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sickboy

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

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just asking how it works, the weekly releases are just all the revisions since the last update, and there is no way to manually update to them? cause six updater is marked to "skip" until the new revision comes out.. if i uncheck it, will it update to the newest revision? (daily builds , not weekly)

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just asking how it works' date=' the weekly releases are just all the revisions since the last update, and there is no way to manually update to them? cause six updater is marked to "skip" until the new revision comes out.. if i uncheck it, will it update to the newest revision? (daily builds , not weekly)[/quote']

There is no daily release, all that is on SIX is the weeklies.

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Im just talking from heart, and love of the game. Keep It Simple :) We are hosting public games..only - we welcome everyone, so if we can get more players to tryout ACE2 we are very happy. The two regular ones has (before i had to add them again) rank 1 and 2.. we are very proud of having servers that are popular and we would like ACE2 servers to be just that :) (in total we host 55 game servers for the public.. all free of charge and they are not clan/team servers) we just forgot about ACE2 when it was as frequent updates as it was, 3 or 4 times a week was just to much to keep players on the servers. Especially when every single community updated servers at different times.... So big thumsup for once a week. Now its just to try to explain the PLA stuff and how to do it in sixupdater - one problem solved gives another one so to speak.

Anyways.. im just interested in giving newbees a fair chanche to actually be able to navigate and be able to connect. A system thats updated once a week is a big step forward for us, hopefully this will give public players at TV2 servers some servers to play :)

Edited by cri74

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I know it's been said (in the Wagn) that ACE will of course support OA sometime after release. But...my question is: will ACE support the A2+OA combined feature that BI is so proud of? Meaning basically a merger of ACE2 so far with new developments for OA. Or is A2 being totally dropped after the 1.3 stable and all development will be for OA standalone (aka bye bye to everything USMC and Chernarus related)? <<hope that's not the case.

Thanks.

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I think that soon (ACE version 1.3) it will work with OA, check this roadmap: http://dev-heaven.net/projects/ace-mod2/roadmap

EDIT: ACE 1.5

ACE 1.5 Stable will officially support OA, and we hope to reach that milestone at given date, but that is no guarantee whatsoever.

The ongoing development will move on to OA as soon as OA has been released and we have something to show for.

As to supporting which combo; if we can support the A2+OA combo (will know once released), we will, and at least try to keep it modular so it is working all ways :)

Exciting times!

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Appreciated :)

If you or others have suggestions on how to simplify things etc, other than re-adding PLA to the default preset, please let me know;

http://six.dev-heaven.net/wagn/Six_Updater_Suite+support

That would be a exe file i think... push it and everything works :p

Anyways.. thanks for makeing six and ACE2... brilliant work !

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Obviously anything related to improving the updater etc, and not that blasphemy you just spoke :p

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I'm pretty sure a big "click here for ACE" followed by a couple of "next" clicks that eventually result in Arma 2 launching with ACE and an Arma 2 ACE shortcut on your desktop would go a long way towards making ACE more user-friendly. Of course on the software-side this can be anything (aka install six -> download ace -> create shortcun/run game like it is now), only difference is one doesn't have to understand what he's doing to get it going ;)

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'packaging up' the SixUpdater into a 'simple' UI for people who don't need all the extra options would be nice (just like an autoupdater program with a path for your Arma2 folder, what packages you want to install/update, and a button to launch it)

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this has probably already been addressed but when I use ACE2 with Mando Missiles

when using the Javelin missle launcher it has two interfaces that overlap each other, ace2's interface for the javelin and mandos.

im using 1.0 stable ace2 right now since my download speeds are horrible, was this fixed if so i will download new version.

thank you guys.

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I've created a ticket highlighting some issues with the AI talk module

http://dev-heaven.net/issues/11397

Votes and ideas are appreciated :)

Overall problem: There are a lot of audio clips in ace_sys_aitalk, but most of them appear to not be used or are not attached to proper events.

