Bucic 1 Posted February 6, 2009 Thanks for the info! Sound problem investigation (continued): E:\ArmA\beta\arma.exe -nosplash -mod=beta  *problem not present E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE *problem present E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE *problem not present with #define ACE_OVERRIDE_BIS_SOUNDS disabled (commented out) E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE ;@CSM *problem present again with #define ACE_OVERRIDE_BIS_SOUNDS disabled (commented out) E:\ArmA\beta\arma.exe -nosplash -mod=beta;@CSM *problem not present So if @XEH trick * will not work I will not be able to use any soundmods. * nice one btw. I was just about to rage havoc along modfolders using Total Commander Share this post Link to post Share on other sites
manzilla 1 Posted February 6, 2009 So if @XEH trick * will not work I will not be able to use any soundmods. If it doesn't work there's got to be a different problem. Sounds mods work just fine for me. I haven't use CSM with ACE for a while but if I remember right it worked with no problems. I know others reported problems using sounds mods in prior pages but I believe they either didn't do the required change in the ace_clientside_config.hpp or they had the wrong XEH .pbo in a mod folder somewhere. If you haven't tried already, you may want to try a "Print this topic" search for CSM in this thread to see if anyone else posted a solution. I hope you get it working. Share this post Link to post Share on other sites
Bucic 1 Posted February 6, 2009 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=beta;@ACE;@CSM;@XEH Even this modest set does not work. I ran out of ideas. Printing the topic... Thank you for your help, Manzilla. Share this post Link to post Share on other sites
delta99 34 Posted February 6, 2009 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=beta;@ACE;@CSM;@XEH Even this modest set does not work. I ran out of ideas. Printing the topic... Thank you for your help, Manzilla. You should not be using any other XEH other than that which comes with ACE. That is likely your problem or at least will cause other problems. Share this post Link to post Share on other sites
manzilla 1 Posted February 6, 2009 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=beta;@ACE;@CSM;@XEH Even this modest set does not work. I ran out of ideas. Printing the topic... Thank you for your help, Manzilla. Yeah, did you remove all other versions of XEH?(The one from the @GL3 folders, etc.) If any other version of XEH, except the one from @ACE/AddOns, appears in a folder you will have problems. the only XEH file that should appear in ANY folder should be "extended_eventhandlers.pbo" dated 01/19/2009, 27kb. The one that comes with GL3 should not be used with ACE under any circumstance. And the setup for the @XEH modfolder should be @XEH/AddOns/extended_eventhandlers (the one from the ACE folder.) Share this post Link to post Share on other sites
Bucic 1 Posted February 6, 2009 You should not be using any other XEH other than that which comes with ACE. That is likely your problem or at least will cause other problems. I use @XEH modfolder containing the latest ACE mod XEH at the end of a command line. I didn't do any more file replacing dance. Should I? Please note again: Thanks for the info!Sound problem investigation (continued): E:\ArmA\beta\arma.exe -nosplash -mod=beta  *problem not present E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE *problem present E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE *problem not present with #define ACE_OVERRIDE_BIS_SOUNDS disabled (commented out) Share this post Link to post Share on other sites
manzilla 1 Posted February 6, 2009 You should not be using any other XEH other than that which comes with ACE. That is likely your problem or at least will cause other problems. I use @XEH modfolder containing the latest ACE mod XEH at the end of a command line. I didn't do any more file replacing dance. Should I? Please note again: Thanks for the info!Sound problem investigation (continued): E:\ArmA\beta\arma.exe -nosplash -mod=beta  *problem not present E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE *problem present E:\ArmA\beta\arma.exe -nosplash -mod=beta;@ACE *problem not present with #define ACE_OVERRIDE_BIS_SOUNDS disabled (commented out) Did you set up the @XEH folder like this: @XEH/AddOns/extended_eventhandlers (the one from the ACE folder.) No other reshuffling should be necessary. and comment out the line in the ace_clientside file. EDIT: I just tried CSM with ACE again and I'm having all kinds of strange things happen. There is no sound on the M16A2 and some other weapons. Then I put the @CSM modfolder ahead of @ACE in the target line and things worked better. You may want to try that. Share this post Link to post Share on other sites
