bunnyman 10 Posted February 1, 2010 Does this work with modded weapons, such as the UKF pack? Anyone tried the two add-ons together? Share this post Link to post Share on other sites
Blade89 10 Posted February 1, 2010 I'm wondering if anyone else is having this problem before I try and get this posted as a bug and wasting the ACE guy's time. Is anyone else having problems with the Medical Module? I tried it out in the editor and in multiplayer, and no one is able to "examine" people. The option is there, but you aren't able to give anyone morphine or bandage them or anything. I tried grouping, synchronizing, and just letting it sit there on it's own. We can still go unconscious, but we just can't use Examine on anyone. Share this post Link to post Share on other sites
luckyhendrix 10 Posted February 1, 2010 you must just put the module without syncing , the last time I tried it worked fine Share this post Link to post Share on other sites
JSj 12 Posted February 1, 2010 Bunnyman said: Does this work with modded weapons, such as the UKF pack? Anyone tried the two add-ons together? The weapons need to be ACE compatible. If they're not, you could ask whoever made them to fix it. Share this post Link to post Share on other sites
sickboy 13 Posted February 1, 2010 Re medic examine issue, it has been resolved for next update: http://dev-heaven.net/issues/8732 Not sure yet if it will be hotfixed between now and Wednesday. Share this post Link to post Share on other sites
Alex72 1 Posted February 1, 2010 Sorry if i missed it but when i start the latest ARMA2 beta with ACE it says (before game startup): Addon 'ace_c_vehicle' requires 'CA_AH64D' Anyone else? Share this post Link to post Share on other sites
sickboy 13 Posted February 1, 2010 (edited) Alex72 said: Sorry if i missed it but when i start the latest ARMA2 beta with ACE it says (before game startup): Addon 'ace_c_vehicle' requires 'CA_AH64D'Anyone else? Someone else had that, seemed he ran the uninstall from ArmA 2 Patch 1.05, instead of the 1.05 Beta Patch, and thus had to reapply the 1.05 patch :) (What version does the game tell you you are running, in rpt / main menu ?) Edited February 1, 2010 by Sickboy Share this post Link to post Share on other sites
Alex72 1 Posted February 1, 2010 (edited) ***Reinstalled with Beta from Six. My game (1.05) is intact and i can play it without ACE and no problems. With ACE 237 i get the error of missing addons AH64D. Beta or no beta gives the same error. Seriously, no one else have this issue? Addon 'ace_c_vehicle' requires 'CA_AH64D' Edited February 1, 2010 by Alex72 Share this post Link to post Share on other sites
Evil_Echo 11 Posted February 1, 2010 M1n1d0u said: 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 ? The only way markers and fallout will not appear is if you... Turned them off per documentation. If so, turn the settings back on. Ignored using the EASA system and just tried to drop the bomb via script. That has been clearly stated to be a bad thing. This is one reason why. Some very cool things are on the way for ACE nukes. But I guarantee that bypassing the documented way of using them will be even more disappointing. This is not out of malice, just how the code needs to work in the ACE framework. Share this post Link to post Share on other sites
vengeance1 50 Posted February 2, 2010 Help? Any idea why my report file would be filled with this? 1:32:03.476 (0:01:08.957) [x\ace\addons\sys_nuke\fnc_API_HasNuke.sqf:26] : _has_nuke=false 1:32:04.662 (0:01:08.957) [x\ace\addons\sys_nuke\fnc_WeaponCheck.sqf:5] PARAMS_1: _vehicle=O 1-1-A:1 Thanks Share this post Link to post Share on other sites
almaniak 2 Posted February 2, 2010 Evil_Echo said: But I guarantee that bypassing the documented way of using them will be even more disappointing. This is not out of malice, just how the code needs to work in the ACE framework. How would one use the nuke if you wanted it to explode at a scripted event? The camcreating wouldn't make it fully functional so is there a way to do it proper without having to drop it yourself? Share this post Link to post Share on other sites
mosh 0 Posted February 2, 2010 Updating to the beta patch with the Six Updater Suite worked perfectly. I have 1.01 installed on my main drive (registry location), and 1.05 on a backup (because I reformat often). With this I didn't have to patch up my main drive. I didn't want to, I run from the backup drive so when I reformat I can just install quickly and I don't have to patch and/or fight over PBOs again. Thanks Sickboy, worked GREAT!!! :) I am learning new ACE stuff daily and am having a blast with it. Keep up the good work all of you. Share this post Link to post Share on other sites
Evil_Echo 11 Posted February 2, 2010 vengeance1 said: Help? Any idea why my report file would be filled with this?1:32:03.476 (0:01:08.957) [x\ace\addons\sys_nuke\fnc_API_HasNuke.sqf:26] : _has_nuke=false 1:32:04.662 (0:01:08.957) [x\ace\addons\sys_nuke\fnc_WeaponCheck.sqf:5] PARAMS_1: _vehicle=O 1-1-A:1 Thanks That is standard debugging info related to loading of weapons. Not a problem. It'll disappear from logs soon ( in one of the next few releases ). alex911 said: How would one use the nuke if you wanted it to explode at a scripted event? The camcreating wouldn't make it fully functional so is there a way to do it proper without having to drop it yourself? Scripting of ACE nukes is not supported. Share this post Link to post Share on other sites
