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A.C.E. Advanced Combat Environment Public Release!

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Quote[/b] ]Because of the fact that turning off cross hairs in server difficulty also removes the ability to identify people around you, many servers such as Tactical Gamer leaves it on.

As I wrote a few pages back, this should be implemented such that the server (or mission) can dictate what 'crosshair level' should be used, but the player can have the option to play with 'less crosshairs' if he so chooses. I really hate being enforced playing with crosshairs due to most servers requiring signed addons. I obviously can't sign my 'own' addon and release it as my own since it is derived from an existing one.

Crosshairs are set in the config so it would be impossible to be set server side or via the mission.

Unless you want the player to have to change addon files out of the game, but IMO that is too user unfriendly for a mod that is suppose to be unified.

Personally I would love a less accurate crosshair like the one in the truemods (truecrosshair cadet). But that's not up to me.

Best to open a ticket on the ACE site.

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Recently I've been having a problem with 3rd party addons not appearing in the editor. After disabling ACE I saw all of them again.

Does anyone know exactly what the cause of this is? I really want to keep ACE but also want to use the addons.

Some of them are Schnapsdrosel's civilians, Miles Teg's Taliban pack, and the Canadian units.

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@DerRelienT

ACE replaces some default BIS units if I'm not mistaken.  If any of them are replacement packs then that could be your problem there.  After that I'd look at your load order.  Mods are applied in the order you load them, so try different orders until everything works.  It's no guarantee, but it is worth a shot.  Of course, that may affect your ACE mod (especially if you don't load it last to over ride other mods).

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Yeah, I've tried making it the first mod to load, but it's the same problem confused_o.gif

And none of the mods are replacements, all their own units in the editor.

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Yeah, I've tried making it the first mod to load, but it's the same problem  confused_o.gif

And none of the mods are replacements, all their own units in the editor.

crazy_o.gif

Got me then.... have you messed with any of the individual mods, or are they all "out of the box?" If you messed with them, try loading freshly unzipped ones maybe?

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Yeah, I haven't done anything to them, and they all work perfectly fine without ACE enabled, but when I load ACE they're not in the editor's unit list.

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Developers: Thank you for your hard work. I appreciate it much and I love playing the @A.C.E. mod.

Here are some thoughts I have on it:

1. The amount of 'content' is bloating the mod. Enormous downloads and so forth. I am highly impressed by some of these additions, less with others. But it leads me to the second point.

2. I much prefer quality over quantity. I really really appreciate the most the things that enhance gameplay rather than more rifles. I realize this may be down to having many providing content rather than gameplay coding.

3. I think what the mod, and ArmA, lacks the most, is really crappy tanks and armored vehicles. There's so many of them but none of them compare to the real deal. Their aiming systems is the main reason for this.

4. So what I wish for the most would be improvements to the tank/armor gunnery.

I know that in the game we have sights adjustments, and laser range finders. The tanks have none of these currently.

Does anyone here know if it would be possible to, through scripting or otherwise: implement raser range finders and sight adjustment for tank gunners. Then when the gunner aims at a target, and presses a key on the keyboard, the distance to target is measured, and automatically the same number is input into the adjustable sights.

The result would be a very well working ballistic computer for a tank, with rangefinding on top of it. Accuracy would be comparable to real life, and engagement ranges also (currently way shorter due to completely manual sights, no help even from the optic layout).

Secondarily, I wonder if it is possible to implement a feature where if the commander presses a button, the gunner's aim is swung around to syncronize with where the commander is looking.

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Yeah, I haven't done anything to them, and they all work perfectly fine without ACE enabled, but when I load ACE they're not in the editor's unit list.

This is answered in the ACE FAQ here.

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Wow 100 pages already ! Congratulations!

Could the ACE team address the fact that AI gunners are not engaging automatically in player driven vehicles please?

I'm not sure how one would go about doing this but I'm sure you could restore functionality.

Apart from that 1.04 is great !

[TAO] Kremator

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Thx for replys guys smile_o.gif

and here's tweaked one

(lowered blades bass and added some turbine)

Is it better or worse? tounge2.gif

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Thx for replys guys smile_o.gif

and here's tweaked one

(lowered blades bass and added some turbine)

Is it better or worse?  tounge2.gif

Without having heard an Apache in real life, that sounds better again!!

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Yes, agreed, most def better. I don't mind it not 'sounding like an AH-64 (if it doesn't, I don't know), as long as it sounds 'good' and has some distinct characteristics. The original sound sounds like a mixmaster on speed or something, lol.

But, with this as the AH64 sound, also stock chopper and aircraft sounds should be upgraded to the same level.

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Thx for replys guys smile_o.gif

and here's tweaked one

(lowered blades bass and added some turbine)

Is it better or worse?  tounge2.gif

This sounds better keep them as they are now, cant get any closer with Arma.

I do not have any good recording equipment so I cant get any good sounds from the apaches here.

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Oh man, the new weapon on back thing is incredible! I played for 2 hours straight using different rifles for different situations. Cool.

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Oh man, the new weapon on back thing is incredible! I played for 2 hours straight using different rifles for different situations. Cool.

wow didnt know about this! i have selected two rifles, but how do you switch between them?

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Go into the gear dialogue and select the weapon, there should be a put to back or similar option with the things like pack and drop etcetera.

Was running around the Afghan Village with a CAR-L and an M1014, good times =]

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Fantastic mod and job well done!!!

I'm going to go as far as to say that unless ArmedA 2 is head and shoulders above ArmedA 1 I won't be bothering with it until ACE is converted. icon_rolleyes.gif

After all , apart from a few bells and whistles , what can BIS put into ArmedA that ACE hasn't already??  notworthy.gif

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AI and animations. But yes I get your feeling, ACE is awesome

and I probably will be going back to Arma 1 a lot while waiting for it to be converted smile_o.gif

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