zach72 1 Posted February 15, 2010 Hi ACE team. Whats the plan with the combat helo's? I've loked at your Issues lists, and seen you have work to do on these still..... I've tried various flavours of the Cobra and Apache, and the hellfires just don't work. Apache: Tried manual fire - will lock but not guide Tried with human gunner - can get double lock but no guide Tried with ground based laser designator, with and without gunner - no guide Cobra: (forget which, sorry) Hellfires won't lock at all. Hope you fix it soon - as I love what you've done with everything else... ~Z~ Share this post Link to post Share on other sites
Nikoteen 24 Posted February 15, 2010 Hi ACE team.Whats the plan with the combat helo's? I've loked at your Issues lists, and seen you have work to do on these still..... I've tried various flavours of the Cobra and Apache, and the hellfires just don't work. Apache: Tried manual fire - will lock but not guide Tried with human gunner - can get double lock but no guide Tried with ground based laser designator, with and without gunner - no guide Cobra: (forget which, sorry) Hellfires won't lock at all. Hope you fix it soon - as I love what you've done with everything else... ~Z~ It seems that with human gunner, it's quite close to real life but IA can't handle the guidance and lase Hellfire into the sky ... ACE team maybe should have a look to chopper's IA gunner. Share this post Link to post Share on other sites
Daniel 0 Posted February 15, 2010 No Hellfire guidance for me either. Without meaning to sound rude, I recommend leaving this system out of ACE2 until it's fully functional. Without it, we can simply add a laser designator the Apache, and thereby have a fairly realistic system of locking vehicles and also manual guidance onto any ground target. Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted February 15, 2010 whats the unit name for spawning desert USMC units for the ambient combat module? for where in the code it says units to be spawned? as well as if anyone else knows how to make your unit spawn with a different weapon at the beginning of the mission? Share this post Link to post Share on other sites
sickboy 13 Posted February 15, 2010 (edited) We'll receive reports, with details, at the bug tracker: http://dev-heaven.net/projects/ace-mod2/wiki/Bugz with pleasure. There's an ongoing ticket, there you can verify status, or join in on tracking and fixing the issue. http://dev-heaven.net/issues/8650 Edited February 15, 2010 by Sickboy Share this post Link to post Share on other sites
manzilla 1 Posted February 15, 2010 My question with the heli systems is if it can be turned off. To be honest, I'm pretty satisfied with MMA and would prefer to use that instead of your system. Just something to think about. I'll open a ticket in the future if I don't see anything about it. Thanks for the newest version! Everything works great in my SP missions. Thanks fellas! Share this post Link to post Share on other sites
callihn 10 Posted February 15, 2010 When are the hellfires going to be fixed? Share this post Link to post Share on other sites
Alex72 1 Posted February 15, 2010 When are the hellfires going to be fixed? You dont even read some posts above you before posting? Sigh... Share this post Link to post Share on other sites
manzilla 1 Posted February 15, 2010 You dont even read some posts above you before posting? Sigh... :butbut: No way!!!! ;) Share this post Link to post Share on other sites
Evil_Echo 11 Posted February 15, 2010 Did something change with the ruck system? Missions that I've created using the ruck, now have an empty ruck, which in effect breaks every mission I've created since version 231. YIKES!!Good thing I learned a few years back to always make a back-up before "upgrading". Looks like we'll stay at 231 for a while longer. ~S~ WH_Boomer What method were you using to load your rucks? If not the currently documented API functions, then please try those. If you are - then please create a ticket and include your mission and RPT files. Share this post Link to post Share on other sites
Banderas 0 Posted February 15, 2010 Hey seems like my question was lost somewhere... So does Mateck's M1A1 model still contains the same random markings as the standalone one? Are the script names the same? Share this post Link to post Share on other sites
kdjac 19 Posted February 16, 2010 Anyway to find what FN key on a logitech 3200 keyboard is ? I have no right windows key but do have an FN key. Share this post Link to post Share on other sites
