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sickboy

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

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I'm talking about what I see' date=' nothing more.[/quote']

Whats your problem, I ask you.

The AKs RH made, and now got to ACE2 are very high quality, I'd say they look as good/better as BIS made. Any "better" looking weapons would go probably too high poly. Either problem is with your hardware, or hardware inside your head.. :j:

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+1 with simon , RH model are very good quality, if not happy do it your self.

I guess the small team of ACE contributors did spoil the community a bit. :)

It used to be people would scream with joy at sight of CSS ported weapons or just Vanilla weapons with parts swapped around. :D

@Kristian, actually weapons purpose made for ARMA2 engine would look much better, but there aren't any. And polycount is passe.

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Personally for me much nicer to run and shoot with AK-74 from the BIS, and it says a lot of it, but this is my personal opinion, I have said, you can be agree with it or not, it will be your personal opinion, that's all.

Edited by Eagleone

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Is it possible with the nuke to cause a e.m.p. after the nuke goes off?

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Hi all and thanks ACE team for all your work :).

Now im not realy a pilot i normaly do the sniping but i thought hey i will give it a go.

so i gets me an av8 is it? and go to the bombs i fly high and steady and in me hud i see a little round circle with a line off it now i thought that was to tell me where the bomb will hit but i guess not :P unless im doing it wrong which i very sure i am.

could some one please tell me what i am suppose to do or is there a guide for that some where.

i can get em to hit exactly where i want if i fly high the come down on to the target but i dont want to do it like that.

thanks all.

cheers again ACE team -xx- ;)

edit

ok looky here diff game i know im sorry but this is what i mean

at 2:47 you see the circle moving with the line connected to it is that meant to indicate where the bomb should drop?.

Edited by stk2008

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Love the new weapons!

One thing though. RPK causes you to go deaf yet it sounds exactly the same as others. It even has the same volume. Shouldn't it at least sound a bit louder?

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Is it possible with the nuke to cause a e.m.p. after the nuke goes off?

Nukes do not normally cause EMP... :rolleyes:

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He's trying subtly to get info about whether or not v1.00 is the next release. As sickboy's said a million times, it will be ready when they feel it's stable. Sneaky but nice try. ;)

No.... probably not. I just made that up for s^&tz n' giggles. It kinda fit. I'm so pumped about the RH AKs in there that I'm feeling a little giddy so I just had to.

My apologies.

Now you've got me confused. I'm too daft about this stuff to be sneaky, but I'm trying my best to get the Sparta crowd up and running with ACE. They are keen to use a stable version and are not interested in continuous updating of the server. If 1.0.4 is the same as v284, then great. I'm going by the roadmap dates at dev-heaven and corresponding them to the released version #s on sixupdater.

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ok then, through scripts would it be possible?

It is possible - you could have scripting that removes fuel from particularly vulnerable vehicles to simulate their electronics getting fried, or have street lights go out. Havn't checked but you could possibly disable radio comms too.

In real life EMP from a nuclear blast varies depending on the yield, altitude and other factors.

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-Ziggy-;1576325']update stalled a dozen times during acex....lame :confused:

Same here but hardly lame

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-Ziggy-;1576339']id rather it go slow then just stop a dozen times = lame ;)

Some people actually mentioned it looks as if its stalled but it's probably transfering large files. Have you confirmed the stalls?

There's a 300 second timeout on rsync too' date=' maybe I should shorten it :)

Also, Six Updater v0.7.2 setup, includes the latest rsync binary, maybe that helps or improves things :)

[url']http://dev-heaven.net/projects/six-arma-updater/files[/url]

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Were the keys moved on purpose to a new subdirectory, or was that a mistake? They are now in store/keys. They used to be under keys. Broke my Linux update script. BTW my script is a modified version of Dr.Pulp's that updates server keys. I run it in a cronjob.

#!/bin/bash
#
# ACE Update script for linux
#
# by Dr.Pulp - www.FAKKer.de
#
# Modified for LOL by Mr.Peanut - Version 2.0
#     Changed style for consistency
#     Fixed bugs, including random mirror function(try original with one
#     element in MIRRORLIST and you will see what I mean)
#     Added server stop/start
#     Added logic to not process when files have not been updated 
#     Downloads retain structure to be used with rsync daemon and six-updater
#     Only most recent ACE and CBA keys are kept i.e. when there is a new key
#     the old one is deleted
# 2.1 Removed seeding of $RANDOM. Method was wrong(yet rife on interweb)
#     Without setting will seed from PID.
# 2.2 Changed path for keys and userconfig to match changes in six-updater.
#     Unknown where mpmissions has ended up, but we don't use them.
#
# READ FIRST!!!
#
# In order to use this script you need to have gunzip and rsync installed!
#
# You will also need two separate folders to take advantage of rsync,
# otherwise "tolower" will alter the filenames and rsync will redownload
# all files everytime you use the script.
#(Mr.Peanut comment: In other words, the rsync folder must _not_ be under your arma2 folder!)
#
# You manually need to create a folder in your arma directory called userconfig/ace.
#(Mr.Peanut comment: Above statement seems false, in my opinion)
#
# After the script finish successfully, you will have new folders depending of the number
# of mods you chose to synchronise. The folders are named like the mod but with a leading @.
#
##################################
# Configuration start #
##################################
# Number of times to retry rsync for a mod
MAXRETRY=10

