tpM 478 Posted May 1, 2010 Some say theyr crap, you say its awesome. Share this post Link to post Share on other sites
wardi8880 10 Posted May 1, 2010 i love the new sounds too, :) for once im not using vopsound! same there are some mixed opinions Share this post Link to post Share on other sites
Smurf 12 Posted May 1, 2010 Question: Theres any way to apply ACEs support system to another object in the editor or via script? Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted May 1, 2010 So it's been a few months since I've played ArmA II and therefor ACE2 - gaming computer crashed badly. I'm here on updater.dev-heaven.net under the "mods" section. How do I enable download and install of the listed mods? I see them all listed, but not an option to download them. I'm assuming all the mods listed on there are ACE2 compatible. Share this post Link to post Share on other sites
SaOk 112 Posted May 1, 2010 I like the new sounds. Especially the sound levels are much better and ear friendly. Share this post Link to post Share on other sites
luckyhendrix 10 Posted May 1, 2010 Will there be a .7z package for 1.1 ? Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted May 1, 2010 Were could one DOWNLOAD the files: acex_c_veh_m2.pbo acex_m_veh_m2.pbo and acex_t_veh_m2.pbo They were missing in the Update from Kellys Heroes YAS update yesterday.. Share this post Link to post Share on other sites
LkFp 10 Posted May 1, 2010 I just checked UGAF YAS repo and they have those files there. Sou you can either wait for KH or use UGAF: yashttp://folders.ugaf-addons.co.uk/UGAF_ACE_Server.yas Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted May 1, 2010 I just checked UGAF YAS repo and they have those files there.Sou you can either wait for KH or use UGAF: yashttp://folders.ugaf-addons.co.uk/UGAF_ACE_Server.yas How do i connect to that in YAS... Noob warning here Share this post Link to post Share on other sites
LkFp 10 Posted May 1, 2010 My bad, I should post that URL as a link.. If you have latest YAS version simply click on the link yashttp://folders.ugaf-addons.co.uk/UGAF_ACE_Server.yas If not, use this URL as Auto Config URL in YAS Server page http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z Procedure is very same as with KH YAS repository. Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted May 1, 2010 Thank you verry much.. Will update my server using BPftp later.. Share this post Link to post Share on other sites
papanowel 120 Posted May 1, 2010 (edited) I updated today with SixUpdater Portal and get now a message boxAddon acex_c_veh_5ton requires addon acex_m_veh_5ton Same problem, I update several times, this content still missing. Edit: working well... just unskip this mod and it should download the missing content. Edited May 1, 2010 by Papanowel Share this post Link to post Share on other sites
manzilla 1 Posted May 1, 2010 The Bradleys and Linebacker appear for me with the most recent update. Odd stuff. EDIT: Oops, didn't see you got it fixed. Glad to hear it fellas. Enjoy! Share this post Link to post Share on other sites
luckyhendrix 10 Posted May 1, 2010 (edited) It seems the conversation system of ARMA (the greeting and asking for wheather) doesn't work with ACE2 ? :confused: Is it normal ? can it be re-enabled ? cause I need it for a mission. EDIT: {_x setVariable ["BIS_noCoreConversations", FALSE]} forEach allUnits; makes it work again. But is there a way to force voices ON ? Edited May 1, 2010 by luckyhendrix Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted May 1, 2010 Hey I've noticed that once your AI squad member get wounded to where the medic need to heal him, that where after he is healed he never crouches or goes prone in danger/stealth mode. to have to manually lye him down or make im crouch through commands. just kind of annoying because when my squad is under fire, they just stand straight up and don't take cover. anyone know how to fix this? yeah does anyone have an answer for this? Share this post Link to post Share on other sites
manzilla 1 Posted May 1, 2010 yeah does anyone have an answer for this? I don't think there is. Just assuming since I figure they'd have fixed it by now. It would be fantastic if they could implement it.(Or maybe BIS will in OA. That's just speculation though) Share this post Link to post Share on other sites
