mr.g-c 6 Posted February 19, 2009 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 Yepp, same here too... Share this post Link to post Share on other sites
SimraN 0 Posted February 19, 2009 Hello, First off I would like to thank the ACE team, you guys are legends!! Been waiting for a mod like this since OFP's WGL mod! I was just wondering if someone could tell me how to set the option to turn the radio chatter to "stealth" (AI instantly follows a command) I can't seem to find any documentation on the ACE wiki or inside the mod's folders Thanks in advance for any assistance Share this post Link to post Share on other sites
Alex72 1 Posted February 19, 2009 Good question SimraN! Wanted to know that as well. Also, i noticed that when you pack a rucksack and put it in an ammo box/ground and then take it back that all your gear that was in it is now "on you". And you have to click in your normal inventory and then pack a lot of times to stuff it all back in there. Earlier beta you could drop a stuffed backpack anywhere you liked and pick it up and it was all in there. Anyway, just noticed it after i was about to prepare a backpack for a sniper friend and drop it off at a location so he could pick it up. Loving the mod. Cant stop playing. Great work ACE team. Regards Alex Share this post Link to post Share on other sites
twisted 127 Posted February 19, 2009 edit- 3 posts saying the same thing is too much. deleted. Share this post Link to post Share on other sites
Binary 0 Posted February 19, 2009 Open "ace_clientside_config.hpp" in the dta\ACE folder - its all there. Share this post Link to post Share on other sites
manzilla 1 Posted February 19, 2009 The radio chatter thing was mentioned a bit earlier in the thread but probably a while back. I believe all you have to do is go into Dta/ACE and open the ace_clientside_config.hpp file. The first section is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"ACE Mod" - "ACE RadioSilence" It explains it there. Either change the last part of the line to _stealth or _silent. I believe this is what you are looking for. EDIT: Wow 3 in a row and quick. Damn I'm too slow. Share this post Link to post Share on other sites
Alex72 1 Posted February 19, 2009 Thanks guys. Wondered about what happened to some classnames or what it is, but i made a mission with about 20 custom geared up soldiers and they all had backpacks with gear. I used the "_PDM" to add to the backpack and after 1.04 they dont have any gear in the backpacks anymore. You probably have this explained somewhere and im probably a retard, yes i know. Sorry about that. But if someone knows i would be glad to hear what i missed. Thank you very much. /Alex Share this post Link to post Share on other sites
gL33k 0 Posted February 19, 2009 Wow 100 pages already ! Â 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 any aknowledge from ACE about this ? Share this post Link to post Share on other sites
Rodrigo68 17 Posted February 19, 2009 Wow 100 pages already ! Â 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 any aknowledge from ACE about this ? yup i got the same problem =/ Share this post Link to post Share on other sites
Maddmatt 1 Posted February 19, 2009 Wow 100 pages already ! Â 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 any aknowledge from ACE about this ? yup i got the same problem =/ It has been reported in the ACE project tools here. I'm sure it will get looked into. Share this post Link to post Share on other sites
manzilla 1 Posted February 19, 2009 I hope so. It's kind of discouraging me from playing lately. It makes SP a bitch. Plus I just noticed the linebacker was gone. I was praying it wasn't just a tweak of the Bradley, but made by the team. That's too bad, but in due time I'm sure they will get one back in there. Share this post Link to post Share on other sites
SimraN 0 Posted February 20, 2009 Thanks for the help guys I love this mod!! Thanks again to the ACE team for the great work! Share this post Link to post Share on other sites
Maddmatt 1 Posted February 20, 2009 72 @ Feb. 20 2009,04:01)]Thanks guys. Wondered about what happened to some classnames or what it is, but i made a mission with about 20 custom geared up soldiers and they all had backpacks with gear. I used the "_PDM" to add to the backpack and after 1.04 they dont have any gear in the backpacks anymore. You probably have this explained somewhere and im probably a retard, yes i know. Sorry about that. But if someone knows i would be glad to hear what i missed. Thank you very much. /Alex Read here. The system was changed and it is explained under the "Update to ruck system (Jan 31 2009)" on that page. Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 Does anyone use the FDF Mod with ACE around here? If so please try test this real quick before I open a thread about it over in the ACE forum. Place a US Army Woodland Grenadier anywhere on Pogada and fire his m203. Do the grenades explode? I've been making a mission on there and just realized the no grenades from a GL will explode, regardless of which weapon or side I'm firing with. So I tested it with just a single grenadier and still nothing, no matter what distance I fired. Then I took that same grenadier and placed him on porto, avgani, ACE Nogova, and Sahrani and the grenades exploded again. Weird Sh^t. Anyway, can some one try this real fast and tell me what happens? Share this post Link to post Share on other sites
