Jump to content
Sign in to follow this  
sickboy

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

Recommended Posts

As promised last night, a hotfix has been released for v1.1 Update #6.

ACE 362, ACEX 242, CBA 100.

We've also added the situations to our diagnostics and testing, hopefully catching these errors before release :)

@GMan; No worries and thanks!

Edited by Sickboy

Share this post


Link to post
Share on other sites
As promised last night, a hotfix has been released for v1.1 Update #6.

ACE 262, ACEX 242, CBA 100.

We've also added the situations to our diagnostics and testing, hopefully catching these errors before release :)

@GMan; No worries and thanks!

United Global Armed Force [uGAF] @ACE Server & YAS Repo hotfixed to b362

Auto config url:

http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z

or just use this link bellow and select save when yoma opens.

yashttp://folders.ugaf-addons.co.uk/UGAF_ACE_Server.yas

For a guide and info to use YOMA's addon sync to join our server follow this link:http://www.ugaf.co.uk/forum/viewthre...d=591#post_591

Share this post


Link to post
Share on other sites

Hi,

Just wondering, when Operation Arrowhead comes out will people need to download all A.C.E 2 + PLA and Sound Mod again or will there be a patch to make them compatible?

sorry if it's a stupid question

thanks

TR

Share this post


Link to post
Share on other sites
Hi,

Just wondering, when Operation Arrowhead comes out will people need to download all A.C.E 2 + PLA and Sound Mod again or will there be a patch to make them compatible?

sorry if it's a stupid question

thanks

TR

Unless its not like they are advertising and backwards compat with ArmA2 mods then no.

Share this post


Link to post
Share on other sites
As promised last night, a hotfix has been released for v1.1 Update #6.

ACE 262, ACEX 242, CBA 100.

We've also added the situations to our diagnostics and testing, hopefully catching these errors before release :)

@GMan; No worries and thanks!

After updating the versions on my pc are:

ACE: 362,

ACEX: 242,

ACEX_PLA: 19 (as before with v1.1 Update #6),

ACEX_SM: 39,

CBA: 100

I tried to send you a pm, but you have chosen not to receive private messages.

Thanks a lot to you and all involved persons for the update.

Share this post


Link to post
Share on other sites

Do the towing trucks work?

I back one up to a plane (Tried with A10 and KC-130) and click attach, but nothing seems to happen?

Help.

Share this post


Link to post
Share on other sites

You need to be in exactly the right spot, try moving a little closer.

Share this post


Link to post
Share on other sites

Don't think you do, no. Just move the hook right next to the undercarriage.

Share this post


Link to post
Share on other sites

Got it sorted on the A10, and the MV22 but not the C130, more practice I suppose?

Share this post


Link to post
Share on other sites

May 29th - Kellys ACE Server & YAS Repo updated to ACE b.362

**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

http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z

Alternatively you can click on this link to access KH Repos -> yashttp://www.kellys-heroes.eu/Server.yas

Note that the URLs above are case-sensitive so pls make sure you entered exactly as provided above.

YAS users: Do not forget to remove extra files through YAS.

Share this post


Link to post
Share on other sites

Concerning Sling Loading and the requirement for ground crew.

Is this not akin to making a human tank loader a required position?

Let's say I want to sling an ammo crate from a main base to a forward position during a mission. I need a player on the ground to hook the cargo. Is he supposed to wait there the entire mission until a resupply is required? If say I take an extra person back with me can he get back in once I sling the load?

I'd be interested to hear how other MP groups handle sling loading using the ACE system.

Edited by Daniel

Share this post


Link to post
Share on other sites

I know of many groups that either don't use it at all, or just stick to domination, where the scripts are included. Having to leave somebody behind for a couple of hours in unacceptable to many, especially said person. :)

Share this post


Link to post
Share on other sites

Thought as much. I'll wait for some more feedback and consider opening a ticket.

Share this post


Link to post
Share on other sites
Got it sorted on the A10, and the MV22 but not the C130, more practice I suppose?

I believe towing for the C130 has been disabled pending better attachpoints to prevent the plane from being buried in the ground.

Share this post


Link to post
Share on other sites
Rejected.

thanks for reply!

so... there wont even be a gibbing system from explosions to replace the (flying soldier)? lol

Yes slx does it, but its not very good, it lags, and the models need to be replaced with proper gibs! Solus said he will no longer work on it :( He said i wil have to hope someone else makes a better one...

Also, i remember madmatt created a script where a jet would be deleted if it crashed at high speed, and spawned flying debris, but this was for arma 1... it was very effective!

Please atleast consider my second request!

Thanks Ace team!

Share this post


Link to post
Share on other sites

I've placed @CBA, @ACEX, @ACE, @ACEX_PLA, @ACEX_SM in my ARMA II installation folder and I start the game with "L:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" .mod=@CBA;@ACE;@ACEX;@ACEX_PLA;@ACEX_SM

The game starts nicely, but my problem is that I don't know how to test the features of :j: ACE Please anyone tell me how to check ACE is working in my game. I've played a simple mission in Editor but I didn't notice any change.

Share this post


Link to post
Share on other sites
I've placed @CBA, @ACEX, @ACE, @ACEX_PLA, @ACEX_SM in my ARMA II installation folder and I start the game with "L:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" .mod=@CBA;@ACE;@ACEX;@ACEX_PLA;@ACEX_SM

The game starts nicely, but my problem is that I don't know how to test the features of :j: ACE Please anyone tell me how to check ACE is working in my game. I've played a simple mission in Editor but I didn't notice any change.

Try this line "L:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@CBA;@ACE;@ACEX;@ACEX_PLA;@ACEX_SM"

Share this post


Link to post
Share on other sites

hi, i am sorry for my english, i have a problem, i dont understand how use ace2 artillery module with dialogs . in Mp and uman observer and gunner.

how i find example mission or documentation

tanks and bye all

Share this post


Link to post
Share on other sites

@PravinRock: http://ace.dev-heaven.net/wagn/Download#How%20do%20I%20start%20the%20game%20with%20ACE?

hi, i am sorry for my english, i have a problem, i dont understand how use ace2 artillery module with dialogs . in Mp and uman observer and gunner.

how i find example mission or documentation

tanks and bye all

It works exactly the same as the BIS arty, but with fixes applied.

http://community.bistudio.com/wiki/Artillery_Module

Share this post


Link to post
Share on other sites
Try this line "L:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@CBA;@ACE;@ACEX;@ACEX_PLA;@ACEX_SM"

I did it, when I start the game, I get the Error message as "Include file userconfig\ace\ace_clientside_config.hpp not found":confused:

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×