sxp2high 23 Posted May 1, 2010 It seems the conversation system of ARMA (the greeting and asking for wheather) doesn't work with ACE2 ? :confused: I don't get why they disable such stuff.... :mad: To set NOVOICE activated as default sucks also. I unterstand why some ppl would like to use it. But... it really should be optional... Share this post Link to post Share on other sites
Blazes Boylan 10 Posted May 1, 2010 greetingsI'm having a little problem with a script to call in an ammo box by parachute. It works fine in vanilla. But with ACE the ammo box + parachute spawn, then the parachute despawns immediately and the ammo box is hovering up in the air where it spawned. Is it a bug? Me being a noob? this is the script: _pos = (position _base); _obj_para = "ParachuteWest" createVehicle [0,0,0]; _obj_para setpos [_pos select 0,_pos select 1,(_pos select 2) +100]; _tbox = "USOrdnanceBox" createVehicle _pos; _tbox attachTo [_obj_para, [0,0,-1.6]]; sleep 1.0; WaitUntil{(getpos _tbox select 2) < 0.01}; detach _tbox; deletevehicle _tbox; _pos = position _tbox; _tbox = "USOrdnanceBox" createVehicle _pos; _tbox setpos getpos _tbox; [_tbox] execVM "data\scripts\dropdel.sqf"; _tbox setVehicleInit "[this] call BIS_EVO_DropBox"; processInitCommands; any help welcome anyone? anywhere else to ask? Share this post Link to post Share on other sites
luckyhendrix 10 Posted May 1, 2010 I don't get why they disable such stuff.... :mad:To set NOVOICE activated as default sucks also. I unterstand why some ppl would like to use it. But... it really should be optional... It IS optional see the FAQ. What I'd like to know is if it is possible to force it disabled on a server. Disabling the AI voice allow almost instant reaction to commands it's espacially use full in vehicle, that's why someppl like it disabled. Share this post Link to post Share on other sites
manzilla 1 Posted May 1, 2010 It IS optional see the FAQ. What I'd like to know is if it is possible to force it disabled on a server.Disabling the AI voice allow almost instant reaction to commands it's espacially use full in vehicle, that's why someppl like it disabled. Some people just don't understand that the mod is optional as well. Yup, he needs to check the userconfig\ACE\ace_clientside_config.hpp. It's in there. Share this post Link to post Share on other sites
therev709 10 Posted May 2, 2010 I just updated Ace2 twice yesterday, first time in a while though. However, whenever I start I get the error "acex_men_usarmy requires acex_m_men_usarmy." I searched the folder and the acex_m_men_usarmy isn't there. I then deleted and reinstalled six-updater and tried again :/ Because of this the game now crashes when I try and join an online game. I searched the forum here but didn't find any hits, any ideas guys? Thanks in advance. Share this post Link to post Share on other sites
GD Mast 0 Posted May 2, 2010 That's very odd. I updated ACE this past Friday and it deleted the M2 "Bradley". I then updated our server and now we all get the error that the M2 "Bradley" is missing. What's going on? I updated from the Kelly's Hero's server. Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted May 2, 2010 (edited) acex_c_veh_m2.pbo acex_m_veh_m2.pbo acex_t_veh_m2.pbo Is missing, try find a server that has them and update with YOMAS YAS.. UGAF ACE Server has all the files.. Cant find the adress thogh.. Here it is: http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z Put that in "Auto Config URL" in YAS and get the missing files. Edited May 2, 2010 by Andersson[SWEC] Share this post Link to post Share on other sites
SgtMjr 10 Posted May 2, 2010 http://dev-heaven.net/issues/10409 I hope this gets changed. The reasons for keeping the status quo far out-weigh the reason for this change as outlined by Xeno. Co-op play will be adversely affected is this is the new norm IMHO. Share this post Link to post Share on other sites
blakeace 11 Posted May 2, 2010 Firstly as always awesome mod guys! I just added a bug tracker here. http://dev-heaven.net/issues/10423 I think I have narrowed it down to being something ace, though if not sorry. Just wondering if anyone else has had this problem? The module seems to run properly, and if you check the objects variables it will respond as it is operating properly, but the synced units seem to not aim and fire. Cheers Blake. Share this post Link to post Share on other sites