Goal: More effective use of the system would make it a viable replacement for the Vanilla voices (which ACE switches off by default). In addition it would enhance immersion during gameplay.

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Is there any way to enable/disable wind on a per-mission basis?

I'm making a marksmanship practice map, and I'd like to have "wind on/off" be a mission parameter.

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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? :-/

Did anyone have the same issue?

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I have some questions about ACE damage system.

First question is related to vehicle damage.

For example, i have a tank, this tank was hit and can not move anymore. I want to repair it. I use tank setdammage 0 and tank setfuel 1 commands. The tank becomes fully repaired and refueled, but it still can not move!

I had to open ACE pbo files and look for some variables, that describe tank damage state. I have found them, everything now works fine.

My question: where can i find information about ACE global variables, which describe e.g. damage state of vehicles? Using search at the official ACE documentation doesn't bring any results.

The next question is about human damage system.

When I use ACE injury system, injured units may bleed, they may need morphine or epinephrine.

Which variables should my script check, to know what medicine unit needs? I can't find any information on this topic at the official ACE documentation site.

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The repair system takes care of vehicle repairs http://ace.dev-heaven.net/wagn/Repair

All API's and globalvariables that should have public exposure have been documented in their respective feature coding notes, http://ace.dev-heaven.net/wagn/API

If you want to do more things, then you'll have to look at the code yourself and perhaps write specific feature requests for API functions, (think with us) etc.

http://ace.dev-heaven.net/wagn/Bug_Reporting

Perhaps this is useful too, you can look up any class:

http://browser.dev-heaven.net/cfg_vehicles/config/Tank

Edited by Sickboy

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Is there any way to enable/disable wind on a per-mission basis?

I'm making a marksmanship practice map, and I'd like to have "wind on/off" be a mission parameter.

To turn drift off:

ace_sys_wind_deflection_force_drift_off = true;

To turn drift on:

ace_sys_wind_deflection_force_drift_off = false;
ace_sys_wind_deflection_force_drift_on = true;

Note: will only work in multiplayer. In single player influence of wind is defined in user config. If you want no drift in SP while it's enabled in config, you can just remove the wind itself :)

setwind [0,0,true];

And to re-enable it,

setwind [0,0,false];

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I'm pretty sure a big "click here for ACE" followed by a couple of "next" clicks that eventually result in Arma 2 launching with ACE and an Arma 2 ACE shortcut on your desktop would go a long way towards making ACE more user-friendly. Of course on the software-side this can be anything (aka install six -> download ace -> create shortcun/run game like it is now), only difference is one doesn't have to understand what he's doing to get it going ;)

Are you saying that's need to be done manually the shortuct?

But that's already in Six Updater this option, in the box where you select "Insatall or Update" and others options there's a "Create shortcut Desktop".

(Sorry if i got it wrong)

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Are you saying that's need to be done manually the shortuct?

But that's already in Six Updater this option, in the box where you select "Insatall or Update" and others options there's a "Create shortcut Desktop".

(Sorry if i got it wrong)

Only need to be done ONCE. Manually yes.

But once its done you never need to worry again..

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You're missing the point. It's not about missing functionality. It's about you getting the most basic and important functionality by hitting "Go->next->next->next->play" instead of having to know what to click and when. Some people, apparently, just can't figure it out otherwise.

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If they can't read the dozens of online tutorials on how to get it to work, and follow them, thats their problem. Sickboy et al are providing the results of their hard work free of charge, in a manner that is easiest for them to keep up-to-date. Having to repackage patch.EXE several times a week is only going to add to that work-load.

As it stands, the stable releases are stand-alone, so if there are people out there who can't fathom the updater, they should probably stick to using those.

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After the last update (yesterday),i get the ingame msg, that my Ace_key.hpp is too old. So i had a look to the @ACE folder to see if a new userconfig/Ace_key.hpp has been downloaded, but none.

What do i have to do to get rid of that msg, means the updated key.hpp?

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