manzilla 1 Posted January 11, 2010 (edited) Wirecutter - ACE_Wirecutterhttp://ace.wikkii.com/wiki/Class_Lists_for_ACE2 Didn't work for me. Makes my rifle disappear with it in hand, it's not in the gear menu but the rifle is. This was posted though. Edited January 11, 2010 by Manzilla Share this post Link to post Share on other sites
stk2008 14 Posted January 11, 2010 i cant even get that far but then i cant script so im doing it wrong...what do i put before the ACE_Wirecutter? cheers Share this post Link to post Share on other sites
Bravo0246 0 Posted January 11, 2010 (edited) to quickly test is i just put this into Unit init line. this Addweapon "ACE_Wirecutter"; Though the slot it's put into is primary weapon, but still have your weapon just overlaps it. Then cycle through weapons, F, go upto a fence post then select cut wire might have to be crouched not sure. Then wall fence falls down and you're free to break and enter as you please. Edited January 11, 2010 by Bravo0246 Share this post Link to post Share on other sites
AceOfSpades 10 Posted January 11, 2010 On the config file topic... I think people are havibng the same issue I am having but our point is not getting across. I posted on this about 30 posts ago but guess it got glanced over... I am running arma2/ACE on two computers, one computer is fine but the other computer is not. The six updater on the other comp is not updating with the latest config file. Even if removed from both the arma/userconfig/ace folder AND the @ace/userconfig folder it just gets replaced with a old 2009 copy of the config. Back when you had to input your voice pitch ect. The only way to get around this was to email to my other computer the newest config and insert it in the arma/userconfig/ace folder. Is this what is occuring with anyone else? Can someone take a look at this? I there a bug report section for just the six-updater that I need to report this to? TY Share this post Link to post Share on other sites
dragonbaron 10 Posted January 11, 2010 to quickly test is i just put this into Unit init line.this Addweapon "ACE_Wirecutter"; Though the slot it's put into is primary weapon, but still have your weapon just overlaps it. ... Try this: removeAllWeapons player; this Addweapon "ACE_Wirecutter" Share this post Link to post Share on other sites
nocturna 10 Posted January 11, 2010 (edited) uh thermal doesnt work for me... i've tried T or shift + T but nothing happens, i use six updater @ lazy method and im sure its fully updated (im able to join servers with latest version) help ? :mad: edit: nvm, found xeno post, thanks Edited January 12, 2010 by nocturna Share this post Link to post Share on other sites
tcp 10 Posted January 11, 2010 @AceOfSpades: Check C:\Users\LOGINNAME\AppData\Local\VirtualStore After you delete the cached files (UAC-protected storage), run Six-Updater. If it is still caching files, then run as administrator once. Share this post Link to post Share on other sites
das attorney 858 Posted January 12, 2010 Bravo0246 and Rexehuk - thanks for the pointers. :) Share this post Link to post Share on other sites
rabiddawg 0 Posted January 12, 2010 cant get ACE to work arma2 wont boot? wish there was an installer? I get this error message Include file userconfig\ace\ace_clientside_config.hpp not found. Share this post Link to post Share on other sites
oxmox 73 Posted January 12, 2010 (edited) First great job and I really like the basic parts of this mod, it implements some features what the game really needs. There is just on major point i dislike in the multiplayer in general, probably more people will agree and I hope you can maybe modify that. There are too many rambo style infantry units around, means almost everyone is carrying an anti tank or anti air weapon which is not really realistic. What about to restrict that that actually a soldier has to play his role and decide what he wants to play without being ready for every situation. I did open already one thread about such ideas in the multiplayer forum. The current non restricted weapon possibilites aswell the option to have multiple units as an AI squad which is another point, is the only thing i really dislike in the basic game and I hope this can get changed for more realistic gameplay. Is this possible to implement this ? If not maybe the editor of the BE warfare mod can do that, i have no clue what changes can be done. Thx a lot for the great mod so far and I hope we can give some suggestion and ideas to improve this mod, gj. Edited January 12, 2010 by oxmox Share this post Link to post Share on other sites
