sickboy 13 Posted January 8, 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). Voila, there we have it ;D Those units have no ace_holdmedicalitems weapon, as we don't touch em Any custom units don't atm, I will resolve the issue for next Patch, cheers for the details. Share this post Link to post Share on other sites
sparks50 0 Posted January 8, 2009 Theres more to it than that, Ive also seen it happen with medic ACE units several times in MP on Matt Rochelles missions on the GOL server. Ill try to get some specifics later. Could be a Arma bug as GC mentioned. Or a issue with the mission. Share this post Link to post Share on other sites
manzilla 1 Posted January 8, 2009 Sorry for bringing this up again but I think it got lost in the early days of this thread. I didn't see a reply yet and I want to confirm it's not just me before I submit a bug. "If I'm using the Anti-Armor specialist as one of my team members(playable) he starts below the Southern Sahrani Airbase runway.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/Recon Team BDUL and can confirm if this is occurring with them as well? I have a feeling it's just me but wanted to check." Can someone try this quickly and let me know if the Anti-Armor BDU units do the same for you? I've been trying to figure out what my conflict is, if any, but I can't seem to find any content that I suspect. I played around with it yesterday but I couldn't get the SF Anti-Armor BDU units to appear anywhere except for under the Sahrani Airbase Runway. When I replace the Anti-Armor SF with any other type, those units begin above ground. It's a strange a happening and my first thought is that I've got a conflict on my hands. I can't seem to find anything that could/would cause it. I've yet to see anyone discuss this here so I find it hard imagine it just hasn't been spotted yet. Share this post Link to post Share on other sites
sickboy 13 Posted January 8, 2009 Theres more to it than that, Ive also seen it happen with medic ACE units several times in MP on Matt Rochelles missions on the GOL server. Ill try to get some specifics later. Could be a Arma bug as GC mentioned. Or a issue with the mission. It's not relevant anymore, but thanks for the report. The problem has been resolved for good, in the upcoming Patch. In any case, it's default arma behaviour to drop magazines that do not fit any weapons you are carrying, maybe some ppl mean this behaviour when they report that they noticed such kind of 'problems' also during vanilla ArmA. http://www.acemod.net/forums/project.php?issueid=835#note6346 Share this post Link to post Share on other sites
andersson 285 Posted January 8, 2009 Ok, finally downloaded ACE First impression was fishbowl.. Have you changed the FOV? Im using 1.15b. I dont get the same warp with only 1.15b, only with ace. I use trackIR and I have never had any problems with the different FOVs before as I play with the zoom max out and use TIR to zoom in when necessary. Secondly I tried the debated stamina system. I love it and I think it comes naturally for me. I was actually surprised how long you could sprint with 9.3 kgs on you. Had alot of warning signs on different levels. Love it. Third. I miss GMJs sightadjusment... That is a wonderful addon. I dont mind the interface (even if I do prefer keys with the "click"-sound ), but to have the range visible without the rangetablet is sad for me. I loved flipping through my rangetables and adjusting my scope. Could you please consider a rangetable instead of the selectable range? I dont dare ask for a full implementation of GMJs I have sofar only scratched the surface and tried some basic things (alot of remapping for me and learning new features). Looking forward to learn more and to finally play ace!! Share this post Link to post Share on other sites
Panda-PL- 0 Posted January 8, 2009 Could you please consider a rangetable instead of the selectable range? I dont dare ask for a full implementation of GMJs You also have arrows besides the window showing MoA-s, you can use these to adjust in the old-fashion manner. Share this post Link to post Share on other sites
