Jump to content

Sign in to follow this  
sickboy

A.C.E. Advanced Combat Environment - Public Beta *2*!

Recommended Posts

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

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
  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

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
  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 by Sickboy

Share this post


Link to post
Share on other sites

***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 by Alex72

Share this post


Link to post
Share on other sites
  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

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
  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

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
  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

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

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
  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 by gunterlund21

Share this post


Link to post
Share on other sites

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
  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
  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

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

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
  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

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
Guest
This topic is now closed to further replies.
Sign in to follow this  

×