mattxr 9 Posted January 12, 2010 (edited) Our server seems to be getting more and more crashes! it doesn't last two hours now without crashing! None of the logs really say anything useful except this: ======================================================= ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0052B46D graphics: No resolution: 160x120x32 Addons: acex_t_wep_m16 in x\acex\addons\t_wep_m16\ acex_t_wep_pistol in x\acex\addons\t_wep_pistol\ acex_m_veh_m1 in x\acex\addons\m_veh_m1\, acex_t_veh_m1 in x\acex\addons\t_veh_m1\ acex_t_wep_shotgun in x\acex\addons\t_wep_shotgun\ ace_m_wep_crewserved in x\ace\addons\m_wep_crewserved\ acex_s_wep_mg in x\acex\addons\s_wep_mg\ acex_m_veh_mah6 in x\acex\addons\m_veh_mah6\, ace_c_gear in x\ace\addons\c_gear\ acex_m_veh_stryker in x\acex\addons\m_veh_stryker\, CAAir2 in ca\air2\ CA_Animals2_Chicken in ca\animals2\birds\chicken\ Ind_Shed_02 in ca\buildings2\ind_shed_02\ CA_Missions_GarbageCollector in ca\modules\garbage_collector\ pond_test in ca\structures\pond\, CAStructuresBarn_W in ca\structures\barn_w\ CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\ CAFonts in ca\uifonts\, CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\ CAWeapons_Colt1911 in ca\weapons\colt1911\, CAWheeled3 in ca\wheeled3\ acex_main in x\acex\addons\main\, acex_m_veh_m2 in x\acex\addons\m_veh_m2\ acex_m_wep_smg_us in x\acex\addons\m_wep_smg_us\ acex_t_veh_m2 in x\acex\addons\t_veh_m2\ acex_t_veh_su27 in x\acex\addons\t_veh_su27\ acex_m_veh_air_wep in x\acex\addons\m_veh_air_wep\ ace_anims_movement in x\ace\addons\anims_movement\ ace_c_wep_m16a4 in x\ace\addons\c_wep_m16a4\, ace_main in x\ace\addons\main\ ace_sys_thermal in x\ace\addons\sys_thermal\, CAAir2_Pchela1T in ca\air2\pchela1t\ CAAir2_ChukarTarget in ca\air2\chukar\, CAAir3 in ca\air3\ CA_Animals2_WildBoar in ca\animals2\wildboar\, CA_Animals2_Cow in ca\animals2\cow\ BI_SRRS in ca\modules\srrs\, CA_Missions_BattlefieldClearance in ca\modules\bc\ CA_Modules_ARTY in ca\modules\arty\, CARoads2Bridge in ca\roads2\bridge\ CATracked2_T34 in ca\tracked2\t34\ ace_sys_backblast in x\ace\addons\sys_backblast\ ace_settings_no_radio_chat in x\ace\addons\settings\no_radio_chat\ acex_m_wep_pistol in x\acex\addons\m_wep_pistol\ acex_c_veh_mah6 in x\acex\addons\c_veh_mah6\ Shed_wooden in ca\buildings2\shed_wooden\ CA_Missions_AmbientCombat in ca\modules\ambient_combat\ CARoads2Dam in ca\roads2\dam\ CAStructuresHouse_Church_02 in ca\structures\house\church_02\ CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\ ace_sys_muzzleblast in x\ace\addons\sys_muzzleblast\ ace_c_weapon in x\ace\addons\c_weapon\ acex_m_veh_su_common in x\acex\addons\m_veh_su_common\ ace_rsc_generic in x\ace\addons\rsc_generic\ acex_m_men_sfor in x\acex\addons\m_men_sfor\, ace_sys_gas in x\ace\addons\sys_gas\ CAAir2_F35B in ca\air2\f35b\, CA_Anims_Char in ca\anims\characters\config\ Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\ CA_Missions_SecOps in ca\missions\som\ CAStructuresHouse_Church_03 in ca\structures\house\church_03\ CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\ CAWeapons in ca\weapons\, CAWeapons2_SMAW in ca\weapons2\smaw\ CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\ CAWheeled2_LAV25 in ca\wheeled2\lav25\, acex_c_weapon in x\acex\addons\c_weapon\ acex_m_wep_launcher in x\acex\addons\m_wep_launcher\ acex_t_wep_sniper in x\acex\addons\t_wep_sniper\ ace_sys_grenadethrow in x\ace\addons\sys_grenadethrow\ acex_c_wep_rifle in x\acex\addons\c_wep_rifle\, MAP_EU in map_eu\ ace_c_headmovement in x\ace\addons\c_headmovement\ CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\ Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\ CALanguage_missions in ca\languagemissions\, WarfareBuildings in ca\misc3\wf\ CA_Missions_Armory2 in ca\missions\armory\, CASigns2 in ca\signs2\ CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\ CATracked2_BMP3 in ca\tracked2\bmp3\, Utes in ca\utes\ CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\ ace_sys_attachments in x\ace\addons\sys_attachments\ ace_sys_mv in x\ace\addons\sys_mv\, acex_s_veh_m1 in x\acex\addons\s_veh_m1\ acex_s_wep_smg in x\acex\addons\s_wep_smg\ acex_s_veh_mah6 in