SnR 1 Posted February 20, 2009 same on most Islands- m203 no boom Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 same on most Islands- m203 no boom Which Islands exactly do this occur for you? I'll try them too. Share this post Link to post Share on other sites
ck-claw 1 Posted February 20, 2009 The 203 issue has been happening on the FDF Podaga Island since i can remember! Share this post Link to post Share on other sites
cross 1 Posted February 20, 2009 Does anyone use the FDF Mod with ACE around here? If so please try test this real quick before I open a thread about it over in the ACE forum. Place a US Army Woodland Grenadier anywhere on Pogada and fire his m203. Do the grenades explode? I've been making a mission on there and just realized the no grenades from a GL will explode, regardless of which weapon or side I'm firing with. So I tested it with just a single grenadier and still nothing, no matter what distance I fired. Then I took that same grenadier and placed him on porto, avgani, ACE Nogova, and Sahrani and the grenades exploded again. Weird Sh^t. Anyway, can some one try this real fast and tell me what happens? I had the same issue... You don't need to go that far... use rahmadi... If you shoot M203s to close ranges they sometimes do not explode..I guess their impact degree is important... If teh angle is too acute they may go pffff where as when the angle is closer to 90 they go boom Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 Does anyone use the FDF Mod with ACE around here? If so please try test this real quick before I open a thread about it over in the ACE forum. Place a US Army Woodland Grenadier anywhere on Pogada and fire his m203. Do the grenades explode? I've been making a mission on there and just realized the no grenades from a GL will explode, regardless of which weapon or side I'm firing with. So I tested it with just a single grenadier and still nothing, no matter what distance I fired. Then I took that same grenadier and placed him on porto, avgani, ACE Nogova, and Sahrani and the grenades exploded again. Weird Sh^t. Anyway, can some one try this real fast and tell me what happens? I had the same issue... You don't need to go that far... use rahmadi... If you shoot M203s to close ranges they sometimes do not explode..I guess their impact degree is important... If teh angle is too acute they may go pffff where as when the angle is closer to 90 they go boom That's not what I was asking about, sorry if this wasn't clear. Quote[/b] ]So I tested it with just a single grenadier and still nothing, no matter what distance I fired. I'll give it a try on Rahmadi as well but I'm pretty sure I didn't have a problem there. Occasionally there's a dud and yeah if I fire a very short distance they don't go off but what's happening on Pogada is no explosion at all. They just stick in the dirt whether I shoot them 5yds or 300yds. And whether it's fired parallel, at a 90 degree angle or anywhere in between. ck-claw, Thanks. I thought this was the case but I swear I remember using them on the island in the past. I was probably imagining things though. Share this post Link to post Share on other sites
kremator 1064 Posted February 20, 2009 For info ... Issue of AI not firing in human controlled vehicles is closer to being sorted. I have found out that ace_config_vehicle.pbo is causing the problem. Without it I am able to get my gunners to engage automatically! Hello Cobra pilots! Have opened a ticket, browsed through the .bin file but I'm a n00b at configs and can't find the problem. The ACE team will be able to sort it I'm sure. [TAO] Kremator Share this post Link to post Share on other sites
PTV-Jobo 820 Posted February 20, 2009 Since we are now heading into almost 103 pages, I figured I'd just ask. Concerning the weapon jams, is anyone else getting where when it jams all the rest of your mags go bye-bye? I was a SAW gunner for example, on my first clip and got a weapon jam. When I opened the gear menu all of my other clips were gone. Didn't someone make a weapon jam addon awhile back? I seem to recall one and even then I didn't have that issue. I wonder if there was a way to disable ACE's one that robs me of all my clips and use that one instead? Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 That was Q1184 that made that. I don't think it works with ACE though. I believe he mentioned that way, way at the front of this thread after I posted a link to it from ArmAholic.com. Share this post Link to post Share on other sites
william1 0 Posted February 20, 2009 Since we are now heading into almost 103 pages, I figured I'd just ask. Concerning the weapon jams, is anyone else getting where when it jams all the rest of your mags go bye-bye? I was a SAW gunner for example, on my first clip and got a weapon jam. When I opened the gear menu all of my other clips were gone. Didn't someone make a weapon jam addon awhile back? I seem to recall one and even then I didn't have that issue. I wonder if there was a way to disable ACE's one that robs me of all my clips and use that one instead? yes , that happens to me too , although i was using ECS mod too and i don't know if it is a compatibility issue with ECS or it is ACE fault Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 Did you set the weapon malfunction in the ECS_public file to false? That may cause a problem if it's set to true. I haven't seen this problem yet but I have only had a weapon jam a few times and that was before I started using ECS and I was using ACE v1.02 I think. Share this post Link to post Share on other sites