the.d 0 Posted January 8, 2009 Yello! First of all, thank you very much for the ingenious work and the immense efforts you guys went through! I am more than impressed with your creation. The ideas you came up with and their in-game implementation - that must have been a real scripting marathon! I'm having a hard time using the "vanilla" FFAR in ArmA and I just love what you did with the stamina and wounded/damage system! To make this post seem more than the blathering of a demented fanboy (and, yeah, I kinda am a fan of you guys by now ^^): Some criticism, for as far as my coop-partners and I am concerned: As great as A.C.E. manages to achieve to create a common base for add on enhancements and successfully implements many really terrific gameplay elements, it shows some weaknesses in the "model department" - firstly, some of the OFP-ported models are okay to look at, but don't quite meet the graphics standards of ArmA and furthermore the editor becomes a real mess with all the new classes. Yes, I know it's beta, yes, I know these things have been addressed. Those aren't really huge issues. The thing is, personally, I am a minimalist. I'd like to load the game with really just what I need. Now, I hope it's not awfully rude to ask this, but would it be possible to "isolate" certain features from the mod? It'd be a blast to be able to have, say, the "cam shake" effect, rocket ballistics, "magazine count" feature and awesome tracers (I got the latter two to work by now) for just the original ingame weaponry, without having to add ~1.9GB of additional model files? Would it be possible to create "stand-alone" A.C.E. modules, such as "A.C.E. ai", "A.C.E. sounds", "A.C.E. ui", et cetera? Anyways, all in all the mod rocks hard. You guys basically brought us Armed Assault 1.5 - for that many, many thanks from my friends and me! Have a good year 2009! Share this post Link to post Share on other sites
paragraphic l 2 Posted January 9, 2009 Quote[/b] ]Posted by: sickboy on Jan. 05 2009,16:34 ---------------------QUOTE BEGIN------------------- ---------------------QUOTE------------------- I personally think the best idea would be to split the pack into two: one with all the core stuff (ACE itself), and then one with the extra units and vehicles. That way, there's still a standard pack of units that people can jump onto public servers with, and there's a basic package that people in squads can use on its own with their own stuff. ---------------------QUOTE------------------- I'm for that too and i suggested such a "modularity" way back during alpha-times.... sadly Sickboy answered that it is very unlikely to see such a modularity in future ACE Versions, as ACE was build entirely in a different way. ---------------------QUOTE------------------- Jup, it was decided even before my ACE time, that ACE would not be built with modularity in mind. Even though we have different archives for different components, this is basically only done for easier developing and updating. I's not too easy to change that so late in the development process, and I also believe that most of the devs still agree that the current setup is the way to go. Besides, I don't think we have the manpower to achieve it right now anyway. ArmA2, new round, new chances @The.D: I guess the above answers your question Share this post Link to post Share on other sites
1in1class 0 Posted January 9, 2009 Anybody haveing an issue with the ejection of the aircraft? I cant eject at all Share this post Link to post Share on other sites
CarlGustaffa 4 Posted January 9, 2009 Idea for the medical implementation; medevac. Mission maker puts the hospital (AAHO084) in his mission. An addaction is added to any dead bodies giving the possibility to load them onto a medevac chopper. Chopper flies to hospital and performs an unload action. Then the player will respawn at that location. Otherwise he will have to wait until a long timer runs out in which he will either respawn at respawn point or spawn as seagull. Might kill the public friendlyness of respawning, but will enhance the thrill for serious player. So such things needs to be carefully thought out by the mission maker depending on the target audience. Slight issue I came across: Enemy engineers use the 'wrong' backpack? Also, I'm not able to reload the M60 commanders gun, not by ammotruck and not by scripts that checks the config for arms. About an earlier discussion about 'bad' optics for some of the rifles. I tend to agree deeply. Aimpoint/Reflex/EOTech might in real life have discoloring glass, but they give the great advantage of not having to think of any parallax problems (right word?). This problem doesn't exist in ArmA (thankfully), so in ArmA these glass things only make these sights at a disadvantage over iron sights. The glass effects should be heavily reduced if not removed completely. And/or make them have an egde over iron sights by adjusting other things, like slightly increased zoom when zoomed in. The medevac chopper flyes, well, really bad. I hope this will be adressed as a medevac is really nice to have in missions. Also, at night (using NVGs? can't remember), the windows have really bad discoloring artifacts. Just thought I'd mention it. Edit: Binoculars and NVGoggles are listed with weights, but they don't add weight to the rucksack, only adjust the remaining space. Share this post Link to post Share on other sites
