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sickboy

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

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Is there a way to make this work with true gameplay mod? Like the weapon sway and the recoil i would like to take out as i did with the true gameplay mod its that its to much recoil this mod is top of the line love it cant wait this some of the fixs but is there an way to make it less recoil on the guns huh.gif

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yes soldiers carry back packs in real life when they are deployed to carry there equipment but in the filed they carry what they need not no 70lb back pack on patrol ya dig wink_o.gif  Not all soldiers in the US army or any branch carry back pack all day long ok, thats why in real life you see only the airborn units or long rang units useing back packs for there all in one gear wink_o.gif Not all military units in the world carry back pack all day. Thats why i said if they could be broken up in to class like for long rang units and moutain units to carry back packs wink_o.gif

Please, do us all a favor and stop repeating yourself. The devs have read your posts. Your hyperbole is not helping your point. You have the ability to remove rucks now, without any modification to the mod. Utilize that ability.

ok if the point was takein then ok for the part of this its just an suggestion no harm, im just asking if there is an way to remove them if so could there be an link for that like for them who likes all units haveing them one dl and ones with out them and diffrent dl, And for that Utilzeing that ability im not an moder this is why in the comunity people ask an give suggestions for moders with that ability to do.

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I've got a couple of questions regarding controls:

- Is it possible to apply a double (2x) key combination in the "ace_keys.hpp" file?

- Is it possible to apply mouse button input in the "ace_keys.hpp" file?

My controls are extremely customized, and I would like to bind "CQB" to "SHIFTL" (2x), which I've assigned to one of my mouse buttons that I use for "Optics".  Also, "Reload Weapon" is assigned to the "Middle Mouse Button", rather than "R".

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@ Dec. 27 2008,04:21)]
Daniel @ Dec. 26 2008,19:41)]We don't use sprinting to travel long distance, we'll get vehicle transport or tab, but it still seems overdone.

Leave your extra ammo in the car, bring the car as close as possible. Don't carry everything on your back. Make sure your SAW only carries 2 or 3 extra belts, the rest should be distributed in the squad. Do not carry your own spare Javelin or Dragon tube, ask a friend to lend you a hand.

If you carry rucksacks it will take longer to get from point to point, also take terrain into consideration - the slope of the terrain is a factor in calculations.

You need to adjust your tactics to realistic system, getting soldiers to battlefield is not worth much itself, the tirick is to do it and keep them rested.

Notice your vest and helemt is allready 20 kilos and this is without counting the rifle and ammo. This is not counted into the weight dispalyed. If you have a distance to travel onfoot you'll have to march (holstering the weapon helps too).

I think the fact you can sprint uphill with 40 kilos on you is itself generous. wink_o.gif

soemthing every other game overlooks but ACE mod brought logistics to war. smile_o.gif

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I'm not sure if this a bug or just something with my mission but it didn't happen when I used Jonny's SF before ACE was released and when I swap in the Army SF Strike Team BDU members I found this to occur. If I'm using the Anti-Armor specialist as one of my team members(playable) he starts below the Southern Sahrani Airbase runway. It probably goes with out saying that he can't move. biggrin_o.gif

But if I switch him to a different unit, say the demolitions soldier, the team member is now where he should be.

Has anyone else tried the Anti-Armor soldier for the Army SF Strike Team BDU and can confirm if this is occurring with them as well? I have a feeling it's just me but wanted to check.

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A few notes on the AH1 FCS:

- Read the Wiki entry--you will need to use the action menu to cycle weapon hardpoints as the Cobra gunner. The F key no longer cycles weapons when you are in the gunner seat.

- Make sure the overlay is on. This is also accessible in your action menu.

- Those who point out that the pilot and gunner can both control the weapon systems in the real AH1 are correct. However, recognize the limitations of ArmA and the current turret system and realize that this is a step towards more realism from what you had before. There are many, many distinct systems in the real Cobra that could potentially be modeled in ArmA but would take a gargantuan amount of effort. What got added were the aspects of the real Cobra that would enhance gameplay.

- Also note that the pilot has FFAR control in the ACE Cobra, so you won't be able to use FFARs as the gunner.

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I agree with the earlier post about splitting units into two separate classes - those with the pack and those without. It's a straight forward cut and paste operation (since the same models are used).

It is pretty silly that someone on guard duty or assault mission would carry his pack around.

