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sickboy

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

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Some say theyr crap, you say its awesome.

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i love the new sounds too, :)

for once im not using vopsound!

same there are some mixed opinions

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Question: Theres any way to apply ACEs support system to another object in the editor or via script?

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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.

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I like the new sounds. Especially the sound levels are much better and ear friendly.

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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..

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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

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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

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I updated today with SixUpdater Portal and get now a message box

Addon 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 by Papanowel

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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!

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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 by luckyhendrix

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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?

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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)

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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...

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greetings

I'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?

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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.

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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.

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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.

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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.

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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 by Andersson[SWEC]

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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.

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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.

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