An Fiach 10 Posted February 1, 2010 what is the current version number please? Can't seem to find it and just want to verify. Also, Yuka, I pity you that your leadership would be such a-holes as to have gunners carrying their tripods rather than the AG doing it. I never got to use the m192 but it looks like a nice improvement and knocking 2-3 kg off of carrying weight is always good for the grunt. Share this post Link to post Share on other sites
dragonbaron 10 Posted February 1, 2010 what is the current version number please? Can't seem to find it and just want to verify... Look here. Share this post Link to post Share on other sites
Rhiain 10 Posted February 1, 2010 I'm having issues with my userconifg files updating.....I used the website as required to process the files but they're still coming up as outdated. Also when I try to change some of the key bindings for ACE in the key file, using the codes don't seem to work....the main problem I'm having is getting the bipods or resting the weapon on a wall or hood to work. Share this post Link to post Share on other sites
dragonbaron 10 Posted February 1, 2010 I'm having issues with my userconifg files updating.....I used the website as required to process the files but they're still coming up as outdated. Also when I try to change some of the key bindings for ACE in the key file, using the codes don't seem to work....the main problem I'm having is getting the bipods or resting the weapon on a wall or hood to work. Look for example here. Share this post Link to post Share on other sites
m1n1d0u 29 Posted February 1, 2010 Hi i need your help : when we fire a nuke we haven't markers and fallout can you explain me the code or the way to have it ? Share this post Link to post Share on other sites
Yuka 0 Posted February 1, 2010 Yuka, nice to see some info from a direct source, as I was just discussing the US Army field package weights with a friend the other day. Just to double check, as I want to make sure I'm not misquoting in the future :): Are you sure that those weights are in kilograms and not pounds? The 75 kg was the weight that I carried. I converted it from pounds when I made my post with the breakdown of the equipment that I carried. Also, Yuka, I pity you that your leadership would be such a-holes as to have gunners carrying their tripods rather than the AG doing it. I never got to use the m192 but it looks like a nice improvement and knocking 2-3 kg off of carrying weight is always good for the grunt. It was a misinformed leader at the squad-level that made the decision that AGs should only help carry ammo and that each MG would only have one AG on the basis that they didn't want to detract from the rifleman's capabilities when performing in the role of an AG - basically the leader in charge of the decision valued riflemen more than machine gunners... It happens - adapt, modify, and move on! Share this post Link to post Share on other sites
sickboy 13 Posted February 1, 2010 Lt. Chris, please add your latest details and findings to the tickets you mention. RPT and details needed: http://dev-heaven.net/projects/ace-mod2/wiki/Bugz As to my knowledge, the groups where we run ACE constantly in MP, have not had these issues for ages. Thanks. Share this post Link to post Share on other sites
blackpulpit 10 Posted February 1, 2010 will Ace use the new beta patch sometime soon in the updater? thanks. Share this post Link to post Share on other sites
PuFu 4600 Posted February 1, 2010 will Ace use the new beta patch sometime soon in the updater? thanks. Should be already working if you have the beta selected Share this post Link to post Share on other sites
Smurf 12 Posted February 1, 2010 After the fisrt not Beta release, what will be schedule for releases? Same as now? Share this post Link to post Share on other sites
oxmox 73 Posted February 1, 2010 Are there any plans to restrict the respawn exploit to get gear for free ? I did play a game round on a desert island and the possibility with the exploit to fire with javelin/metin more than 3-4k was just stupididly overpowered. The Barracks were clost to a hill, I did spawn a javelin or metin with 2 rockets, bought a jeep or 4 wheeler bike and placed more missiles into it. So far so good, but when you just hit the respawn button you get another new missiles for free, you dont even have to pay for it. It was such a cheap gameplay to kill loads of vehicles in a fast time. (die play warfare mod)... Share this post Link to post Share on other sites
sickboy 13 Posted February 1, 2010 After the fisrt not Beta release, what will be schedule for releases? Same as now? Updated the FAQ for ya: http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#What_is_the_Update_Schedule ---------- Post added at 19:00 ---------- Previous post was at 18:58 ---------- A.C.E Release Candidate, Update #3 Released! (rSync mirror network in sync and awaiting your requests!) Release Notes Mod Bugs 'n Feedback Updater Bugs 'n Feedback Share this post Link to post Share on other sites
