Laertes 10 Posted April 8, 2010 I've tried a few times now to get the laser designator to work like it does in vanilla arma but I'm having trouble and searching I find no info.Used to be you just place a spoter and friendly air units look for the laser and target it. Now with the kestrel 4500 they just ignore it. I've tried syncing, grouping, manually telling them to target the laser, etc and no luck. I've given the command to target laser, engage laser. The helo will call out the laser as an enemy laser but will never shoot. It makes my old demo of the designator not work:confused: The way it used to work Any advice would be great as it's almost theraputic to watch shit explode where I point. The Kestrel 4500 is a compass ;) Share this post Link to post Share on other sites
Alex72 1 Posted April 8, 2010 And its a wind measure device. Share this post Link to post Share on other sites
manzilla 1 Posted April 8, 2010 In other words it's a little better for sniping then it is for calling in air strikes. ;) Share this post Link to post Share on other sites
[cede]aushilfe 2 Posted April 8, 2010 It was mentioned somewhere that the "attachment" system was working, it switches the weapon to the desired one, but it gives you a brand new ( full ) magazine, so just taking away acogs, silencers and putting them again you get infinite ammo, so i was asking if there was any scripted workaround for this in the work or if the project was dumped :) I'm not sure if i made myself clear tho There were issues that the magazines got cycled, so there was another magazine with the highest ammo count loaded. Thats not an issue anymore. Share this post Link to post Share on other sites
VKing 12 Posted April 8, 2010 (edited) Edit: ^^^ woops, didn't see that one, it wasn't there when I pressed quote :p It was mentioned somewhere that the "attachment" system was working, it switches the weapon to the desired one, but it gives you a brand new ( full ) magazine, so just taking away acogs, silencers and putting them again you get infinite ammo, so i was asking if there was any scripted workaround for this in the work or if the project was dumped :) I'm not sure if i made myself clear tho This has been fixed for some time. Try to fire half a mag on the M16A4 with ACOG, f. ex, and then switch to the cqb mode and it should have the same amount of rounds left. Edited April 8, 2010 by VKing Share this post Link to post Share on other sites
Whoatherefatty 10 Posted April 8, 2010 Well obviously they don't function as I thought. Adding the laser designator in the editor gives the GLTDII SOFLAM which doesn't do it either. Anyone know how to do it? Was this feature removed from ACE or is it only made a little more tricky to execute? Share this post Link to post Share on other sites
manzilla 1 Posted April 8, 2010 Well obviously they don't function as I thought.Adding the laser designator in the editor gives the GLTDII SOFLAM which doesn't do it either. Anyone know how to do it? Was this feature removed from ACE or is it only made a little more tricky to execute? http://ace.dev-heaven.net/wagn/ace_sys_rangefinder Check the howto and Keys sections. Share this post Link to post Share on other sites
Whoatherefatty 10 Posted April 8, 2010 http://ace.dev-heaven.net/wagn/ace_sys_rangefinderCheck the howto and Keys sections. I've seen that and looked over it once more. It doesn't explain how to make a unit engage the laser. It used to be they would shoot at anything you lased. A house, empty vehicle, friendly units, etc. Now no matter what I do they engage on their own terms and do not fire at all if they dont see enemies. The old way was so easy. Any OPFOR air unit would destroy anything you lased. Share this post Link to post Share on other sites
manzilla 1 Posted April 8, 2010 (edited) I thought it still did that. Hmmmm, odd. EDIT: I can confirm that I can still get planes in the air to automatically engage targets when I have them lazed. I just whipped out my SOFLAM in my example mission and the randomly patrolling A10 took out the targets like clock work. They usually make 2 passes and then blast em on the 2nd. Edited April 8, 2010 by Manzilla Share this post Link to post Share on other sites
Leogecko27 10 Posted April 8, 2010 Hey why ACe dont make an UH60M Medevac? Like this one:http://www.tommym1080.com/journal/blackhawk_medevac_002.jpg Share this post Link to post Share on other sites
manzilla 1 Posted April 9, 2010 Hey why ACe dont make an UH60M Medevac? Like this one:http://www.tommym1080.com/journal/blackhawk_medevac_002.jpg http://ace.dev-heaven.net/wagn/Goals_and_Scope That explains why. I.e.: Chronological focus of units and equipment * 2007 - 2010. * Exceptions for non-common equipment used by non regular armies such as insurgents. * Limited assets due to required models. Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted April 9, 2010 hey i noticed in the six updater page under the ACTION area. it says to install or update/process keys... I'm sorry for this but, what are process keys? and what are they used for? Share this post Link to post Share on other sites