EDIT: Did you include the grenadier fix into ACE (which corrects the AI use of grenade launchers)?

There are already LOTS of classes and groups of classes in ACE. It's more or less a complete maze in the editor due to all different equipment and camouflage. To double that amount just to have units with or without rucksacks isn't really feasible, so to script away unwanted rucksacks feels like a quite natural way to go.

The Grenadier fix is not implemented at the time being, but it has been suggested.

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ok if the point was takein then ok for the part of this its just an suggestion no harm, im just asking if there is an way to remove them if so could there be an link for that like for them who likes all units haveing them one dl and ones with out them and diffrent dl, And for that Utilzeing that ability im not an moder this is why in the comunity people ask an give suggestions for moders with that ability to do.

Was my incredibly long post on page 16 not popping up for you?  huh.gif   I showed you exactly how to remove those backpacks.  I showed you something you could do this very instant to fix your problem.  Check

http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA

for scripting commands, and download Arma PBO view from here, or some other mirror if you type the program name into a search engine.

http://www.armaholic.com/page.php?id=1435

with these two sites and a little bit of learning you can remove those backpacks for yourself. Otherwise you'll have to wait for the next beta to come out and see if anyone is actually going to grant your request. I can see some validity to it, but it may very well be very low on the priority list of things to do for ACE. There is still much work to be done.

I'm sorry if I sound mad, but I'm trying to solve your problem immediately.

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If you come up with the a working solution for AI grenadiers it would be great. The author of the current fix admits quite clearly that his method of correcting the issue is not the best one.

Just how many times have seen an AI greneadier to overshoot? If you are not very close or standing in front of an tall object you are usually safe.

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Hey Sickboy, iv tried the arma.rp way. But only seem to be able o get the US a somee civi units to display. Is there anyone that could provide me the OPFOR Insugent classes and the vehicles please.

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I agree with the earlier post about splitting units into two separate classes - those with the pack and those without. It's a straight forward cut and paste operation (since the same models are used).

It is pretty silly that someone on guard duty or assault mission would carry his pack around.

EDIT: Did you include the grenadier fix into ACE (which corrects the AI use of grenade launchers)?

There are already LOTS of classes and groups of classes in ACE. It's more or less a complete maze in the editor due to all different equipment and camouflage. To double that amount just to have units with or without rucksacks isn't really feasible, so to script away unwanted rucksacks feels like a quite natural way to go.

The Grenadier fix is not implemented at the time being, but it has been suggested.

OK here this is getting twisted the back pack thing yes to an moder it would be quicker and all for some one like i it would take some time this is why i ask if the back pack could be in an moutain class or back pack classes wink_o.gif Nothing to add an 1g of extra to the hard drive ok nothing big on adding that is not already done iv asked and suggested and its done hope that it would be in the next up date. Also this AH-1 and AH-64 issue with not being able to switch out guns is an bug and has be issued. Thank for trying to help me understand them moding thing with the back pack but if you understand it then plz make an quick fix would be vary lovely wink_o.gif

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It's not that it is difficult to add classes without rucksacks. However it will be a horrible amount of units/groups to pick from in the editor when creating missions. Something that will be quite cumbersome, confusing and daunting to many.

As Red Barron has posted (and given examples to) the rucksack can be removed by adding a little code in the init-field for each unit or into scripts.

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Played the mod quite a bit over that last few days, have to say very, very good work you have done!

The two things that stand out for me are the medical system and the persistent spent cartridges. Having to deal with wounded soldiers, and not dying after a single shot to the torso makes the game much more intense and rewards teamwork FAR more.

Can't wait to see the medical system being fleshed out more and the other new systems you will add.

Great work so far!

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Hope this has not been asked but I'm assuming it hasn't since I've spot checked the pages in the thread. Anyway...is there FLIR in this version. I wasn't sure if the WIKI was pre Public Beta since it says it may be in revision 2. If there is how do I enable it or turn it on.

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now that ACE team have integrated mando scripts in the choppers would be great to see a seahawk with mando helitorpedo scripts integrated for sea hunting

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Quote[/b] ]

Hope this has not been asked but I'm assuming it hasn't since I've spot checked the pages in the thread. Anyway...is there FLIR in this version. I wasn't sure if the WIKI was pre Public Beta since it says it may be in revision 2. If there is how do I enable it or turn it on.

