M.Andersson(SWE) 4 Posted June 15, 2010 I have a q regarding NVG´s.. As there seem to be ALOT of stars at night...How come the vision is so poor... Share this post Link to post Share on other sites
jw custom 56 Posted June 15, 2010 ;1651500']I have a q regarding NVG´s..As there seem to be ALOT of stars at night...How come the vision is so poor... Have you tried turning up the NVG brightness? Default keys are page up/down i think. Share this post Link to post Share on other sites
tpM 478 Posted June 16, 2010 Heya, I'd like to get more feedback on the new sonic crack sounds. http://dev-heaven.net/issues/11065 Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted June 16, 2010 Have you tried turning up the NVG brightness?Default keys are page up/down i think. He heh he There you go...LOL thanks Share this post Link to post Share on other sites
Tommy_FIN 10 Posted June 16, 2010 Could someone help me? I got this error message after installing acex_pla: Addon 'acexpla_main' requires addon 'CBA_MAIN' CBA_MAIN is installed via sixupdater. I tried re-installing acex_pla but it doesn't work. Other mods work fine. Share this post Link to post Share on other sites
manzilla 1 Posted June 16, 2010 Anyone have any clues on my snapshots there of the campfires emitting, literally next to zero light what so ever. Nope, post it in the ACE2 bug tracker. Getting feedback there will be much faster and better. Good luck. Could someone help me? I got this error message after installing acex_pla:Addon 'acexpla_main' requires addon 'CBA_MAIN' CBA_MAIN is installed via sixupdater. I tried re-installing acex_pla but it doesn't work. Other mods work fine. Do you have @CBA in the shortcut's target line? Share this post Link to post Share on other sites
Tommy_FIN 10 Posted June 16, 2010 Do you have @CBA in the shortcut's target line? No. I'm using armaII launcher. I've also set it for highest priority. Launch order is cba, ace, acex, acex_sm. ---------- Post added at 04:48 PM ---------- Previous post was at 03:50 PM ---------- Looks like I got it working now. I unticked all mods and then ticked them back one by one. No errors here... Thanks anyway! Share this post Link to post Share on other sites
Fraggle 10 Posted June 16, 2010 Is it down to how the server admin set the game.. or has ACE added icons to players. The red dot used to lase vehicals, seems to be on alot of friendly infantry, a blue dot on others as well as rabbits, and some dont have the dot over them. I was confused and shot both a blue and a red dot, only to find the red dot was a team member, and also a distant infantyman who had no dot, and also turned out to be friendly. For my actions I was kick from the server within seconds. Are these icons intentional for when admin disable the option to see friendlys on the map ? On another note Im getting ACEXPLA_MAIN not found, when Iv connected to an ACE server, but after checking the @ACEX_PLA folder.. ACEPLA_MAIN is there. Share this post Link to post Share on other sites
kevaskous 10 Posted June 16, 2010 Nope, post it in the ACE2 bug tracker. Getting feedback there will be much faster and better.Good luck. Do you have @CBA in the shortcut's target line? Not to sound like a ditz, but, where do I do that? Share this post Link to post Share on other sites
A Smed 0 Posted June 17, 2010 I had a look to see if this was asked else where but nothing was revealed... My question is, is there any guide or instructions on how i can make weapons ACE compatible (Weight, Weapon rest, CQB... ect... ect..)? There are a few weapon packs that have been released and they are really good but the clan wont use them if they arn't ACE compatible, any help is greatly appreciated. Share this post Link to post Share on other sites
jw custom 56 Posted June 17, 2010 Not to sound like a ditz, but, where do I do that? Here -> http://dev-heaven.net/projects/ace-mod2/issues Register an account first(upper right corner). Share this post Link to post Share on other sites
thearies 12 Posted June 17, 2010 hey folks, how to prepack items in the rucksack??? im searching for hours but i found nothing, i want to start a mission with a third weapon with ammo and medical stuff in rucksack. how do i do that? greetings Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted June 17, 2010 Not sure but i think its something with the INDENTYFICATION. The ID of the rucksacks are "complicated"...I think.. So, i dont think its possible. EDIT: I had a idea about being able to pack several rucksacks with different items. Like one with medsupplys, one with ammo and nades and so on. But someone said something with ID.. Share this post Link to post Share on other sites