Bucic 1 Posted February 6, 2009 Did you set up the @XEH folder like this:@XEH/AddOns/extended_eventhandlers (the one from the ACE folder.) No other reshuffling should be necessary. and comment out the line in the ace_clientside file. I did both. Still no success. I think it's not worth it. I will use VOP or other sound mod instead. I've lost two days playing with ACE suplements and I'm sick of it. Thank you all for your help. I wish we had come to a solution so at least someone would benefit from this mess. Share this post Link to post Share on other sites
manzilla 1 Posted February 6, 2009 Did you set up the @XEH folder like this:@XEH/AddOns/extended_eventhandlers (the one from the ACE folder.) No other reshuffling should be necessary. and comment out the line in the ace_clientside file. I did both. Still no success. I think it's not worth it. I will use VOP or other sound mod instead. I've lost two days playing with ACE suplements and I'm sick of it. Thank you all for your help. I wish we had come to a solution so at least someone would benefit from this mess. Sorry, I added this late so I'm not sure you may have seen it before you replied: I just tried CSM with ACE again and I'm having all kinds of strange things happen. There is no sound on the M16A2 and some other weapons. Then I put the @CSM modfolder ahead of @ACE in the target line and things worked better. You may want to try that. Share this post Link to post Share on other sites
Bucic 1 Posted February 6, 2009 Then I put the @CSM modfolder ahead of @ACE in the target line and things worked better. You may want to try that. Doesn't work - same effect of disappearing sounds. Another thing. Do you get bullet casings laying on the ground? I don't. Two mods from The.D's list can be responsible - True and GL3. Share this post Link to post Share on other sites
GS_Hunger 0 Posted February 6, 2009 Neede some Help here with ACE Mod.Last night my friends and I played some Coop Missions. Everytime my mates killed an enemy, the dead enemy was still standing until I shoot him again. How can I solve this Problem? thanks for your help, Hunger This is most likely one of the bugs introduced with 1.01 and the change in the animation system. I would expect a fix in the next patch, or if not, be sure its still addressed. Is a reinstallation of A.C.E. a possible way to fix that problem? Or is there a quick fix for that problem? Cause I really dont like to host coop Missions if a dead Enemy is still standing in front of me until i shoot him again. Hunger Share this post Link to post Share on other sites
manzilla 1 Posted February 6, 2009 Then I put the @CSM modfolder ahead of @ACE in the target line and things worked better. You may want to try that. Doesn't work - same effect of disappearing sounds. Another thing. Do you get bullet casings laying on the ground? I don't. Two mods from The.D's list can be responsible - True and GL3. I'll have to look again. I know I've seen them before but I don't notice them every time I play. It mat be because I'm just not looking close. Share this post Link to post Share on other sites
Bucic 1 Posted February 6, 2009 I'll have to look again. I know I've seen them before but I don't notice them every time I play. It mat be because I'm just not looking close. It's low priority for me. About the sound issue. The most f.ed up thing is I can't get sounds of the CLEAN ACE mod to work! Share this post Link to post Share on other sites
clawhammer 10 Posted February 6, 2009 I found an strange bug with the ACE und FDF Mod combo. On the Island Podga (Or Podogo) the M203 Grenades do not Explode when they hit the ground (Yes i know that they dont do it if i shot them i front of my feeds, but at longer range same effect :-( ) Is that only at me? Share this post Link to post Share on other sites
Bucic 1 Posted February 6, 2009 I suspect that my sound issue has nothing to do with ACE mod. First proof - Even vanilla ACE get this issue. Second proof - I got the same issue with XAM1.6b2! BTW - NO SOUND MOD gets even close to XAM sounds! :P What I did - I revert to freshly installed, patched up to 1.14 ArmA installation I zipped a while ago. I kept current ArmA profile. Then I installed only ACE again. Same. Only XAM - same issue in second mission. I know it's getting boring Share this post Link to post Share on other sites
Maddmatt 1 Posted February 7, 2009 I suspect that my sound issue has nothing to do with ACE mod. First proof - Even vanilla ACE get this issue. Second proof - I got the same issue with XAM1.6b2! BTW - NO SOUND MOD gets even close to XAM sounds! :PWhat I did - I revert to freshly installed, patched up to 1.14 ArmA installation I zipped a while ago. I kept current ArmA profile. Then I installed only ACE again. Same. Only XAM - same issue in second mission. I know it's getting boring  You should post this in the troubleshooting section I think. Might be fixed by updating sound card drivers. Share this post Link to post Share on other sites
