Smurf 12 Posted June 20, 2010 Are you aware that: # Useractions moved to self-interaction menu (Goggles, Earplugs, Chemlights, Explosives, Copy Map) [rocko]# Useractions moved to self-interaction menu (IR strobe, wirecutter, windmeter, CSW tripod deployment, spotting scope deployment) [rocko] I had no problems. Share this post Link to post Share on other sites
Defunkt 431 Posted June 20, 2010 Latest Blog Entry:Breaking out of the scheduled scripting prison Is it really necessary/desirable to circumvent a mechanism presumably intended to guarantee users a minimal level of responsiveness and CPU time for important core functions (like rendering frames)? You mentioned it is essential for tasks like missile guidance but I have to wonder how Mando Missile manages to do what it does as well as it does without resorting to this. Share this post Link to post Share on other sites
manzilla 1 Posted June 20, 2010 So anyone else having the same case that nevertheless of this is set, one can't put in earplugs, put on glasses, balaclavas, ect...? Or any conflicting addon? Has it ever worked for you and just doesn't work now? Or have you never been able to get them to work? Share this post Link to post Share on other sites
sickboy 13 Posted June 20, 2010 (edited) Is it really necessary/desirable to circumvent a mechanism presumably intended to guarantee users a minimal level of responsiveness and CPU time for important core functions (like rendering frames)? You mentioned it is essential for tasks like missile guidance but I have to wonder how Mando Missile manages to do what it does as well as it does without resorting to this. Well surely there'll be situations where we can improve, however there are simply situations that are too prone to problems when scheduling is involved, and these are the ones we are targetting. Specific situations that require realtime interaction, mostly involving the player only. Most of the times these issues only occur with script intensive missions, low performance due to higher amounts of units or other reasons. We're continuously evolving our code and methods, of which the blogged news is part of. Next weeks we'll probably be further researching, testing and improving as we've made some cool discoveries (discussed in the linked waves in the Blog). Regarding performance, in our tests it is performing very well but we'll have to wait and see the public's testing results after the next update. Edited June 20, 2010 by Sickboy Share this post Link to post Share on other sites
Banderas 0 Posted June 20, 2010 Are you aware that: Until now, I wasn't. Look at me as a stupid, but what does that mean? How do I put them on, with assigned keys? Has it ever worked for you and just doesn't work now? Or have you never been able to get them to work? No, it doesn't work for me since last update, guess above thing is the solution. Share this post Link to post Share on other sites
jw custom 56 Posted June 20, 2010 So anyone else having the same case that nevertheless of this is set, one can't put in earplugs, put on glasses, balaclavas, ect...? Or any conflicting addon? In latest ACE updated those functions were moved from the action menu to the self interaction menu. Share this post Link to post Share on other sites
Banderas 0 Posted June 20, 2010 Thank you guys, I just didn't ever get to use this "self-interaction menu", until now I didn't know this exists, thus I didn't know what was changed...:j: now I figured out what is that, thanks again. Share this post Link to post Share on other sites
Defunkt 431 Posted June 20, 2010 We're continuously evolving our code and methods, of which the blogged news is part of.Next weeks we'll probably be further researching, testing and improving as we've made some cool discoveries (discussed in the linked waves in the Blog). Don't get me wrong, I think ACE performs well given what it's adding but I would be cautious about brute-force techniques creeping in simply because they now can quick-fix problems caused by enforced yielding. First look at Waves and it doesn't leap out as something I 'must use'. Couldn't see how to post in that discussion, presume it is invite-only, if not then the Waves U.I. is a bit FAIL. Share this post Link to post Share on other sites
sickboy 13 Posted June 20, 2010 As said we're very careful, though experimentive atm obviously :) The info for full access to dev-heaven wave is linked to in the blog as well. Share this post Link to post Share on other sites
Michael Withstand 10 Posted June 21, 2010 How do use use the eye wear or head gear such as the balaclava in ace I already set the config file. Somebody mentioned self interaction menu but how do you get into that menu. Thanks. Share this post Link to post Share on other sites
b00ce 160 Posted June 21, 2010 Although when I first found out about the brightness it was annoying, however with some practise it is manageable and it does open up a pathway for a more advanced NVG being availablehttp://vimeo.com/4532787 I imagine it should be pretty easy to script. Instead of looking for LOLHEAT, look for objects that would give off heat. (IE a soldier, tank, car, truck, plane, et cetera) And have the option to either nothing, an outline or have a solid fill over the "hot object". Share this post Link to post Share on other sites
megagoth1702 252 Posted June 21, 2010 I have a problem with the NVG in ACE2... Sometimes it seems that arma2 has troubles keeping in mind that ACE scripts are running. Sometimes when I put on NVG and take them off again several times, I come to a point, where when I put the NVG on they just stay on for about 1second... Then they are off again. Also they are vanilla (HDR enabled). I dont know what is going on there but the ACE2 script seems forgotten. Also weird, that he just takes them off after a second... Any ideas? :-/ Share this post Link to post Share on other sites