x\acex\addons\s_veh_mah6\ ace_sys_combatdeaf in x\ace\addons\sys_combatdeaf\ acex_m_veh_m113 in x\acex\addons\m_veh_m113\ Extended_EventHandlers in extended_eventhandlers\ Faces in x\acexpla\addons\c_fromz_faces\ ace_sys_camshake in x\ace\addons\sys_camshake\ ace_sys_ofpec_ils in x\ace\addons\sys_ofpec_ils\ ace_version in x\ace\addons\version\, CA_AH64D in ca\ah64\ CAAir2_UH1Y in ca\air2\uh1y\, CAAnimals in ca\animals\ Church_01 in ca\buildings2\church_01\ Misc_WaterStation in ca\buildings2\misc_waterstation\, CA_Dubbing in ca\dubbing\ Ind_SawMill in ca\structures\ind_sawmill\ fromz_tracked in x\acexpla\addons\c_veh_tracked\ acex_c_wep_shotgun in x\acex\addons\c_wep_shotgun\ ace_sys_eject in x\ace\addons\sys_eject\, ace_test in x\ace\addons\test\ acex_m_wep_sniper in x\acex\addons\m_wep_sniper\ ace_sys_multi_barrel in x\ace\addons\sys_multi_barrel\ ace_sys_sandbag in x\ace\addons\sys_sandbag\ ace_sys_huntir in x\ace\addons\sys_huntir\ acex_s_veh_stryker in x\acex\addons\s_veh_stryker\ cba_versioning in x\cba\addons\versioning\, CAAir in ca\air\ ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\ CA_HighCommand in ca\modules\hc\, CA_Modules_DynO in ca\modules\dyno\ CAStructures_Ruins in ca\structures\ruins\ CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\ ace_settings_recognize in x\ace\addons\settings\recognize\ ace_sys_faces in x\ace\addons\sys_faces\ ace_sys_shotgun in x\ace\addons\sys_shotgun\ ace_sys_ruck in x\ace\addons\sys_ruck\ acex_c_veh_m113 in x\acex\addons\c_veh_m113\ ace_sys_ravlifter in x\ace\addons\sys_ravlifter\ CA_Animals2_Rabbit in ca\animals2\rabbit\ Rail_House_01 in ca\buildings2\rail_house_01\ Ind_Garage01 in ca\buildings2\ind_garage01\ CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\ CAStructures_Wall in ca\structures\wall\, CAWheeled2_Ikarus in ca\wheeled2\ikarus\ CAWheeled2_VWGolf in ca\wheeled2\vwgolf\ acex_bink_us_acu in x\acex\addons\bink_us_acu\ Eslinga in x\ace\addons\sys_ravlifter\ ace_m_wep_m16a4 in x\ace\addons\m_wep_m16a4\ ace_sys_missileguidance in x\ace\addons\sys_missileguidance\ ace_module_easa in x\ace\addons\module_easa\, cba_vectors in x\cba\addons\vectors\ CA_Animals2_Goat in ca\animals2\goat\ Ind_Workshop01 in ca\buildings2\ind_workshop01\ CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\ CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\ CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\ CAWater2_fishing_boat in ca\water2\fishing_boat\, CAWater2 in ca\water2\ FDF_Isle1_a in ca\fdf_isle1_a_c\ ace_c_sound_running in x\ace\addons\c_sound_running\ ace_sys_dogtag in x\ace\addons\sys_dogtag\ acex_s_wep_rifle in x\acex\addons\s_wep_rifle\ ace_m_compass in x\ace\addons\m_compass\ ace_sys_irstrobe in x\ace\addons\sys_irstrobe\ ace_sys_magazines in x\ace\addons\sys_magazines\ Shed_small in ca\buildings2\shed_small\, Barn_Metal in ca\buildings2\barn_metal\ CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\ CABuildings2 in ca\buildings2\, CAData_ParticleEffects in ca\data\particleeffects\ CA_Modules in ca\modules\ CAStructuresHouse_HouseBT in ca\structures\house\housebt\ CAStructures_Nav in ca\structures\nav\, CATracked2_T90 in ca\tracked2\t90\ CATracked2 in ca\tracked2\, CAWeapons_bizon in ca\weapons\bizon\ CAWeapons_AK in ca\weapons\ak\, ace_sys_wounds in x\ace\addons\sys_wounds\ ace_sys_addons in x\ace\addons\sys_addons\ UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER in UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER\ acex_bink_us_acu_c in x\acex\addons\bink_us_acu_c\ ace_sys_flashbang in x\ace\addons\sys_flashbang\ CA_CruiseMissile in ca\air2\cruisemissile\ CA_Animals2_Anim_Config in ca\animals2\animconfig\ Misc_PowerStation in ca\buildings2\misc_powerstation\ CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\ CACharacters2 in ca\characters2\, CA_Modules_ZoRA in ca\modules\zora\ CA_Modules_Coin in ca\modules\coin\ CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\ CAStructures_Railway in ca\structures\rail\railway\ CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\ ace_settings_identities in x\ace\addons\settings\identities\ zeu_c_ai_skill in x\zeu\addons\c_ai_skill\ ace_sys_nomaptex in x\ace\addons\sys_nomaptex\ ace_sys_vehicle in x\ace\addons\sys_vehicle\ acex_t_veh_mah6 in x\acex\addons\t_veh_mah6\ ace_c_veh_steering in x\ace\addons\c_veh_steering\ acex_m_wep_rifle in x\acex\addons\m_wep_rifle\ ace_sys_goggles in