frederf 0 Posted February 7, 2009 Hello, A.C.E. development group! I'd first like to say that your mod is very impressive and I really enjoy the attitude that the mod projects. I am playing A.C.E v 1.01 for reference and understand this is continually under development which I consider in my feedback and suggestions. M2 HB Portable .50 Caliber Machine Gun This is a fantastic weapon and well done except for a few small glitches. There is really no need for the Tripod component, once placed, to be anything but a static decoration. Right now it is an enterable static weapon which makes anyone who gets in it invisible! I don't know if it was coded as Tripod = complete gun with the gun part invisible or what but it would be nice if it was locked until completed or made a static prop until replaced with the completed unit with the gun added to the tripod. New Concept in Magazines I understand ACE has a complex magazine system where there are "generic" magazines that are replaced by weapon-specific magazines for weapon-specific performance but I'd like to add a new level of complexity. Make magazines that are loaded into a weapon replaced with Type 0 (0 inventory slots) equivalents. This means that when you take an M249 magazine out of your pouches and load it into the weapon you no longer have it in your pouches; it's inside the weapon! When you drop the weapon the magazine will follow it. Weights and volumes would still apply since Type 0 magazines can still have the same weight and volume as the original magazine. The M136 AT-4 It's still a darn shame that the AT-4 is not treated properly as the disposable weapon it is. Again Type 0 magazines and replacing the weapon AT-4 with AT-4 (Used) after firing worked well in WGL. I understand that people want to carry 2, 3, or 4 AT-4s which is why there needs to be "AT-4 (Not Armed)" magazines that can be packed away and converted to usable AT-4 weapons by pulling the arming pin via an action menu item. Using the Chat for Notifications I know it's easier to use side chat for notifications such as healing or weapon resting but it's really ugly and poor design. Please try to use the hint box, custom text effects, or at least the audible channel for such messages in the future. I am even getting Global channel messages when an enemy bandages another enemy! Items and Ruckability There are many items that would obviously be able to be put into rucks that are not able to be, satchels, claymores, IV bags. I understand that you may be getting to those. Along with items that you can obviously put into rucks there are AT-4s, M16s, Javelin CLUs, Tripods, M2HBs, etc that would not normally fit into a ruck but would be carried lashed to the outside. However ArmA doesn't allow this complexity so please allow very large items into rucks with the idea that they are carried lashed to the outside (full weight, 0 volume). It is ridiculous that my AT-4 specialist cannot carry a ruck because he's got something on his back slot. You might even make a hiddenSelection for an AT-4 lashed to the side of a ruck (or any other common item) and use scripting to invisible/un-invisible that selection based on contents. Grounding Rucks Currently grounding rucks is an aesthetic mess with all of the contents spilling out onto the ground. Please make dropped rucks turn into ruck-looking ammo boxes that are able to contain their contents. I don't know if this is possible but can you add nametags to rucks of the last user that held it for 30 seconds? Dropping rucks and picking them up again in a medium size group means telling them apart which is hard in the woods but impossible in a vehicle! Parachutes Please differentiate the MC-5 "ram air" style parachute and the T-10/T-11 circular style parachutes for pick up items. The aerofoil chutes are great if you want to be Rainbow 6 but really are an eyesore if you want to be 82nd airborne. The circular parachute should be the default (most common) one. As for handling characteristics I noticed that the steerable aerofoil parachutes have a control to choose between fast and higher descent rate and slow and lower descent rate. Can these be made so that flaring is important? If you are pulled back and fast then you flare but if you hold it too long your descent rate increases rapidly? Similarly I would like the T-10 style parachute to have whatever steer, fall rate, and flare characteristics that are realistic. Oh and please give the option to attach static line for an automatic deploy on eject. --- That's all I can think of right now. Share this post Link to post Share on other sites
manzilla 1 Posted February 7, 2009 Frederf, I opened a new thread for you in the general discussion section of the ACE forums. This has some good stuff in it so I didn't want it to get lost in the mix over here. I hope that's ok. ACE Forum link: http://www.acemod.net/forums/showthread.php?t=206 Share this post Link to post Share on other sites