manzilla 1 Posted April 9, 2010 hey i noticed in the six updater page under the ACTION area. it says to install or update/process keys... I'm sorry for this but, what are process keys? and what are they used for? I think the keys are for MP I believe, maybe something to do with servers. Not too sure though, I only play SP. If you look in the @ACE directory there's a folder called keys. I think it has to do with those. Share this post Link to post Share on other sites
sickboy 13 Posted April 9, 2010 (edited) http://ace.dev-heaven.net/wagn/Game_Issues#How%20do%20change%20the%20amount%20of%20chatter%20from%20the%20AI? http://ace.dev-heaven.net/wagn/Support I'm also getting the "fnc_bmd_init.sqf not found" error at startup. I looked inside the acex_c_veh_bmd1.pbo file and the script is there and it appears to be named correctly and everything. I did a comparison to the original BMD1 release by OKB O915 and the file pathing is the same with the exeption that in the ACE version, fnc_bmd_init.sqf is in the "root" and the other scripts are in a \function folder, but on the original all of them are in the \scripts folder as well. Obviously this was a deliberate change, but would it have anything to do with the problem?.So it's there, and the name matches, and I can't figure out why ArmA2 says it's not found. Any help? Did I miss someone saying this was a known bug? Sorry if I took up the space, but I searched first :D P.S. The BMD still works (tried it in the editor), but it has a few glitches. When turned out, you can't move your head in 1st person. Also an unrelated bug: I'm getting no voices. Is this deliberate due to the ACEX sound mod? It sure makes tank commanding easy -- like driving the tank yourself! But it seems unrealistic. Edited April 9, 2010 by Sickboy Share this post Link to post Share on other sites
lennard 447 Posted April 9, 2010 Maybe it's discussed before but I was wondering why you guys were working on new mk46/M249 versions while I remember seeing Scubaman post this: http://forums.bistudio.com/showpost.php?p=1234589&postcount=3083 What happened to those babies as they look better than the ones you showed last week or so (no offence was just wondering:rolleyes:) Anyway keep up the great work! Share this post Link to post Share on other sites
manzilla 1 Posted April 9, 2010 Those may be property of BIS now. Maybe we'll see them OA. :) Share this post Link to post Share on other sites
HG_Havok 10 Posted April 9, 2010 hey i noticed in the six updater page under the ACTION area. it says to install or update/process keys... I'm sorry for this but, what are process keys? and what are they used for? I asked this a few pages back and it quickly got lost in the chatter so I went to another forum where Evil_Echo quickly answered that "process server keys" takes the add-on keys from the installed mods and places them in the "keys" folder .... and deletes the old keys. A very nice feature to have! Share this post Link to post Share on other sites
sickboy 13 Posted April 9, 2010 The actions are described here atm http://six.dev-heaven.net/wagn/Six_Updater_Suite+Commandline I'll try to keep improving them docs though :) Glad you like them features :) Share this post Link to post Share on other sites
sickboy 13 Posted April 9, 2010 A.C.E. 1.0 Update #9 Released! (rSync mirror network in sync and awaiting your requests!) Release Notes Please see the first post for additional information. Enjoy! Be sure to check out the exciting new updater features and improvements: http://dev-heaven.net/news/358 Share this post Link to post Share on other sites
Daniel 0 Posted April 9, 2010 Thanks for adding the I-bar for the Apache rockets. :) Share this post Link to post Share on other sites
g-man-853 10 Posted April 9, 2010 United Global Armed Force [uGAF] @ACE Server & YAS Repo updated to b.335 Auto config url: http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z New userconfig/ACE have been extracted and will update to the correct folder. For a guide and info to use YOMA's addon sync to join our server follow this link:http://www.ugaf.co.uk/forum/viewthread.php?thread_id=134&pid=591#post_591 Share this post Link to post Share on other sites
lennard 447 Posted April 9, 2010 Those may be property of BIS now. Maybe we'll see them OA. :) Ahh well had such a suspicion already. that's a good thing too so everybody who owns OA can play with them :P Share this post Link to post Share on other sites
manzilla 1 Posted April 9, 2010 Ahh well had such a suspicion already.that's a good thing too so everybody who owns OA can play with them :P Hehe. Count me in. Share this post Link to post Share on other sites
stk2008 14 Posted April 9, 2010 Me to :). I got a Q about the Jav if i load it and look through scope all I see is the reticle but looking at mando missile thread he has loads of options around the out side of the screen?. Do I need mando missile thingy installed or am I missing some thing?. Cheers Share this post Link to post Share on other sites
cross 1 Posted April 9, 2010 Kellys Heroes ACE Servers & YAS Repository updated to 1.0.9 b.335 Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods) http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404. YAS users: Do not forget to perform "Delete Extra Files" procedure through YAS after updated. Share this post Link to post Share on other sites