# Directory where the arma server is installed
ARMA_DIR=/arma2/arma2-server

# Directory where the arma server addons are installed
ARMA_ADDON_DIR=/arma2_data/arma2_addons

# Directory where rsync stores the data. DON'T use a subdirectory of your arma directory!
ARMA_SYNC_DIR=/arma2_data/rsync_store

# List of available Mirrors. You can add new mirrors, or delete ones that are no longer functioning. Leave a blank between mirrors!
#MIRRORLIST=( dev-heaven.net s01.6thsense.eu s02.6thsense.eu 64.34.164.115 arma2.armagoons.com 213.245.0.237 six.bssnet.dk zeus2.zeus-community.net )
MIRRORLIST=( dev-heaven.net s01.6thsense.eu s02.6thsense.eu 64.34.164.115 arma2.armagoons.com 213.245.0.237 six.bssnet.dk zeus2.zeus-community.net killingtimeproductions.com )

# Mods you like to synchronise with this script. For a complete list of available mods look at http://updater.dev-heaven.net/main !
# You can use every mod listed there -> just use the modname without @. Leave a blank between mods!
# MODS="ace acex acex_pla cba fdf_podagorsk fran_quesh_kibrul fran_sbrodj panthera sap_everon"
#MODS="ace acex cba" 
MODS="ace acex acex_pla acex_sm cba isla_duala fdf_podagorsk fran_quesh_kibrul namalsk panthera sap_everon" 

# Commands to stop and start server
# The commands below are custom to the LOL server and WILL NOT WORK FOR YOU!
# Either substitute the commands your server uses, or set to empty strings to
# not use e.g. STOPSERVER=""; STARTSERVER=""
STOPSERVER="touch $ARMA_DIR/stop"
STARTSERVER="touch $ARMA_DIR/start"
# Seconds to sleep after stopping server, for safety. Set to to not use
SLEEPTIME=5

##################################
# Advanced Configuration #
##################################
# Define some of the OS tool the script uses. If you encounter an error you can check is your pathnames may differ with the type command. example: type rm
# this will tell you your exact path to your rm. in case it differs, edit this part...otherwise leave it as it is.
RM="/bin/rm --recursive" 
RSYNC="/usr/bin/rsync --timeout=60 --times --omit-dir-times --no-whole-file --recursive --delete --itemize-changes --exclude=.rsync rsync://" 
CP="/bin/cp --recursive --force" 
MKDIR="/bin/mkdir" 
GUNZIP="/bin/gunzip --recursive --force" 
##################################
# Configuration end #
##################################

# Function: random mirror selection
RANDOM_MIRROR() {
MIRRORCOUNT=${#MIRRORLIST[*]}
MIRROR=${MIRRORLIST[$[ $RANDOM % $MIRRORCOUNT ]]}
}

echo "=================================================================="
echo "Starting update at: " $(date --utc)
echo "       Server time: " $(date)