icebreakr 3157 Posted January 9, 2009 My team did a long squadnight and ACE didn't cause any problems, even after 7 hours of game time. Excellent! Bug: I've noticed that if enemy kills you when operating HuntIR you can actually continue to control HuntIR even after you're dead and waiting for a base reinforcement respawn (120 sec timer). Share this post Link to post Share on other sites
icebreakr 3157 Posted January 9, 2009 (lag-post, sorry plz remove) Share this post Link to post Share on other sites
icebreakr 3157 Posted January 9, 2009 One more question regarding our yesterday's ACE event. It happened couple of times that the wounded / medic got friendly fire score deduction & message, maybe because dragging wounded is treated as "vehicle"? Also issues that need to be addressed: - if AI bleeds out you don't get a kill - if teammates bleeds out no one is punished for causing a friendly fire - dedicated server didn't have option that you could check dogtags, SP works? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted January 9, 2009 Btw, has anyone found a function within ACE to return position with the new grid system? I have several scripts for this but they only deal with the old aann grid system. Like, (getPos player) pos2grid; returns 101304 instead of Ha45 or whatever. Anyone knows? Share this post Link to post Share on other sites
sickboy 13 Posted January 9, 2009 Btw, has anyone found a function within ACE to return position with the new grid system? I have several scripts for this but they only deal with the old aann grid system.Like, (getPos player) pos2grid; returns 101304 instead of Ha45 or whatever. Anyone knows? I would Check Spon Core / Map. His function does any format afaik. Share this post Link to post Share on other sites
andersson 285 Posted January 9, 2009 Ok, done some more testing in MP with a friend. Simple testmission on ACE sara where we had a few vehicles and all ACE crates. I'm even more sold now, it is better than I thought. Good job! My friend told me he wasnt impressed at all and that his other arma-friends wasnt impressed either. Until he playtested it with me. I told him that the real magic is "under the hood". I think they started ACE and dropped a few units in the editor and as some of them have vanilla quality (weapons and units) they were disapointed(?). People expect bling, even from a beta I guess. But after testing all different weapons while I explained the features like overheating, magasine compability, ammo check and so on he started so see what you guys done. He, as me, miss GMJ sightadjusment though. Yes, its posssible to adjust the sight by MOA which is good, but it would be great if you could implement the rangetable that GMJ had (if not I have to do my own on paper ). Then we moved on to try some new vehicles and mines. Love the POMZ and claymores! We were really impressed by the huntIR. We tried to interact with a mounted MK19 but couldnt (wrong ammunition something message). I did it in SP earlier and it worked fine. Then I could turn it left or right, I could also dismount, move it and mount it again. When we tried it in MP environment (locally hosted by me) none of us could interact. After a while my friend got an error (sorry not saved) and the gun couldnt be used at all, no actionmenu around it at all, not even 'gear'. I could also see an extra tripod in the model. I know you are aware that this system has a weakness as I read this thread. We have to figure out how to avoid it for now, I know the system works if handled right. We started shooting each other and used the first aid. Everything worked as intended and its fun to use. He was at that point sold to ace. The only thing I noticed was that sometimes my actionmenu disappeared. Dont know if it was related to the 'examine', 'drag body' and so on, but it was at that time it happened. I lost all my actions like 'gear'. It came back, sometimes to disappear for a few seconds again. No biggie and not sure if its there the next time. Maybe related to the mounted MK19 incident as it started after that??? That was the first time the action menu disappeared. Then we had some sprint tests with and without heavy loads. We like the stamina system. Nitpicking: Some equipmentnames are to long for the gear-UI + it would be nice to see models for the ammunition. I can help you with that if you want? There are some other small minor things I cant even remember now. My friend didnt like the loading screen.. To summarize: Â Share this post Link to post Share on other sites