x\ace\addons\sys_goggles\ acex_c_vehicle in x\acex\addons\c_vehicle\ cba_diagnostic in x\cba\addons\diagnostic\ ace_sys_canister in x\ace\addons\sys_canister\ CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\ CA_Modules_UAV in ca\modules\uav\, CARoads2 in ca\roads2\ CAStructures_Mil in ca\structures\mil\, CAStructuresHouse in ca\structures\house\ CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\ CAWater2_Destroyer in ca\water2\destroyer\, CAWeapons2 in ca\weapons2\ stra_debug2 in stra_debug2\, ace_c_vehicle in x\ace\addons\c_vehicle\ GLT_Missilebox in glt_missilebox\ acex_t_wep_launcher in x\acex\addons\t_wep_launcher\ ace_c_ai_sensors in x\ace\addons\c_ai_sensors\ CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\, CAData in ca\ CA_HC_Sounds in ca\missions\data\sounds\, CA_Modules_clouds in ca\modules\clouds\ CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\ CAWheeled_Pickup in ca\wheeled\datsun_armed\, cba_network in x\cba\addons\network\ ace_anims_weaponsway in x\ace\addons\anims_weaponsway\ ace_c_visiblity in x\ace\addons\c_visibility\ ace_sys_invisible_targets in x\ace\addons\sys_invisible_targets\ GLT_Falcon in glt_f16\, oh2_air in x\acexpla\Addons\c_veh_air\ acex_s_wep_pistol in x\acex\addons\s_wep_pistol\, CAAir3_Su34 in ca\air3\su34\ CA_Heads in ca\characters\heads\, CA_Modules_Alice in ca\modules\alice\ CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\ A_TVTower in ca\structures\a_tvtower\, CAWheeled2_V3S in ca\wheeled2\v3s\ CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\ CAWheeled3_M1030 in ca\wheeled3\m1030\, mu90 in mu90\ acex_c_wep_mg in x\acex\addons\c_wep_mg\ acex_t_veh_stryker in x\acex\addons\t_veh_stryker\ ace_sys_sight_adjustment_at in x\ace\addons\sys_sight_adjustment_at\ acex_t_men_sfor in x\acex\addons\t_men_sfor\ ace_anims_reload in x\ace\addons\anims_reload\ acex_c_wep_rh_ak in x\acex\addons\c_wep_rh_ak\, CAA10 in ca\a10\ CAAir2_C130J in ca\air2\c130j\, CA_Missions_FirstAidSystem in ca\modules\fa\ CA_Modules_StratLayer in ca\modules\strat_layer\ CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\ CAStructures in ca\structures\, Warfare2 in ca\warfare2\ acex_t_veh_air_wep in x\acex\addons\t_veh_air_wep\ ace_sys_knicklicht in x\ace\addons\sys_knicklicht\ ace_sys_sight_adjustment in x\ace\addons\sys_sight_adjustment\ acexpla_main in x\acexpla\addons\main\ ace_sys_explosives in x\ace\addons\sys_explosives\ acex_c_wep_smg_us in x\acex\addons\c_wep_smg_us\ ace_c_ai_skill in x\ace\addons\c_ai_skill\ acex_m_wep_socom in x\acex\addons\m_wep_socom\ Farm_Cowshed in ca\buildings2\farm_cowshed\ CAStructuresHouse_HouseV2 in ca\structures\house\housev2\ CAWater2_seafox in ca\water2\seafox\, CAWheeled2_MTVR in ca\wheeled2\mtvr\ CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\ ace_settings_crosshair in x\ace\addons\settings\crosshair\ acex_c_wep_pistol in x\acex\addons\c_wep_pistol\ oh2_Characters in x\acexpla\addons\c_men_pla\ acex_t_veh_m113 in x\acex\addons\t_veh_m113\ ace_sys_tailrotor in x\ace\addons\sys_tailrotor\ ace_sys_towingtractor in x\ace\addons\sys_towingtractor\ ace_sys_nuke in x\ace\addons\sys_nuke\ acex_c_ui_background in x\acex\addons\c_ui_background\, CALanguage in ca\language\ CAMisc2 in ca\misc2\, missions_ew in ca\missions_ew\, CATracked in ca\tracked\ CAUI in ca\ui\, CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\ ace_sys_tracking in x\ace\addons\sys_tracking\ acex_c_wep_launcher in x\acex\addons\c_wep_launcher\ ace_sys_afterburner in x\ace\addons\sys_afterburner\ acex_c_veh_mi24 in x\acex\addons\c_veh_mi24\ acex_s_wep_sniper in x\acex\addons\s_wep_sniper\ zeu_c_ai_rof in x\zeu\addons\c_ai_rof\ acex_c_veh_air_wep in x\acex\addons\c_veh_air_wep\ acex_m_wep_shotgun in x\acex\addons\m_wep_shotgun\ acex_t_wep_rifle in x\acex\addons\t_wep_rifle\ CABuildingParts in ca\buildings2\buildingparts\, CAMisc3 in ca\misc3\ CA_Modules_Silvie in ca\modules\silvie\, CAWater2_Fregata in ca\water2\fregata\ CAWheeled_Offroad in ca\wheeled\hilux_armed\ acex_c_veh_ah1 in x\acex\addons\c_veh_ah1\ acex_c_veh_atv in x\acex\addons\c_veh_atv\ ace_sys_sight_adjustment_gl in x\ace\addons\sys_sight_adjustment_gl\ ace_sys_tracers in x\ace\addons\sys_tracers\ ace_sys_rocket_ballistics in x\ace\addons\sys_rocket_ballistics\ acex_m_veh_ah1 in x\acex\addons\m_veh_ah1\ acex_m_veh_atv in x\acex\addons\m_veh_atv\ ace_m_wep_magazines in x\ace\addons\m_wep_magazines\ ace_sys_wirecutter