thearies 12 Posted June 17, 2010 (edited) @ Andersson ...ok now i have my third weapon prepacked in rucksack with this: this addweapon "ACE_Rucksack_MOLLE_Wood"; this setvariable ["ACE_weapononback","RH_mk14tsdacog"]; :) but i can´t get magazines in rucksack there are 2 different commands to do that: [this,"RH_20Rnd_762x51_SD_mk14",4] call ACE_Sys_Ruck_AddRuckMagazine this setvariable ["ACE_Ruckmagazines",[["RH_20Rnd_762x51_SD_mk14",4]] but none works for me anyone an idea??? Edited June 17, 2010 by thearies Share this post Link to post Share on other sites
DaveP 66 Posted June 17, 2010 Anyone have any idea how to sight in the russian AT weapons? Most specifically the RPG with the PGO Sight, but the disposable RPGs give me just as much of a headache; it seems the RPG-29 is the only launcher with a 'functional' reticule, the RPG-7's is just confusing Share this post Link to post Share on other sites
Smurf 12 Posted June 17, 2010 .... Try something like: _x addweapon "ACE_VTAC_RUSH72"; _success = [_x, "ACE_1Rnd_HE_M203", 5] call ACE_fnc_PackMagazine; _success = [_x, "ACE_SSGreen_FG", 5] call ACE_fnc_PackMagazine; Theres more info in the WAGN, just serach for it. Im out of time ATM. Share this post Link to post Share on other sites
galzohar 31 Posted June 17, 2010 RPG7 is made to work with V, VL and VR rocket (hadn't checked if OG7 has equal ballistics to one of those, if it does then it works for OG7 too). The numbers on the left are ranges for the V rocket, right are for VL and bottom are for VR. Just place an ammo box and some targets and try it in the editor. Share this post Link to post Share on other sites
thearies 12 Posted June 17, 2010 (edited) thanks Smurfbr...that works, but you have to be carefull if you combined scripts like with arma edit, which i often use for different weaponloadouts, some weapon-combinations deactivate rucksack and items, you have to try... if want to combine "arma edit" scipts with rucksack you have to integrate a rucksack to the secondaryweapon menu of "arma edit", and you have to choose one, add no magazine in this option. if you don´t there will be no prepacked rucksack in your secondary weapon slot of you player. MY PREPACKED RUCKSACK: this addweapon "ACE_Rucksack_MOLLE_Wood"; this setvariable ["ACE_weapononback","RH_mk14tsdacog"]; _success = [this, "RH_20Rnd_762x51_SD_mk14", 4] call ACE_fnc_PackMagazine; great ;) Edited June 17, 2010 by thearies Share this post Link to post Share on other sites
DaveP 66 Posted June 17, 2010 What should I do if after updating my mod to the latest version by converting to six updater format I get the 'keybindings config out of date' error? Also I figured out part of my confusion with the RPG: Just because the range is noted as 960m, does not mean you should fire it 960m; I suppose the sights would really only go up to the effective range of the weapon Share this post Link to post Share on other sites
jw custom 56 Posted June 17, 2010 What should I do if after updating my mod to the latest version by converting to six updater format I get the 'keybindings config out of date' error? The updated config files are inside: C:\Program Files\Bohemia Interactive\ArmA 2\@ACE\store\userconfig.tar extract and copy the appropriate file into: C:\Program Files\Bohemia Interactive\ArmA 2\userconfig\ACE Share this post Link to post Share on other sites
shuko 59 Posted June 18, 2010 Both search and the wagn fail me. What's the variable or function to check if an unit is unconscious (from the wounds module)? Share this post Link to post Share on other sites
columdrum 11 Posted June 18, 2010 (edited) Both search and the wagn fail me.What's the variable or function to check if an unit is unconscious (from the wounds module)? unit getVariable "ace_w_uncon"; unit unconscious return true. unit not unconscious return false or nil. At least right now in last version. And it's public(synced over net) so you can use on any unit even on multiplayer. But i think that this part is being reworked to use only one variable to get all the status of the unit( bleeding, pain,...), so it may change the way to acces this info. EDIT: i love the new "Basic CPR action to wounding system" :D Forget about that i said above, in new version you can use: unit call ace_sys_wounds_fnc_isUncon Edited June 19, 2010 by columdrum Share this post Link to post Share on other sites
strongbird 10 Posted June 18, 2010 was there not supposed to be a update out today? Share this post Link to post Share on other sites
langgis08 10 Posted June 18, 2010 thinking so, too friday's supposed to be the weekly scheduled day for an ace-update Share this post Link to post Share on other sites