing medical items at crates when changing weapons. This is uber annoying, and if you're not really careful can leave you sorely in the poo when you need to medic a buddy. I really hope that there is a smart way of dealing with this. Yes, this has been bothering me too. It often makes packing a frustrating affair. Could you guys please verify this WITHOUT *ANY* other mods installed except ACE? I am unable to reproduce. Sickboy this is a normal Arma Bug IMHO. At least i noticed in Vanilla Arma that i loose all my M9 magazines when picking up weapons on dead bodies and crates too. And since the medical items are "Pistol-Magazines", i think its an Arma bug rather. Share this post Link to post Share on other sites
sparks50 0 Posted January 7, 2009 I noticed in a test I just did that it seems to happen exclusively to units that spawn with no kind of medical equipment in the inventory, such as the Bluefor/men/rifleman (WDL). Share this post Link to post Share on other sites
radical.ghost 0 Posted January 7, 2009 Hi there, first I would like to say that to me ACE is the best MOD for ArmA so far and it was worth waiting for it to come out. Great job. Unfortunately I have to report a quite annoying 'bug': Since I did not find anything regarding the following problem in this thread, I would like to report a problem with the 'Realistic Javelin - Mod' you put into ACE. Sorry if this has been mentioned before. This Mod causes a lot of players (we got several confirmations from public players on this) on our Server seeing the Javelin Launcher as 'Bunch of Artifacts' only. This does not happen at once but after some time of playing. I know that this has to be the culprit, because a while ago I tried this Mod: Realistic Javelin Mod as standalone and found that this did exactly the same (functionality and also problems) as now the Javelin in ACE does. Currently our Server is running with: - v1.15b - BattleEye enabled - ACE - Durg's Vegetation Fix - DOOACS - Avgani Iraq (currently obsolete version) - Sakakah 1.0 Thanks for your attention, r:g Share this post Link to post Share on other sites
PuFu 4600 Posted January 7, 2009 ghost please check this thread and add details: http://www.acemod.net/forums/project.php?issueid=841 Thanks Share this post Link to post Share on other sites
clawhammer 10 Posted January 7, 2009 short ask: If i want to remove the rucksack from one single unit, is there a short command for this unit? Thanks for help :-) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted January 7, 2009 The Javelin polygon bug is found in vanilla arma as well. It appears only sometimes and then only when the CDU is mounted. I've seen a fix for it, but since it didn't used to bother me so much I didn't bother. Sorry, don't remember what it was called. But this fix should be implemented in the ACE version, because I've had this bug on several occasions now. From a distance it doesn't bug, but when you get close it appears. Appears that the biggest LOD for the CDU is crapped. It has happened also after a fresh reboot straight into ArmA with minimal chance of memory getting corrupted. Share this post Link to post Share on other sites
icebreakr 3159 Posted January 7, 2009 Is there a quick tutorial on how to make our addons ACE compatible? I need to reconfigure our SBP Slovenian&Croatian Soldiers addon to use ACE, so I need following info: - how to add rucksacks - how to add parachute to a pilot - how to add medical items to medic & other guys - forgot anything? All other stuff is already up to standard and working fine. I need to finish this to tommorow's squadnight, so please help me with the lines above, tnx. Share this post Link to post Share on other sites
charliereddog 9 Posted January 7, 2009 Just played again online tonight and not sure if I experienced a bug or not. I was wounded by a grenade, and started blacking out and was unable to move or do anything. One of my teammates came and dragged me away, and then healed me, but I was still completely unable to do anything but type using the chat. I couldn't even use the escape key to respawn, I was only able to use the chat key and then type whatever I wanted. Share this post Link to post Share on other sites
liljb15 0 Posted January 7, 2009 I've been playing ACE in SP but I've noticed alot of the features that are supposed to be there are missing. I don't see a wounding system whatsoever, I don't see any AI dragging wounded people, and I don't see shells on the ground like in the video. Are those features in MP only or is my ACE just messed up. Share this post Link to post Share on other sites
Panda-PL- 0 Posted January 7, 2009 I don't see a wounding system whatsoever, I don't see any AI dragging wounded people, and I don't see shells on the ground like in the video. Are those features in MP only or is my ACE just messed up. Shell casings should work perfectly in SP. Wound system aswell. AI cannot drag people at the moment, they might be able to do or don't in the future, but as we all suspect this is tricky (like evrything that involves AI in ArmA). Personally I don't think it's a big issue, if they could just use medical items it would suffice. Share this post Link to post Share on other sites
december 0 Posted January 8, 2009 I've been playing ACE in SP but I've noticed alot of the features that are supposed to be there are missing.I don't see a wounding system whatsoever, I don't see any AI dragging wounded people, and I don't see shells on the ground like in the video. Are those features in MP only or is my ACE just messed up. I experienced this also and found that I was using an older version of Extended Eventhandlers, make sure you are not running a mod or addon that has the older version. I also found that with the older version it disables the stamina system. A fix for the the Javelin can be found here http://www.armedassault.info/index.php?cat=news&id=1498 Share this post Link to post Share on other sites
Inkompetent 0 Posted January 8, 2009 A fix for the the Javelin can be found herehttp://www.armedassault.info/index.php?cat=news&id=1498 Added to the Project Tools. Thanks for link. Share this post Link to post Share on other sites
rip31st 98 Posted January 8, 2009 -Warfare has big issues with the Ace mod. -Tested with several versions including the original ones BI put out. -Many AI units nearly all get stuck after respawn and clog up the base with non moving infantry and vehicles. -Warfare sounds are missing like "town captured", "base under attack", "voting for commander". -The "T" menu tool icon ( little guy with shovel) fails after some use and will only come back if you leave the server and come back in. -Same with camp and the gear menu. Seems to go away after a couple uses. Other then that, seems like a great mod! Share this post Link to post Share on other sites
gonk 0 Posted January 8, 2009 one word..awsome. Now I know why AA did not feel as good as OFP. It was the lack of extra features. ACE has added to AA what it should of had at the start. thanks guys.. Share this post Link to post Share on other sites
Robalo 465 Posted January 8, 2009 Yes, this has been bothering me too. It often makes packing a frustrating affair. Could you guys please verify this WITHOUT *ANY* other mods installed except ACE? I am unable to reproduce. Happens after you respawn. Posted about this here: http://www.acemod.net/forums/project.php?issueid=835 Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted January 8, 2009 -Many AI units nearly all get stuck after respawn and clog up the base with non moving infantry and vehicles. Â Rip31st, may be you should add your feedback to this thread in the ACE project site: http://www.acemod.net/forums/project.php?issueid=865 Share this post Link to post Share on other sites