in x\ace\addons\sys_wirecutter\ cba_common in x\cba\addons\common\ ace_wep_magazines in x\ace\addons\c_wep_magazines\ oh2_wheeled in x\acexpla\Addons\c_veh_wheeled\ Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\ CA_Modules_Functions in ca\modules\functions\, CAMusic in ca\music\ CATracked2_AAV in ca\tracked2\aav\, CAWeapons_M1014 in ca\weapons\m1014\ ace_sys_flashlight in x\ace\addons\sys_flashlight\ ace_c_useractions in x\ace\addons\c_useractions\ ace_sys_disposal in x\ace\addons\sys_disposal\ Eslinga_L in x\ace\addons\sys_ravlifter\ ace_sys_planefx in x\ace\addons\sys_planefx\, cba_arrays in x\cba\addons\arrays\ acex_c_men_usarmy in x\acex\addons\c_men_usarmy\ acex_s_wep_rh_ak in x\acex\addons\s_wep_rh_ak\ acex_c_veh_m1 in x\acex\addons\c_veh_m1\, Arma2_Ka52 in ca\air2\ka52\ CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\ CA_Missions_AlternativeInjurySimulation in ca\modules\ais\ CAStructures_Nav_pier in ca\structures\nav_pier\ CAStructuresHouse_HouseV in ca\structures\house\housev\ CAWeapons_Warfare_weapons in ca\weapons\static\ CAWheeled2_BTR90 in ca\wheeled2\btr90\ acex_c_veh_stryker in x\acex\addons\c_veh_stryker\ ace_sys_craters in x\ace\addons\sys_craters\ ace_sys_flares in x\ace\addons\sys_flares\ acex_bink_us_acu_m in x\acex\addons\bink_us_acu_m\ Eslinga_M in x\ace\addons\sys_ravlifter\, cba_main in x\cba\addons\main\ acex_c_wep_sniper in x\acex\addons\c_wep_sniper\ acex_t_veh_ah1 in x\acex\addons\t_veh_ah1\ acex_t_veh_atv in x\acex\addons\t_veh_atv\ acex_c_veh_m2 in x\acex\addons\c_veh_m2\ ace_anims_turn in x\ace\addons\anims_turn\ A_Crane_02 in ca\buildings2\a_crane_02\ CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\ CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\ CAweapons_m107 in ca\weapons\m107\ zeu_c_ai_recognition in x\zeu\addons\c_ai_recognition\ ace_sys_weaponrest in x\ace\addons\sys_weaponrest\ ace_sys_recoildust in x\ace\addons\sys_recoildust\ ace_sys_cartridges in x\ace\addons\sys_cartridges\ ace_sys_crewprotection in x\ace\addons\sys_crewprotection\ acex_m_wep_rh_ak in x\acex\addons\m_wep_rh_ak\ acex_m_veh_su27 in x\acex\addons\m_veh_su27\ ace_sys_autorotation in x\ace\addons\sys_autorotation\ ace_sys_crew_dmg in x\ace\addons\sys_crew_dmg\ CA_Animals2_Sheep in ca\animals2\sheep\ Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\ Chernarus in ca\chernarus\, CA_Modules_Animals in ca\modules\animals\ CAStructuresLand_Ind_Stack_Big in ca\structures\ind\ oh2_weapons in x\acexpla\addons\c_fromz_weapons\ acex_s_veh_ah1 in x\acex\addons\s_veh_ah1\ ace_sys_particlefx in x\ace\addons\sys_particlefx\ ace_sys_blood in x\ace\addons\sys_blood\, CAAir2_MV22 in ca\air2\mv22\ Ind_Tank in ca\buildings2\ind_tank\, HouseRuins in ca\buildings2\houseruins\ CAWeapons_ZU23 in ca\weapons\zu23\, CAWeapons_DMR in ca\weapons\dmr\ CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\ ace_sys_overheating in x\ace\addons\sys_overheating\ ace_sys_destruction in x\ace\addons\sys_destruction\ ace_sys_air_refuel in x\ace\addons\sys_air_refuel\ ace_sys_dummies in x\ace\addons\sys_dummies\ ace_sys_fastroping in x\ace\addons\sys_fastroping\ acex_s_wep_shotgun in x\acex\addons\s_wep_shotgun\ cba_strings in x\cba\addons\strings\ ace_sys_interaction in x\ace\addons\sys_interaction\ acex_c_veh_su27 in x\acex\addons\c_veh_su27\ ace_sys_countermeasures in x\ace\addons\sys_countermeasures\ Eslinga_P in x\ace\addons\sys_ravlifter\, CA_AIR2_Su25 in ca\air2\su25\ CA_Anims in ca\anims\, CA_Editor in ca\editor\, CAMisc in ca\misc\ CA_Missions in ca\missions\ CAStructuresShed_Small in ca\structures\shed\shed_small\ CAStructures_Rail in ca\structures\rail\ CAStructures_Castle in ca\structures\castle\ CAWeapons_Saiga12K in ca\weapons\saiga12k\ ace_m_wep_rpg7 in x\ace\addons\m_wep_rpg7\ ace_sys_recognize in x\ace\addons\sys_recognize\ ace_sys_sight_adjustment_rifle in x\ace\addons\sys_sight_adjustment_rifle\ ffaa_terrorista_civil in ffaa_terrorista_civil\ ace_sys_viewblock in x\ace\addons\sys_viewblock\ Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\ Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CARocks2 in ca\rocks2\ CAWeapons2_RPG18 in ca\weapons2\rpg18\ CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\ cba_events in x\cba\addons\events\, ace_c_ui in x\ace\addons\c_ui\ ffaa_terrorista in ffaa_terrorista\ ace_sys_crewserved in x\ace\addons\sys_crewserved\ CATEC in ca\buildings2\buildingparts\signs\tec\ CAWater2_smallboat_1 in ca\water2\small_boat\, CAWeapons_SPG9 in ca\weapons\spg9\ ace_sys_helidust in x\ace\addons\sys_helidust\ acex_t_veh_mi24 in x\acex\addons\t_veh_mi24\ ace_c_ui_background in x\ace\addons\c_ui_background\ ace_sys_g_effects in x\ace\addons\sys_g_effects\ acex_m_wep_mg in x\acex\addons\m_wep_mg\, acex_t_wep_mg in x\acex\addons\t_wep_mg\ ace_sys_smaw_spottingrifle in x\ace\addons\sys_smaw_spottingrifle\ CA_Animals2_Dogs in ca\animals2\dogs\ CA_Anims_Wmn in ca\anims\characters\config\wmn\ Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\ CA_Dubbing_Counterattack in ca\dubbing\counterattack\ CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\ CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\ CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\ CAweapons_ksvk in ca\weapons\ksvk\, acex_t_wep_rh_ak in x\acex\addons\t_wep_rh_ak\ ace_sys_ladebalken in x\ace\addons\sys_ladebalken\ Mando_Missile_Addon in mando_missiles\ ace_sys_wind_deflection in x\ace\addons\sys_wind_deflection\ ace_settings in x\ace\addons\settings\ ace_anims_fastswitch in x\ace\addons\anims_fastswitch\ CA_Anims_Sdr in ca\anims\characters\config\sdr\ CAStructures_A_CraneCon in ca\structures\a_cranecon\ ace_sys_cleaner in x\ace\addons\sys_cleaner\ acex_m_veh_t72 in x\acex\addons\m_veh_t72\ acex_t_veh_su_common in x\acex\addons\t_veh_su_common\ acex_c_veh_t72 in x\acex\addons\c_veh_t72\ acex_s_wep_launcher in x\acex\addons\s_wep_launcher\ CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\ IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\ CA_Modules_Marta in ca\modules\marta\ CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\ CAStructuresInd_Quarry in ca\structures\ind_quarry\ CAWater2_LHD in ca\water2\lhd\, CAWeapons_Kord in ca\weapons\kord\ acex_m_wep_m16 in x\acex\addons\m_wep_m16\ ace_sys_willipete in x\ace\addons\sys_willipete\ cba_hashes in x\cba\addons\hashes\ ace_c_wep_crewserved in x\ace\addons\c_wep_crewserved\ ace_m_wep_optics in x\ace\addons\m_wep_optics\ acex_c_wep_m16 in x\acex\addons\c_wep_m16\ ace_sys_lademeister in x\ace\addons\sys_lademeister\ ace_c_ai_rof in x\ace\addons\c_ai_rof\ ace_t_wep_crewserved in x\ace\addons\t_wep_crewserved\, HALO_Test in ca\air2\halo\ CABuildings in ca\buildings\, A_statue in ca\buildings2\a_statue\ CABuildingParts_Signs in ca\buildings2\buildingparts\signs\ CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\ A_GeneralStore_01 in ca\buildings2\a_generalstore_01\ Farm_WTower in ca\buildings2\farm_wtower\, CASounds_Missions in ca\soundmissions\ CAWater in ca\water\, oh2_core in x\acexpla\addons\c_fromz_core\ ace_c_wep_rpg7 in x\ace\addons\c_wep_rpg7\, queshkibrul in floosy\queshkibrul\ acex_t_veh_t72 in x\acex\addons\t_veh_t72\, ace_sys_nvg in x\ace\addons\sys_nvg\ ace_sys_sniper_tools in x\ace\addons\sys_sniper_tools\ ace_sys_stamina in x\ace\addons\sys_stamina\ acex_t_wep_smg_us in x\acex\addons\t_wep_smg_us\ ace_sys_rangefinder in x\ace\addons\sys_rangefinder\, NIM_Clouds in nim_weather\ CA_Animals2 in ca\animals2\, Ind_Shed_01 in ca\buildings2\ind_shed_01\ CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\ CABuildings2_A_Pub in ca\buildings2\a_pub\, CACharacters in ca\characters\ CASounds in ca\sounds\ CAStructuresHouse_Church_05R in ca\structures\house\church_05r\ CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\, CAWheeled in ca\wheeled\ CAWheeled2 in ca\wheeled2\, CAWheeled2_MMT in ca\wheeled2\mmt\ CAWheeled3_TT650 in ca\wheeled3\tt650\ Mods: CA;@GOLII;@GOLIsland;@ACE;@ACEX;@ACEX_PLA;@CBA;@ServerAddons Distribution: 0 Version 1.05.62014 Fault address: 0052B46D 01:0012A46D C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe file: co@90_Domination_1_30A2_West_ACEGOL (__cur_mp) world: Chernarus Prev. code bytes: 87 3C 05 00 00 6B F6 18 8B 74 30 0C 85 F6 74 DB Fault code bytes: 83 BE 08 03 00 00 00 7E D2 8B 86 04 03 00 00 8B Registers: EAX:2F4D0018 EBX:0763B800 ECX:0763BD20 EDX:00A29AAC ESI:3CCCCCCD EDI:0763B800 CS:EIP:001B:0052B46D SS:ESP:0023:26D7FAD8 EBP:26D7FB88 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010202 ======================================================= note: Minidump has been generated into the file Profiles\arma2server.mdmp ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe" -port=2302 -config=server.cfg -cfg=Profiles\Arma2.cfg -profiles=Profiles -mod=@GOLII;@GOLIsland;@ACE;@ACEX;@ACEX_PLA;@CBA;@ServerAddons ===================================================================== Exe timestamp: 2009/12/22 15:31:27 Current time: 2010/01/11 23:47:16 File nim_weather\config.cpp, line 558: '/CfgVehicles/ThunderLight.scope': Missing ';' at the end of line File nim_weather\config.cpp, line 568: '/CfgVehicles/ThunderLight.cost': Missing ';' at the end of line File nim_weather\config.cpp, line 569: '/CfgVehicles/ThunderLight.armor': Missing ';' at the end of line File nim_weather\config.cpp, line 585: '/CfgVehicles/ThunderLight/Smoke.initT': Missing ';' at the end of line File nim_weather\config.cpp, line 586: '/CfgVehicles/ThunderLight/Smoke.deltaT': Missing ';' at the end of line File nim_weather\config.cpp, line 591: '/CfgVehicles/ThunderLight/Smoke/Table/T1.maxT': Missing ';' at the end of line File nim_weather\config.cpp, line 596: '/CfgVehicles/ThunderLight/Smoke/Table/T2.maxT': Missing ';' at the end of line File nim_weather\config.cpp, line 601: '/CfgVehicles/ThunderLight/Smoke/Table/T3.maxT': Missing ';' at the end of line Updating base class UH1_Base->Helicopter, by UnlimitedTransportOfWeaponsAndMagazinesInVehiclesToAvoidAmmoSpillingBug_Fix_C_PROPER\config.cpp/CfgVehicles/UH1Y/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ Updating base class Helicopter->UH1_Base, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/UH1Y/ File description.ext, line 7: '.respawn': Missing ';' at the end of line File description.ext, line 1: '.respawnDelay': Missing ';' at the end of line although this is the server shortcut: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe" -port=2302 -config=server.cfg -cfg=Profiles\Arma2.cfg -profiles=Profiles -mod=@GOLII;@GOLIsland;@ACE;@ACEX;@ACEX_PLA;@CBA;@ServerAddons Edited January 12, 2010 by MattXR Share this post Link to post Share on other sites
manzilla 1 Posted January 12, 2010 Probably report it. That's most likely the best place for it. I have know idea what it could be, SP is all I play. Share this post Link to post Share on other sites
tcp 10 Posted January 12, 2010 @MattXR You have to be able to duplicate the crash without all those extra mods loaded. Share this post Link to post Share on other sites
mattxr 9 Posted January 12, 2010 The only mod folders with anything in them is the 2 gol mods, and they have been fine for well ever lol! even preivious versions of ace. Will test some more and if it persists will post logs on the bug tracker.. with just ACE Share this post Link to post Share on other sites
-=seany=- 5 Posted January 12, 2010 the one in the @ACE folder is always the updated one when u update your ACE it gives u a fresh config file in the ARMA2/@ACE folder thats always the newest config file however it does not mean anything has changed in the config file itself so when u have updated look carefully in the config file wich u can open using notepad if there are changes,... if so u can do 2 things just copy and paste the entire config file into ARMA2/userconfig/ACE folder, or simply copy and paste the added lines in the config file itself... no explanation.... just looked at that myself right now... your right... Thanks From time to time copy the files from @ACE/userconfig to arma2/userconfig/ACE overwriting the old ones, entering your nick and changing them to your liking once again, in case they've added/changed settings in them.Alternatively you can take a look into teh files visually and manually add/remove/change scripts in them. And thanks, I understand how it works now. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 12, 2010 WIRE CUTTERS AT LAST!!! Thank you ACE team! Time to replay those sneak in missions where I've always had to find holes in the wires! haahahah! Share this post Link to post Share on other sites
das attorney 858 Posted January 12, 2010 (edited) I couldn't get the IR to work on the M107 at first, so I copied over the ACE_keys file from C:\...Your_path.....\Bohemia Interactive\ArmA 2\@ACE\userconfig to C:\..Your_Path...\Bohemia Interactive\ArmA 2\userconfig\ACE and it now works fine. I believe it's something to do with ACE not wanting to overwrite the userconfig file to default values everytime it's updated. Looks like it still updates the one in the ACE folder though, leading to a mismatch. The default 'Team' key is still activated when I activate the IR (have to back out of the team menu), and also if you are using the IR and come out of zoom/scope view, then the first person view is still IR. The binding doesn't work to switch it back to normal unless you go back into zoom/scope view and hit T again (then close the Team menu). Can someone please confirm this? If so, I'll make a bug report over at Dev Heaven. Cheers. Edited January 12, 2010 by Das Attorney incorrect info Share this post Link to post Share on other sites