FLIR isn't native to the AH1Z FCS in this version.

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1. Where does my team submit bugs to?

2. Who do we have to contact to help us out ACE-standardize our weapons such as FN F2000 or M70AB1/AB2 or M80 Zolja RPG?

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1. Where does my team submit bugs to?

2. Who do we have to contact to help us out ACE-standardize our weapons such as FN F2000 or M70AB1/AB2 or M80 Zolja RPG?

1. ACE forums. When you reguister there, you'll see the bugtracker.

2. Guess I'm the guy smile_o.gif

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Awesome mod, the game is reborn inlove.gif

any1 know where I can download the Afghan patrol mission?

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I've registered on the ACE forums but am awaiting the validation email, so thought I'd post here.

I found out that if you've emptied your magazine when scoped, then switch to secondary sights, your magazine is full again without a reload. Don't know if it's fixable, but I'm sure a bit of scripting would do it?

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Awesome mod, the game is reborn  inlove.gif  

any1 know where I can download the Afghan patrol mission?

yes it my mission i hope to release it in the next day or so onces the final version is done

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Well, i wont write so much as I wanted before (i dont have time). Anyway - great mod lads. Ballistics and weapons are great.

I had to refresh my Tales theory to calculate my distance from BMP-2 that I was aiming from LAW :P

Only thing that pain me is:

1. Why US Army is equiped with M16A2?

2. Lack of Iraq vehicles (New Iraq Army HMMWV etc.)

3. Why SLA is called "Russian Army"

Rest is great, anyway - is mortart working? For me not.

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I've registered on the ACE forums but am awaiting the validation email, so thought I'd post here.

I found out that if you've emptied your magazine when scoped, then switch to secondary sights, your magazine is full again without a reload. Don't know if it's fixable, but I'm sure a bit of scripting would do it?

Yes, it is a bug, but only a minor one. It doesn't magically refill a magazine, but it takes the magazine with the most rounds in it when you 'switch weapon' to the one with the other kind of sights (technically they are two different weapons, since the game doesn't support multiple viewpoints for the same muzzle).

Thus you don't gain any ammunition out of thin air, but indeed the weapon will be reloaded with the fullest magazine you are carrying in your inventory.

It could be perfectly solved by adding a few THOUSAND magazines (we'd need one magazine class per number of rounds loaded into the magazine. For example 29 magazines per 30rnd magazine, being one magazine per possible ammo count, aside from zero rounds, in which case the magazine will cease to exist. This would have to be done for every single existing magazine in ACE) that ArmA would have to load on start-up. Something that would eat more memory than the actual benefit from it in-game.

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Yes, it is a bug, but only a minor one. It doesn't magically refill a magazine, but it takes the magazine with the most rounds in it when you 'switch weapon' to the one with the other kind of sights (technically they are two different weapons, since the game doesn't support multiple viewpoints for the same muzzle).

Thus you don't gain any ammunition out of thin air, but indeed the weapon will be reloaded with the fullest magazine you are carrying in your inventory.

It could be perfectly solved by adding a few THOUSAND magazines (we'd need one magazine class per number of rounds loaded into the magazine. For example 29 magazines per 30rnd magazine, being one magazine per possible ammo count, aside from zero rounds, in which case the magazine will cease to exist. This would have to be done for every single existing magazine in ACE) that ArmA would have to load on start-up. Something that would eat more memory than the actual benefit from it in-game.

I thought of a simpler possibility of fixing it that is actually viable but it probably wouldn't work for some reason:

Basically run a script whenever a player switches sights that detects all the magazines in the player's inventory ('Magazines' command), and how many rounds in their current magazine ('Ammo' command). Then using 'SetVehicleAmmo' you can reduce the player's ammo count to however many rounds they have before they switched, and then add all the magazines ('AddMagazine' command) seamlessly afterwards.

I'm no scripting guru but it seems possible to me, if only I could put it together. Worth passing on to one of the team? But as you say it's a minor issue, it just removes the need to ever reload in a battle.

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I understand the effort that's gone into every part of this mod, so I realise this may ruffle some feathers.

How much would the size be reduced without all the various additional American units? Brilliant features such as the rucksack and wound systems work on other community units, so for units that aren't American that's a lot of space taken up in the editor, in download size and in convincing units to get it for Joint Ops.

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