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sickboy

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

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Probably a silly question, but will the ACE Island Pack ever make its way to ArmA 2?

I never played ArmA 1/ACE 1 so I don't know much about it, just saw it on Armaholic. :o

It is a pack that only carries the ACE name, however it is maintained by the-f and kju.

It has been renamed to OFP Island Pack, I am unsure about the status / future.

This'll hopefully tell the tale though :P http://dev-heaven.net/projects/kmp-ofpip/wiki

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I've searched the key bindings of ace2 but have not found there nor ingame how to use the mg in a static defense as player (please don't answer 'omg', I know it's a newbie question :o) )

I'm able to order a subordinate into a s.d. and make him use the mg but me as player when I crawl under the camouflage net next to the mg, get up into crouch position I see the mg closest to me ... and now ? "enter" or "mouse wheel" won't both give me any option to grab the mg for myself ... ?

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checked, works fine

just tested:

recognized that player must not crawl too close to the mg itself (underneath the camo net): when player's outside next to the net or a little away from mg (when he's under the net), the "enter static defense"-option appears by "enter" / "mouse wheel", too :)

(windows-key-method works always)

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i turned the crosshair setting on in the config file, but i still see no crosshairs, any ideas how to get them back on?

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Hello,

is it possible to have both ACE 1.1 stable and newest version, and to easily switch frome one to other at start ?

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Sure, leave the six-updater modfolders named as they are (@ACE, @CBA, etc), but rename the stable modfolders, like @ACE -> @ACE_1_1 and make a copy of your shortcut, alter it to use the _1_1 folders.

We're very near the v1.2 Stable release though.

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edit: thanks for the pm, solved.

Edited by sparks50

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It would be nice if we can get an invisible ruck so we can use the new Bundeswehr units without having ACE rucks clipping into the rucks on the model...

That's a great idea (same could apply for the Royal Netherlands Army units), maybe a suggestion towards the ACE modders? Should I add a ticket to the Issue Tracker, Sickboy?

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Should I add a ticket to the Issue Tracker, Sickboy?

Ha hah, that's comedy. :bounce3:

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What is up with the attitude of the earplugs...

Damn..I can use glasses, balas, gasmasks but the

earplugs is missing...

OH...Im not playing a mission. I just place a Inf and magicbox and all other boxes but the eraplugs is missing

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Hi guys,

Are the files for the 'ongoing development' (currently build 243) hosted anywhere for direct download?

My server hosting company has offered to update my ACE2 server for me (due to some ftp problems), but I want to send them the direct link to the latest build (243), rather than asking them to use the six-updater.

Cheers

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I wouldn't have thought they are available for download.

But surely your host would rather use the Updater than have to delete and re-download ACE2 once a week?

Or you might be best sticking with a stable release (though that's a pain for multiplayer servers since "everyone" uses the beta versions).

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Any way to get boonie hats back on my SEALS?

PS. - Almost forgot, the SEAL Combat medic could not use Morephine when the "only medics can use morophine...." module was activated. It seems there might be a typo in there somewhere.

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;1643346']What is up with the attitude of the earplugs...

Attitude :confused:

Put the earplugs in a box yourself by adding this addWeaponCargo ["ACE_Earplugs"' date= 50]; to the box init field, or directly give them to a unit by adding this addWeapon "ACE_Earplugs"; in the units init field.

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i turned the crosshair setting on in the config file, but i still see no crosshairs, any ideas how to get them back on?

anyone please?

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;1643403']Ok..

But why arent there any in the boxes in the first place?

Are they that expensive and glamorous??

I think they used to be in some of the boxes. Maybe they are taken out to avoid non MG classes running around with MG's.... i dunno lol :p

anyone please?

Are you playing MP, are crosshair enabled on that/those servers?

Are crosshair enabled in your own difficulty settings?

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In reference to the following tickets, we are releasing 1.2.0 RC1 this Monday:

http://dev-heaven.net/issues/11031

http://dev-heaven.net/issues/11022

http://dev-heaven.net/issues/10929

http://dev-heaven.net/issues/11006

http://dev-heaven.net/issues/11010

(Thanks all for your reports!)

@A_Blunt_Rifle: Did ya edit the correct settings files and ingame settings?

The files are in ArmA 2\Userconfig\ACE\. While the crosshair settings are ingame in the difficulty settings (and there's various difficulty levels to configure aswell).

Also the US Navy Medic is also fixed for upcoming release: http://dev-heaven.net/issues/11023

MagicBox missing Items as well: http://dev-heaven.net/issues/11032

Missing bullet cracks as well: http://dev-heaven.net/issues/11031

Edited by Sickboy

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The latest ACE_SM broke or removed the ballistic cracks, near as I can tell. I'm fanatic about them, but I'd sooner play without guns at all.

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one thing ive noticed about the seals is that the combat medic doesn't actually provide medic abilities such as reviving back to full health, as well as the 2nd slot no matter what class the person is, if they are in my 2nd AI squad member slot (Squad member 2), they always spawn with the radio.....

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The latest ACE_SM broke or removed the ballistic cracks, near as I can tell. I'm fanatic about them, but I'd sooner play without guns at all.

Cannot confirm, I have version 42 from Six-Updater and they seem to appear. Which guns should I check for?

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