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sickboy

Advanced Combat Environment (A.C.E.) 2 - v1.0 stable

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A submachine gun with a bipod would indeed be weird, it's a good thing we don't have one.

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IDF uses those all the time (pretty much in every infantry squad), except with an ACOG, not a Leupold, and an M4A1 or Tavor, not HK416. Shooting a target at 300m is not very easy without a bipod, but with a bipod you can hit without much effort (which means you also don't need to spend as much time trying to aim).

I personally had an M4A1 with an ACOG and a bipod for almost a year.

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Hi, I have a question on spectator. How do I use it? Here is my description.ext and onPlayerRespawnAsSeagull.sqs. I wrote them correctly? Or need to add anything else?

respawn = 1;

ShowGPS = 0;

respawndelay = 3;

respawnDialog = 0;

disabledAI = 0;

handleSpect = [] spawn { call ace_sys_spectator_fnc_startSpectator }

If correct, then why the script does not work? After the death player sees a white screen with the words initialize spectator.

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What are the chances ACE_SM could fix the speed of sound, which is often out of order?

Maybe 30% of the time the muzzle blast sound plays instantly instead of being delayed until after the round passes.

I just looked on devheaven and a ticket like this was deleted. Probably because it's a vanilla BI issue, but ACE fixes these realism problems all the time.

Edited by maturin

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@Maturin; Tried the ArmA 2 Official Beta Patch? This is supposed to resolve sound spatialization issues.

@badger:

please use this as onPlayerRespawnAsSeagull.sqs:

_this execVM "x\ace\addons\sys_spectator\specta.sqf";

we have fixed the fnc_startSpectator for friday, then you can/should use:

_this spawn ace_sys_spectator_fnc_startSpectator;

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What are the chances ACE_SM could fix the speed of sound, which is often out of order?

Maybe 30% of the time the muzzle blast sound plays instantly instead of being delayed until after the round passes.

This cannot be fixed by modders unfortunatelly. At least i dont think so. This happens with any soundmod/vanilla sounds. BIS are aware of this so we hope the next patch sorts this out.

Sickboy thaught of another problem wich in fact was fixed.

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Would be awesome to have some hk416s with such attachments in ACE2

I added several CompM3 416s as well...

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I have this failure message in game ...

Sound ACE_AB_4_order_action_suppress_06 not found

is that a bug ??

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I have this failure message in game ...

Sound ACE_AB_4_order_action_suppress_06 not found

is that a bug ??

Is there a ticket for it? Not sure about that one.

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@Maturin; Tried the ArmA 2 Official Beta Patch? This is supposed to resolve sound spatialization issues.

@badger:

please use this as onPlayerRespawnAsSeagull.sqs:

_this execVM "x\ace\addons\sys_spectator\specta.sqf";

we have fixed the fnc_startSpectator for friday, then you can/should use:

_this spawn ace_sys_spectator_fnc_startSpectator;

Ah! I didn't realize that beta patching had started up again. It was the last few betas that broke the sound in the first place. I'll go see if it works.

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Originally Posted by Manzilla Is there a ticket for it? Not sure about that one.

what do you mean the map or what ? i play with Gl4,caa1 and afghan village

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I have this failure message in game ...

Sound ACE_AB_4_order_action_suppress_06 not found

is that a bug ??

Got the same error while back while using the "AI Shouting" module.

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holy s... what a detail good work ace team :bounce3:

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Amazing pornish guns :yay: and good idea about the blog entry, it's nice to see what are you up to :D

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I'm very glad and thankful to see some more MGs making it into ACE. I am an Automatic Rifleman at heart so I will be enjoying these very much.

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awesome pics and news for the mgs just a little thing did you release it on a dev release (monday and friday) or on a "big udapte" ?

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Amazing work guys, can't wait for those new toys :D

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