dmarkwick 261 Posted February 1, 2010 Are there any plans to restrict the respawn exploit to get gear for free ? I did play a game round on a desert island and the possibility with the exploit to fire with javelin/metin more than 3-4k was just stupididly overpowered.The Barracks were clost to a hill, I did spawn a javelin or metin with 2 rockets, bought a jeep or 4 wheeler bike and placed more missiles into it. So far so good, but when you just hit the respawn button you get another new missiles for free, you dont even have to pay for it. It was such a cheap gameplay to kill loads of vehicles in a fast time. (die play warfare mod)... Well, you know, you don't absolutely have to use the exploit just because it exists :) There seems to be an assumption that ACE2 exists as much to stop players doing stuff they don't need to do as much as anything else. Now, for anonymous MP gameplay, there might be something to that, but at some point players must take some amount of responsibility if they insist on realism. Respawn for a start - how realistic is that? ;) (Yeah I know - essential for *certain* gamestyles, but it doesn't really tally up with the whole realism-at-all-costs ethos that some people insist on ;) and as such, is outside ACE2 concerns IMO) Share this post Link to post Share on other sites
tobmic 10 Posted February 1, 2010 Cheers new update !! •Set player captive false after respawn, refs #8633 [Xeno] that means i can safely remove all my mp missions with this in init.sqf ? [] spawn { waitUntil {alive player}; while {true} do { waitUntil {!(alive player)}; waitUntil {alive player}; player setCaptive false; }; }; Share this post Link to post Share on other sites
sickboy 13 Posted February 1, 2010 (edited) @DM: Either that or mission adjust towards a balanced gameplay, the way is preferred on given server. :) Still if there's a valid reason to not reload units on respawn, I suppose there's something to discuss :) Cheers new update !!•Set player captive false after respawn, refs #8633 [Xeno] that means i can safely remove all my mp missions with this in init.sqf ? Please confirm with one and let us know in the related ticket. Thanks. Edited February 1, 2010 by Sickboy Share this post Link to post Share on other sites
luckyhendrix 10 Posted February 1, 2010 What's the VS17 classname ? Share this post Link to post Share on other sites
blackpulpit 10 Posted February 1, 2010 "Should be already working if you have the beta selected " No I dont have it selected, I reinstalled Ace2 after the 1.5 patch and have it as my personal set up using vanilla. Looks like this on the updater "main" page...My personal Ace2 setup or something, can I simply run the beta? Share this post Link to post Share on other sites
[kh]jman 49 Posted February 1, 2010 Kellys ACE Server & YAS Repository updated to b.237 **Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL sponsored by Nat & Whisper http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z **Kelly's Heroes Community YAS AddonSync AutoConfig URL sponsored by Nat & Whisper http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z Note that the URLs above are case-sensitive so pls make sure you entered exactly as provided above. YAS users: Do not forget to remove extra files through YAS. Share this post Link to post Share on other sites
mattxr 9 Posted February 1, 2010 ACEX_SM bisign doesnt work Share this post Link to post Share on other sites
tcp 10 Posted February 1, 2010 Checked it with DSCheckSignatures, ACEX_SM bisign works fine. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted February 1, 2010 Is M4 aimpoint broken for anyone else? Place USMC rifleman who gets M16 aimpoint that workd. Place Army rifleman with M4 aimpoint without the dot. Class "M4A1_Aim" seems broke. Class "M16a4" seems ok. Share this post Link to post Share on other sites
das attorney 858 Posted February 1, 2010 (edited) Yes - red dot is missing for me too. Was using the M4 CCO (aimpoint). Edit: Tried another editor mission but the red dot came back(???) I got the nuclear screen thing when I shot a friendly unit. Edited February 1, 2010 by Das Attorney Share this post Link to post Share on other sites
CarlGustaffa 4 Posted February 1, 2010 I thought it came back for me too, but it turned out I had the M16 aimpoint, which does work. I've made a ticket on the issue. Share this post Link to post Share on other sites
Trracer 10 Posted February 1, 2010 The canister round for the M1 can have some funny side effects: Share this post Link to post Share on other sites
HyperU2 11 Posted February 1, 2010 The canister round for the M1 can have some funny side effects: I could have used that in ARMA numerous times to right flipped vehicles. :) Share this post Link to post Share on other sites