Panda-PL- 0 Posted January 9, 2009 Quote[/b] ]My friend didnt like the loading screen.I also don't like it.As for other problems it is quite possible they were there because you didn't use dedicated server. Did you try the M2 BMG? Share this post Link to post Share on other sites
andersson 285 Posted January 9, 2009 No I didnt try that one. Tonight Im gonna start my dedicated that we normally use, see what happens then. About loading screens. I prefer the "PROPER" way with a minimalistic game. I like when there are no loading screens and the "mission" you see when you exit one map is the same you just played. Faster and cruder, but I like it. -nomap explains the way I like it. I dont mind the loading screens, but I would prefer to have it as I like. Is it enough to take away a pbo from @ace? Share this post Link to post Share on other sites
the.d 0 Posted January 9, 2009 @The.D: I guess the above answers your question :) Haha, oh my, okay... Next time, I'll try reading for starters :-P Thanks! andersson: Try removing "ace_ui.pbo" and "ace_ui_background.pbo" from @ace/addons and use your favourite substitute. Share this post Link to post Share on other sites
sickboy 13 Posted January 9, 2009 Nitpicking: Some equipmentnames are to long for the gear-UI + it would be nice to see models for the ammunition. I can help you with that if you want?There are some other small minor things I cant even remember now. My friend didnt like the loading screen.. To summarize: Â Cheers! We're talking about Magazine Models, or the Weapon Names, or both? Share this post Link to post Share on other sites
Panda-PL- 0 Posted January 9, 2009 Also issues that need to be addressed:- if AI bleeds out you don't get a kill - if teammates bleeds out no one is punished for causing a friendly fire I think it could be resolved with setScore or AddScore commands... Question is if it really is worth the time. Most serious teams out there play with scoreboard disabled. Share this post Link to post Share on other sites
andersson 285 Posted January 9, 2009 Nitpicking: Some equipmentnames are to long for the gear-UI + it would be nice to see models for the ammunition. I can help you with that if you want?There are some other small minor things I cant even remember now. My friend didnt like the loading screen.. To summarize: Â Cheers! We're talking about Magazine Models, or the Weapon Names, or both? I was thinking of models, but why not names too? Share this post Link to post Share on other sites
icebreakr 3157 Posted January 9, 2009 Panda[PL]: how do you disable the scoreboard, I know Zeus mod had it off by default? Well, we usually use board for AAR to discuss situations and evaluate team members (kill ratio). Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted January 9, 2009 Serverproblems with ACE server "THE GRUNTS CLAN" Ace server. Getting error messege with keys: I have ONLY ArmA1.14 + @ACE installed. NO other addons and the server says ACE server...Still get messege about unvalid KEYS....WHY?? arma.rpt: " Warning Message: Files "@ACE\addons\ace_aef_reallights.pbo", "@ACE\addons\ace_ags_build.pbo", "@ACE\addons\ace_ags_inds.pbo", "@ACE\addons\ace_ags_port.pbo", "@ACE\addons\ace_anjaddon1.pbo", "@ACE\addons\ace_art_bd.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys. /" Share this post Link to post Share on other sites
Q1184 0 Posted January 9, 2009 Serverproblems with ACE server "THE GRUNTS CLAN" Ace server.Getting error messege with keys: I have ONLY ArmA1.14 + @ACE installed. NO other addons and the server says ACE server...Still get messege about unvalid KEYS....WHY?? arma.rpt: " Warning Message: Files "@ACE\addons\ace_aef_reallights.pbo", "@ACE\addons\ace_ags_build.pbo", "@ACE\addons\ace_ags_inds.pbo", "@ACE\addons\ace_ags_port.pbo", "@ACE\addons\ace_anjaddon1.pbo", "@ACE\addons\ace_art_bd.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys. /" You apparently have ACE islands pbo's in your ACE addons folder. Share this post Link to post Share on other sites