CarlGustaffa 4 Posted February 7, 2009 Not sure what you mean on the tripod, but in general I disagree that the tripod isn't needed. If it has problems (invisible? never saw that), those should be fixed. But leave the tripod a neccessary evil (due to its weight). Mission makers that want the simple solution can script the placements of the warfare statics instead. AT-4 being disposeable afaik caused too many server crashes. I (safely?) make 'disposeable' by simply removing it after being shot using a fired EH during mission making (didn't work with M72s though, or I made some mistake). Not perfect, but at least doesn't allow exploiting it as a multi shot weapon. Maybe the removed disposeable feature caused crashes because dropping too many 'containers' on the ground slowed the server? I tend to disagree on the use of hint boxes for everything. I don't mind chat messages, although I think they could have used server globalChat instead of player globalChat since using player seems to 'indicate' something going on on the radio. But is should be possible to turn off. Should also be possible if hints were used, since hints are the only (simple) way of getting debug output with case. Enemy medical treatment sounds like a bug though. I don't mind back carrying equipment replacing the ruck. Why on earth would anyone carry a tripod as well as a ruck filled with equipment? As for other anti tank gunners, you get to carry one shot, maximum two, but then you are so heavy that adding a ruck seems a bit too much. So adding ruck support here really isn't needed. As for AT-4, well, kindof sortof. Weight isn't the same issue, but does he really need to carry that many additional magazines? Instead I suggest people playing starts forming buddie teams, where you have a secondary helper; assistant or ammo bearer. But the typical public play is that everyone wants to be their own Rambo carrying a ton of equipment. Don't get me wrong, if it was easily possible without penalty to get rucks for all, then by all means do it. But as I see it, the cost is too high to get this to work, so I'd rather live without it. Also, I don't think I have ever seen anyone on public server that uses the ruck as intented; don't fight with it on, take it off to be more agile. If anything should be changed with the ruck system, I think that would be to create the grounded rucks locally to the player. Both to avoid a potential 'container overload' situation, and to prevent 'theft'. Unless if put in a vehicle, but usually vehicles can't hold much and quickly starts overfilling to the outside. Theft is naturally not a problem in real life, and shouldn't be online, but it remains a serious issue when equipment is sparse. I also disagree on using round chutes the default. I didn't check if they still exist, but if they do, it should be done in the mission to use these instead of the ram air ones. Most multiplayer scenarioes goes around the idea of a small unit insertion, not massive airdrops due to that many players not being possible. And 'small units' in the real world behind enemy lines tend to be within some kind of special forces unit. If not going behind enemy lines, why the need to airdrop in the first place? Again, *usually*, exceptions do exist, but then this should be scripted and not made default. Automatic rip pulling also doesn't make much sense in the 'addon'. This is also something that the mission designer would need to choose. If he want this feature, he probably (haven't checked) can script it to automatically pull the cord on jump, to avoid freefalling in a mission where this wouldn't be realistic. I think one have to remember that a mod doesn't make things more realistic than the mission designers want to utilize it. If something is missing from a Mod such as ACE, at least the 'simple stuff' can still be scripted. Just because ACE has a shitload of weapons, it doesn't mean that a (realistic, at least) mission should make everything available. Some lucky units get to choose their equipment, but this is the exception not the rule. --- Over to some sound stuff. I'm using the FDF_Mod sounds together with ACE. However, I only use the sound pbos and not the rest (due to not everyone in my clan having QG). I'm not sure why these haven't been released properly yet as a standalone mod, but that's another discussion. I've updated some of these sounds (environment sounds especially) to stereo for fun, like some of the ACE ones. But I have also been forced to make my own sound mod that deals with the rather extreme sound levels in ACE, and also replaced some of the weapons sounds with FDF sounds. A real mess in other words So, in case ACE wants to do modifications to their sound system: 1. Add a soundFly sound to the flare classes. Was missing both from ACE and FDF, but present in ECS. 2. Reduce all Tank_Reload sound levels. They shouldn't be louder than any engines. Levels, not sample editing. 3. Reduce all grenade launcher sound levels, and also prefereably their sample. See FDF for nice launcher sounds, I really can't stand the ACE versions on this one. I know, very much subjective, I don't know what is *real* and how *real* is defined (far away sounds or close fire sounds being used). 4. Reduce the sound levels on helicopters. I agree they should be audieable from further away than airplanes, but now you get full volume at extreme distances. Maybe down to about 1000? 5. Check FDF way of handling volume code on environment sounds. Pretty good stuff, although I haven't checked if it *really* works 6. If you're remixing your own sounds, check out the FDF sounds for the russian jet, it's awesome. Really rumbling. Share this post Link to post Share on other sites