clawhammer 10 Posted June 21, 2010 Hello ACE Team, i have a small ask: For our Event we want to use your ACE Mod but there is a small problem with it. We want to make it so that i someone dies he has no possiblity to conntinue playing or watching the event (So no PredotorFlyingSeagulls :D) But the problem is the specating/observation Mode after the death. How can the Observation mode after the death deaktivated? Thanks! Share this post Link to post Share on other sites
Trracer 10 Posted June 21, 2010 Hello ACE Team, i have a small ask:For our Event we want to use your ACE Mod but there is a small problem with it. We want to make it so that i someone dies he has no possiblity to conntinue playing or watching the event (So no PredotorFlyingSeagulls :D) But the problem is the specating/observation Mode after the death. How can the Observation mode after the death deaktivated? Thanks! Not that it is an ACE "issue"... http://community.bistudio.com/wiki/description.ext#Respawn... RespawnType Description 0 or "NONE" No respawn Share this post Link to post Share on other sites
DaveP 66 Posted June 21, 2010 I imagine it should be pretty easy to script. Instead of looking for LOLHEAT, look for objects that would give off heat. (IE a soldier, tank, car, truck, plane, et cetera) And have the option to either nothing, an outline or have a solid fill over the "hot object". Having had a further thought over it this is probably a piece of tech best left until OA; Drawing an outline is as far as I know an impossibility in ArmA, and really this would need a better heat simulation than currently available to be useful. One day, one day Share this post Link to post Share on other sites
clawhammer 10 Posted June 21, 2010 Not that it is an ACE "issue"...http://community.bistudio.com/wiki/description.ext#Respawn... RespawnType Description 0 or "NONE" No respawn ah thanks, but there is still one more problem. This problem is in Multiplayer mode if i select an slot of an death unit, after that iam connected i have the observation module again :/ Is there no key to deaktivete th observation module serversided? Share this post Link to post Share on other sites
icebreakr 3159 Posted June 21, 2010 I have better idea. Use respawn but move the Respawn_West object to a remote island and leave couple of toys there for them to have fun while you finish the mission =) Share this post Link to post Share on other sites
clawhammer 10 Posted June 21, 2010 I have better idea. Use respawn but move the Respawn_West object to a remote island and leave couple of toys there for them to have fun while you finish the mission =) hm jeah, IceBreakr i have a new idea for a good map for you, respawn island :D with a lot of toys to play, mabye a big sandbox, with sand castles and so on :D that would be funny :D No btt if i have no choice to delete the module than i have to do what you sad, thx IceBreakr! Share this post Link to post Share on other sites
Banderas 0 Posted June 21, 2010 How do use use the eye wear or head gear such as the balaclavain ace I already set the config file. Somebody mentioned self interaction menu but how do you get into that menu. Thanks. For default it's the "task" button between the right "Alt" and "Ctrl" buttons. Share this post Link to post Share on other sites
cri74 10 Posted June 21, 2010 Im sorry if this has been asked before, but there are a lot of threads for ACE2 and even more posts and "conflicting information" :( Simple question : AceX_PLA is removed from vanilla mod, where to get AceX_PLA ? can it be put into sixupdater again or where can i find it? Share this post Link to post Share on other sites
sickboy 13 Posted June 21, 2010 Simple question : AceX_PLA is removed from vanilla mod, where to get AceX_PLA ? can it be put into sixupdater again or where can i find it? Clone your favorite preset and attach ACEX_PLA to it, then select it on the Main page, and off ye go :) http://six.dev-heaven.net/wagn/Six_Updater_Suite+Usage#Cloning%20a%20Record Share this post Link to post Share on other sites
Smurf 12 Posted June 21, 2010 can it be put into sixupdater again ? Yep. In the SixUpdater GUI, change the "Presents" under "Configuration", choose PLA or whatever mod you want there and update it again. Share this post Link to post Share on other sites
cri74 10 Posted June 21, 2010 (edited) Thanks :) Made it a bit difficult for new users.. ive just told them to go vanilla mod and they cant connect :( very happy about the updates just coming once a week now. It makes it more public friendly. Any chance of putting PLA into the preset by default again? Edited June 21, 2010 by cri74 Share this post Link to post Share on other sites
AnimalMother92 10 Posted June 21, 2010 Any chance of putting PLA into the preset by default again? Not unless it gets updated. As stated on the ACE Wagn ACEX_PLA deprecated. Last available: v1.1 Right now it's better not having it as default imo Share this post Link to post Share on other sites
sickboy 13 Posted June 21, 2010 Thanks, glad to hear the once a week is received positively! Best to let the users find your server on the main page, select it and go through the standard process (or select "and join server" action to even join the server after updating). It'll enable all the mods required for your server, if either available on updater, or locally installed, without any configuration required from the user. Share this post Link to post Share on other sites