CrazyAce 0 Posted January 12, 2010 I never quite understood this problem with the userconfigs... I thought once the team packages the file it gets distributed as it is packed, no ifs and or butts :o about it... Is it a mistake and no one fixed it? Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 12, 2010 @Das, well, the IR is just a fake one anyways. Put a human in a forest and then turn it on white hot and you won't even see that person. :) Pretty much useless for now. Share this post Link to post Share on other sites
das attorney 858 Posted January 12, 2010 That's fair enough, but the problem still persists about the config file not updating correctly. This presumably could affect future enhancements with new ACE keybindings, even if you don't like or use the IR. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 12, 2010 That's fair enough, but the problem still persists about the config file not updating correctly. This presumably could affect future enhancements with new ACE keybindings, even if you don't like or use the IR. That's strange, cos I use the six-updater too and the config files are updated correctly. You just have to manually move it to the userconfig folder. Share this post Link to post Share on other sites
Meatball0311 79 Posted January 12, 2010 Hey have you guys seen Sickboy today? OMG did he actually take a day off? I hope he comes back all rested up and ready to go. Share this post Link to post Share on other sites
Variable 322 Posted January 12, 2010 First, let me just say thanks for this great modification. For me it finally made the game playable. One suggestion though: Currently in ArmA2 vanilla and ACE2, a soldier can aim up to 90 degrees upwards while being prone. This whole angle range suffers from no decrease in accuracy. In real - life, the prone position do not allow humans to aim a rifle more than 20-25 degrees upwards. It may sound insignificant, but it removes one of the most crucial motivation to achieve a higher, controlling point over your enemy. In real life, the higher unit will be able to aim accurately while being prone and use the ground to stabilize its weapon. Since while being prone, humans can not aim a weapon more than 20-25 degrees upwards. the controlled unit will not be able to do the same thing- because it must aim to much higher elevation- it will have to crouch or stand up in order to aim properly and thus sometimes reveal itself or get out from low, hard cover like rocks etc.. Without such effect, it's not really needed to gain an altitude advantage in the game- which is one of the main tactical advantages in real - life. Adding such effect will make it much more important to attack from an elevated position and to avoid moving in low grounds (appart from the advantages of convinient visibility and increased view distance). Hence, I think that the weapon should shake much more when crossing the 15-20 elevation degrees and aiming elevation should be limited to 20 while in the prone position. What do you guys think? Share this post Link to post Share on other sites
JSj 12 Posted January 12, 2010 Makes sense, good suggestion. Although most of the firefights in ArmA 2 seems to be at such long range that this would not matter much. But in urban fighting for instance you should not be able to fire at someone on a rooftop when laying prone on the street. Share this post Link to post Share on other sites
Jingle 0 Posted January 12, 2010 Has someone nerfed the Javelin or are tanks operating a new damage system noticed in a game of warfare last night fired a javelin at a PLA Tank, - it carried on and proceeded to hunt me through the woods... So I tested it in the editor being inside various tanks PLA MBT and T- 90, let an enemy javelin marine fire at me - all that happened was slight armour damage. I thought that javelins were one shot one kill weapon systems or has ace implemented a damage system for tanks in the last patch? Share this post Link to post Share on other sites