manzilla 1 Posted February 16, 2010 Anyway to find what FN key on a logitech 3200 keyboard is ?I have no right windows key but do have an FN key. Is that the app key in the ace_keys.hpp? It's at the end of that list. 221 I think. Share this post Link to post Share on other sites
columdrum 11 Posted February 16, 2010 Nobody noticed that the damages of all weapons where drastically reduced since last friday update? . Before, you can easy kill for example with a single shot a target at 1km with tac-50, and now even a target at 5m with a headshot of a DMR simply puts the unit unconscious, and you need 2 shot of the tac-50 SD to kill a target at 600m. (NOTE: Ace wounds ON) It's that normal, a bug or temporal? ( i didn't report it as a bug yet because i don't know if that was done on purpose) And other question, the ruck system is still been developed? It's okey like it is now, but i think that would be a good idea a way to drop your rucksack to a friendly unit and that he can catch it. Right now its imposible because the ruck contents are stored on your soldier, so even if you throw your rucksack if you pick up any other rucksack you will get the same contents that you had in the previus one. Share this post Link to post Share on other sites
Robalo 465 Posted February 16, 2010 Yep and that was the last time the ruck system worked, at least without breaking the medic system which happened with 240'something. So we've decided to stick with what works with all of our missions. Check the docs, functions changed. For example I had to replace the call to ace_sys_ruck_fnc_API_PackMagazine with a call to ACE_fnc_PackMagazine (same parameters) Share this post Link to post Share on other sites
WH_Boomer 10 Posted February 16, 2010 Check the docs, functions changed. For example I had to replace the call to ace_sys_ruck_fnc_API_PackMagazine with a call to ACE_fnc_PackMagazine (same parameters) Ahh good call Robalo!! The syntax change broke all of our missions great! Well at least I know how to fix them. Thank goodness for Notepad++ Thanks, WH_Boomer Share this post Link to post Share on other sites
manzilla 1 Posted February 16, 2010 Ahh good call Robalo!! The syntax change broke all of our missions great! Well at least I know how to fix them. Thank goodness for Notepad++Thanks, WH_Boomer I just had to do this as well. It's to see all the documentation in the WIKI Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted February 16, 2010 How do I go about removing the military symbols ( squad icons ) on the map? Share this post Link to post Share on other sites
manzilla 1 Posted February 16, 2010 How do I go about removing the military symbols ( squad icons ) on the map? It's probably in userconfig\ACE\ACE_Tracking.hpp. Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted February 16, 2010 It's probably in userconfig\ACE\ACE_Tracking.hpp. I am looking to remove this for a specific mission. Share this post Link to post Share on other sites
manzilla 1 Posted February 16, 2010 I believe you can set in the init.sqf somehow to force it for a mission but I haven't figured out how to do that. Might be in the thread though or the WIKI Share this post Link to post Share on other sites
SpyderPB6 10 Posted February 16, 2010 I can not disbale the radio chatter, any pointers? I am editing the correct file I believe, the same one with the NOCROSS option in, C:\Program Files\Steam\steamapps\common\arma 2\userconfig\ACE\ace_clientside_config.hpp I removed the two // marks, but to no avail. On the flip side, enabling crossairs works just fine. Thanks, Mike. Share this post Link to post Share on other sites
PogMoThoin 10 Posted February 16, 2010 I can not disbale the radio chatter, any pointers?I am editing the correct file I believe, the same one with the NOCROSS option in, C:\Program Files\Steam\steamapps\common\arma 2\userconfig\ACE\ace_clientside_config.hpp I removed the two // marks, but to no avail. On the flip side, enabling crossairs works just fine. Thanks, Mike. Try doing the ~\arma 2\@ACE\userconfig\ACE\ace_clientside_config.hpp Share this post Link to post Share on other sites
sickboy 13 Posted February 16, 2010 Userconfigs are read from arma 2\userconfig\ACE. Nowhere else. Share this post Link to post Share on other sites
Crazyfox 0 Posted February 16, 2010 Hey guys, you are doing great work with the mod. I got a question since you removed the radar from some of the choppers. Why does some aircrafts still have it? Like the cobras, the su-25 and the a10. Some have thermal imaging yes, but no radar. And ground radar is only fitted on the f-35, the apache and ka-52 afaik. Share this post Link to post Share on other sites