giuppo 1 Posted February 2, 2010 Hi, just a little question: "Release Candidate" status is not the final version, is it? So what is the difference with the "Beta" status? Have a nice day :) Share this post Link to post Share on other sites
maturin 12 Posted February 2, 2010 Damn, coming down off combat deafness is terrible. Every slight sound sets your ears ringing awfully again. I ended up running away from my own machinegunner, wimpering. Lucky I didn't get shot as a deserter. War sucks. And it occurs to me that the Magazine Feels Heavy messages are unnecessary except when you press the dedicated Check Magazine button. Of course a new mag is full, and it should only alert if you if it isn't. Share this post Link to post Share on other sites
gunterlund21 10 Posted February 2, 2010 (edited) Alex72 said: ***Reinstalled with Beta from Six. My game (1.05) is intact and i can play it without ACE and no problems. With ACE 237 i get the error of missing addons AH64D. Beta or no beta gives the same error.Seriously, no one else have this issue? Addon 'ace_c_vehicle' requires 'CA_AH64D' I think what has happened is when you load the 1.05 beta and see the old version there is says you have an install problem. If you run the 1.04 uninstaller it take out 1.05. Now I dont hve the AH64 from the production files. Dam Edited February 2, 2010 by gunterlund21 Share this post Link to post Share on other sites
Two Dogs 12 Posted February 2, 2010 New Mag may not be full if you didn't empty one before reloading. You could have a half full mag in your inventory. Share this post Link to post Share on other sites
maturin 12 Posted February 2, 2010 Quote ;1560083']New Mag may not be full if you didn't empty one before reloading. You could have a half full mag in your inventory. That's what I said. But a message should only come up if that is actually the case. If it's both new and full, we shouldn't see anything cluttering the hud. It should only be an occasional alert. If this is a lot harder to code than it sounds, then it isn't a big deal. Share this post Link to post Share on other sites
Nonkel Mich 10 Posted February 2, 2010 how to deploy the vs17 marker plane Share this post Link to post Share on other sites
Alex72 1 Posted February 2, 2010 gunterlund21 said: I think what has happened is when you load the 1.05 beta and see the old version there is says you have an install problem. If you run the 1.04 uninstaller it take out 1.05. Now I dont hve the AH64 from the production files. Dam Yep that was the problem. The uninstaller wasnt updated so it messed up everything. Had to reinstall the whole game. I know the uninstaller isnt needed for beta's but i always used it without problem so it was outta habit i ran it. All working now though. :) Share this post Link to post Share on other sites
m1n1d0u 29 Posted February 2, 2010 vs17 marker plane bug you should wait the next udapte Share this post Link to post Share on other sites
victim913 10 Posted February 2, 2010 Is there any place that i can see what the ACE modules do? I don't find anything in the wiki or here. Can someone point me in the right direction? I don't know what some of the modules are or what they do. thanks Share this post Link to post Share on other sites
Alex72 1 Posted February 2, 2010 The first page of this thread has a lot of info. ACE Features go over ACE wounding module and the EASA module. The "spanish" module is the RAVEN Lifter wich is for using helicopters for lifting stuff. The No Stamina module is self explaining. The Enable Maps removes the standard map all units have in inventory. The Movie Day/Night/Filmgrain modules are effects like change of color etc. The rest i forgot as im not home, but should be a start. ;) Share this post Link to post Share on other sites
Evil_Echo 11 Posted February 2, 2010 Giuppo said: Hi,just a little question: "Release Candidate" status is not the final version, is it? So what is the difference with the "Beta" status? Have a nice day :) It's not the final version. ACE is always trying to make the product better. I believe the following is the correct interpretation of the roadmap, pending any adjustments in this by Sickboy. Beta - code released may have bugs, but at least it passed some internal testing first. Code changes are pumped out as fast as we can fix things. RC - Some new code, but emphasis switches to more bug fixing and optimizing of code. Internal debug logging starts to get turned off to reduce disk usage, also speeding up the game. 1.0 - First milestone. At this point the release schedule slows as ACE enters more of a production mindset. Milestone versions will may be available for those who prefer a less frequent rate of change, while still providing the latest and greatest to others via updater and friends. And thank you for the "nice day" comment - we appreciate that a lot. Share this post Link to post Share on other sites
Two Dogs 12 Posted February 2, 2010 maturin, I'm not in your shoes, but on my screen the notice is so small and quick to disappear, it's there if I need it and reassuring if I don't. Share this post Link to post Share on other sites