# Must cd for "tolower" to work properly
cd $ARMA_DIR

# Loop: rsync, decompress and copy for each mod you selected
SERVERSTOPPED=0
for MOD in $MODS ; do
  echo "------------------------------"
  echo "Synchronising ${MOD}"
  OK=1
  RETRY=0
  until [ "$OK" -lt 1 ] ; do
     RANDOM_MIRROR
     echo "Attempt number:" $(( $RETRY + 1 ))
     echo "Mirror: " $MIRROR
     CHANGED=$( $RSYNC$MIRROR/rel/$MOD/ ${ARMA_SYNC_DIR}/$MOD )
     OK=$?
     RETRY=$(( $RETRY + 1 ))
     if [ "$RETRY" -ge "$MAXRETRY" ] ; then
        echo "There is a problem with rsync of mod ${MOD}. Maximum retries exceeded."
        echo "All mirrors are full or there is a problem with directories or user-rights."
        echo "Aborting"
        exit 1
     fi
  done
#  Process only if files have changed
  if [ "$CHANGED" ] ; then
     if [ "$SERVERSTOPPED" -eq 0 ] ; then
        echo "Stopping server"
        $STOPSERVER
        SERVERSTOPPED=1
#  Slight pause to make sure server has shutdown
        sleep $SLEEPTIME
     fi
     echo "${MOD} has updates"
     echo "Copying ${MOD} to the destination folder"
     if [ -d "${ARMA_ADDON_DIR}/@${MOD}" ] ; then
        $RM ${ARMA_ADDON_DIR}/@${MOD}
     fi
     $CP ${ARMA_SYNC_DIR}/${MOD}/.pack ${ARMA_ADDON_DIR}/@${MOD}
     echo "Decompressing ${MOD}"
     $GUNZIP ${ARMA_ADDON_DIR}/@${MOD}/*
     echo "Converting filenames to lower case"
     ${ARMA_DIR}/tolower
#    Copy keys
     if [ -d "${ARMA_ADDON_DIR}/@${MOD}/store/keys" ] ; then
        for keypath in ${ARMA_ADDON_DIR}/@${MOD}/store/keys/* ; do
           newkey=$(basename $keypath) 
           keymatch=${newkey%_b*.bikey}'_b*.bikey'
           set -- ${ARMA_DIR}/keys/${keymatch}
            if [ -f "$1" ] ; then 
              echo 'Deleting old key(s):' "${keymatch}"
              $RM ${ARMA_DIR}/keys/${keymatch}
            fi
           echo "Copying new key:" $newkey
           $CP $keypath ${ARMA_DIR}/keys/.
        done
     fi
#    Copy mpmissions and userconfig
#      if [ -e "${ARMA_ADDON_DIR}/@${MOD}/mpmissions" ] ; then
#         $CP ${ARMA_ADDON_DIR}/@${MOD}/mpmissions/* ${ARMA_DIR}/mpmissions/.
#      fi
     if [ "$MOD" = "ace" ] ; then
        $CP ${ARMA_ADDON_DIR}/@ace/store/userconfig/* ${ARMA_DIR}/userconfig/ace/.
     fi
  else
     echo "No updates for ${MOD}"
  fi
done


# Start server if necessary
if [ "$SERVERSTOPPED" -eq 1 ] ; then
  echo "Starting server"
  $STARTSERVER
fi

exit 0

Edited by Mr.Peanut
longer, harder, inflamed

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Since the latest update, getting an error when trying to load up Domination Duala or Domination Podagorsk missions on the crackhouse server:

"cannot play/edit mission; it is dependent on downloadable content that has been deleted. acex_men_usarmy

Mission ran fine just prior to updating.

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Where can I read more about ACE2's wounding system?

Same place you can read about everything else. Great stuff here:

http://ace.wikkii.com/wiki/Main_Page

check the ACE2 Features section. Here:

http://ace.wikkii.com/wiki/Features_of_ACE2#Wounding_System

Also try a thread search for the wounding system. Like this:

http://forums.bistudio.com/search.php?searchid=752279

Good luck and enjoy.

---------- Post added at 05:46 PM ---------- Previous post was at 05:45 PM ----------

Were the keys moved on purpose to a new subdirectory, or was that a mistake? They are now in store/keys. They used to be under keys. Broke my Linux update script. BTW my script is a modified version of Dr.Pulp's that updates server keys. I run it in a cronjob.

It's discussed here by Sickboy and a few others. They did it on purpose.

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It's discussed here by Sickboy and a few others. They did it on purpose.
How lovely. Was anything else moved about? Before posting here, I combed the ACE Wiki, but could not find details.

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How lovely. Was anything else moved about? Before posting here, I combed the ACE Wiki, but could not find details.

I don't believe so, I think that's it. But they did add some .txt files with most of the ACE2 info.(Features, class names, functions, etc.)

I'm not sure if it's mentioned in the BIKI, I think it was only mentioned in this thread. Not positive though. There may be some info about that stuff in the 1st or at least a link to some info. It may be in the ACE2 FAQ.

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Nukes do not normally cause EMP... :rolleyes:

yes I know, but its just for the fun of it.

It is possible - you could have scripting that removes fuel from particularly vulnerable vehicles to simulate their electronics getting fried, or have street lights go out. Havn't checked but you could possibly disable radio comms too.

In real life EMP from a nuclear blast varies depending on the yield, altitude and other factors.

ok thanks for the info I guess its time to start figuring out how to do it ( I understand the set fuel but preventing future refueling and also the removal of equipment, like the GPS, on a massive scale).

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Same here but hardly lame

And same here, stalled around 10 times, like every 10th file and then got rsync error messages with a reconnect, after a massive timeout of like 15minutes (feature-request to lower it on the way).

Then i checked my Router Logfiles and found exactly everytime it stalled, an entry, that the connection was "suspicious" and therefor blocked, because faulty ACK-Packages have been sent from the Rsync Mirrors. :confused:

Also documentation tells that Hellfire-L types already have the GPS LOAL Mode implemented, i was sitting here like an idiot tried it for almost 30mins with clicking on the map, until i realized it *maybe* is not yet implemented, lol :D

To have the post be positive at the end:

Very nice release ACE-Team!, non the less :D:D

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