Maddmatt 1 Posted February 7, 2009 AT-4 being disposeable afaik caused too many server crashes. I (safely?) make 'disposeable' by simply removing it after being shot using a fired EH during mission making (didn't work with M72s though, or I made some mistake). Not perfect, but at least doesn't allow exploiting it as a multi shot weapon. Maybe the removed disposeable feature caused crashes because dropping too many 'containers' on the ground slowed the server? Disposable system was scrapped for a few reasons, one being a CTD that would happen on the odd occasion when an AI unit fired (was hard to reproduce, but disabling all scripts where the AI was forced to drop weapons fixed it). And a scripted disposable system just doesn't integrate well into gameplay IMO. The workarounds it uses are just too visible to the player and a bit of a nuisance. But maybe it will appear again if someone can do it well. I don't think a solution that simply removes the weapon after being fired is good because you can't carry more than one launcher then. The reloadable rockets simulate being able to carry multiple launchers. Share this post Link to post Share on other sites
Bucic 1 Posted February 7, 2009 You should post this in the troubleshooting section I think.Might be fixed by updating sound card drivers. Thank you for the suggestion but I already use the latest drivers. I will use troubleshooting section though so you guys can carry on with some productive discussion. Keep up the good work ACE mod team and ask XAM author for his sounds Share this post Link to post Share on other sites
Inkompetent 0 Posted February 7, 2009 AT-4 being disposeable afaik caused too many server crashes. I (safely?) make 'disposeable' by simply removing it after being shot using a fired EH during mission making (didn't work with M72s though, or I made some mistake). Not perfect, but at least doesn't allow exploiting it as a multi shot weapon. Maybe the removed disposeable feature caused crashes because dropping too many 'containers' on the ground slowed the server? Disposable system was scrapped for a few reasons, one being a CTD that would happen on the odd occasion when an AI unit fired (was hard to reproduce, but disabling all scripts where the AI was forced to drop weapons fixed it). And a scripted disposable system just doesn't integrate well into gameplay IMO. The workarounds it uses are just too visible to the player and a bit of a nuisance. But maybe it will appear again if someone can do it well. I don't think a solution that simply removes the weapon after being fired is good because you can't carry more than one launcher then. The reloadable rockets simulate being able to carry multiple launchers. The CTD problems have been solved. The current problem is to make the system both intuitive, technically functional, and rucksack-friendly. Also to make it without causing too much server lag. A simple disposable launcher only needs to work off the fired EH. Simple and effective. If one wants to use it with rucksacks or being able to carry several of them and so on it instantly gets quite a lot more complicated, starts to need looping scripts, and so on. Tried a few different methods, but haven't yet decided what to turn the final version into. Share this post Link to post Share on other sites
millerhighlife 1 Posted February 7, 2009 I have a question, I'm using chammy sound mod with ace, and I was wondering if that overwrites the ace enviorment sounds. Like wind for example. I have only been using CSm for a couple days with ace but didn't seem to notice the enviorment sounds anymore. Share this post Link to post Share on other sites
Bucic 1 Posted February 7, 2009 I have a question, I'm using chammy sound mod with ace, and I was wondering if that overwrites the ace enviorment sounds.  Like wind for example.  I have only been using CSm for a couple days with ace but didn't seem to notice the enviorment sounds anymore. Check the ACE mod wiki FAQ http://www.acemod.net/wiki/Main_Page plus check my earlier posts as it is possible you have the same sound issue which (now I know) is drivers related. Also check BI FORUMS » ARMA: ARMED ASSAULT / COMBAT OPERATIONS » ArmA - TROUBLESHOOTING » Sound problems I had to sack ArmA due to this problem... Share this post Link to post Share on other sites
frederf 0 Posted February 8, 2009 Quote[/b] ]Not sure what you mean on the tripod, but in general I disagree that the tripod isn't needed. If it has problems (invisible? never saw that), those should be fixed. What I mean is that there's no reason for the lone tripod item to be a static enterable weapon once deployed like the MK19 or Searchlight. The deployed tripod should simply be a dumb static object like a barrel or a wall. I've seen the ACE class name list and the tripod and tripod-with-M2 are both separate classes of the static weapon type. Try it yourself. Place down a ACE tripod and tell an AI to board into it as gunner. He gets in and disappears, it's silly. Quote[/b] ]AT-4 being disposable I have personally tried to make an AT-4 disposable mod. I understand that getting a really robust, intuitive, and functional solution is really hard to do but I think it's possible and worth continuing effort. I understand that ACE probably has this on their to-do list. My effort to make a disposable AT-4 was perhaps more advanced and robust than the one you attempted to use. I would never do such as crude a thing as simple removeWeapon the item after it was used. I had arming, type 0 magazine being magically added, replacing with a burnt out used weapon prop, spare tubes as throwable magazines. It worked flawlessly in single player but did have issues with AI and multiplayer that I never bothered to sort out but I'm sure could be if I tried with some help. Quote[/b] ]I tend to disagree on the use of hint boxes for everything. I don't mind chat messages I'm not saying use hint messages for everything but I do mind side chat messages as they are exceptionally ugly and awkward and honestly a misuse of the radio system. Of course hearing globalchat of enemy AI healing each other is a bug of the system. You can use trigger effect text or audible chat or hints for a much less ugly and proper presentation of information. Quote[/b] ]I don't mind back carrying equipment replacing the ruck. Why on earth would anyone carry a tripod as well as a ruck filled with equipment? As for other anti tank gunners, you get to carry one shot, maximum two, but then you are so heavy that adding a ruck seems a bit too much. It would be very nice to carry a ruck and a tripod. In real life 2 or 3 AT-4s is hardly impossible at 15 pounds each. Right now there is an artificial limitation on certain loading capabilities and it could be better. I don't see this cost and I don't see how people misusing them on public servers has any relevance. Quote[/b] ]Both to avoid a potential 'container overload' situation, and to prevent 'theft'. Ammoboxes do not overflow and would work perfectly for grounded rucks, vehicles are another matter. Preventing theft also prevents full functionality and I'm against it. What if I want to tell my teammate "hey go over to my ruck behind the tree over there and get some bandages so heal me with." I would die if theft protection was there. Limited functionality for anti-pub problems? No thanks. With vehicles I think the solution is to have only the rucks actually transferred to vehicles and all items in the ruck be removed and placed in a limbo-array. This way only the empty rucks would be in the vehicle and when you put the ruck on it would be filled back up with the items from the limbo-array. The only downside to this is not being able to access ruck contents in a vehicle without putting it on your back first. Quote[/b] ]I also disagree on using round chutes the default. I didn't check if they still exist, but if they do, it should be done in the mission to use these instead of the ram air ones. Most multiplayer scenarioes goes around the idea of a small unit insertion Heh the T-10 most certainly exists in much greater commonality than the special forces variety and I mean it should be the default because it's what pilot ejection and general purpose parachutes should be. When a mission maker wants to code in a paradrop of spetnatz or 82nd airborne they shouldn't have to do anything special to make their missions realistic. Of course I don't care which one is default as long as both are an option and are implemented properly (i.e. no ram air for A-10 pilot ejection). As for most missions being about special forces, I simply don't agree; maybe in the games you play. Quote[/b] ]Automatic rip pulling also doesn't make much sense in the 'addon'. You realize the purpose of addons is to make the mission maker's life easier, right? The real parachutes have this feature and it is very useful in game. The functionality of attaching a static line should always be there built into the equipment because it is built into the equipment in real life! There should never be an instance where that option is not available to the player. It is like arguing that the M16A4 should not have burst mode in the weapon addon, if the mission maker wants to have burst mode he should script it... ridiculous! Share this post Link to post Share on other sites