Uglyboy 10 Posted July 28, 2010 They seem incomplete / rushedThey have unrealistic loadouts which are not correctly solveable due to the models. Examples are the Mortar and Gun strykers that have features missing. They lack 3rd position (Commander) They lack interiors This :) Share this post Link to post Share on other sites
AnimalMother92 10 Posted July 28, 2010 Also: http://ace.dev-heaven.net/wagn/Changes_in_ACE_for_OA+Operation_Arrowhead#Strykers Most strykers hidden (scope 1 to remove from editor), but there are non-desert ACE Strykers available atm. You can still spawn them with createVehicle or manual mission.sqm editingACE desert strykers are planned. Evaluate at a future patch. And The ACE replacements are atm available as non-desert camo, we are working on desert-texes.Medic was missing but re-enabled for next upd. http://dev-heaven.net/issues/12381#note-14 Hang on! :cool: Share this post Link to post Share on other sites
nuggetz 0 Posted July 28, 2010 Can someone tell me where I can download ACE. Getting sick of the Six installer. Ran perfect until OA came out. I can't figure out what it's doing anymore. Doesn't appear to be putting the correct ACE files in the A2 directory. I want to install this the old fashioned way and know that I did it right. On top of that, it updated itself and now Ruby or whatever it is crashes in Windows 7 so I cant use it anyway. Thanks! Share this post Link to post Share on other sites
AnimalMother92 10 Posted July 28, 2010 ACE for OA is in beta atm, so the only way to download is through SIX or YAS. Once the stable release comes out, you can grab it from Armaholic like any other mod. For SIX updater support, have a look here. Share this post Link to post Share on other sites
nuggetz 0 Posted July 28, 2010 That OA version of ACE is working fine. I just need to get A2's ace up and running. One other thing, when do I need to use CBA_OA? Do I need that at all for ACE for A2? Share this post Link to post Share on other sites
AnimalMother92 10 Posted July 28, 2010 (edited) That OA version of ACE is working fine. I just need to get A2's ace up and running. One other thing, when do I need to use CBA_OA? Do I need that at all for ACE for A2? Oh, well for A2 you need the last stable build 1.3. CBA_OA is for OA standalone CBA_A2 is for A2 standalone CBA is for Combined Ops moar info: http://dev-heaven.net/news/434 Hope that helps. Edited July 28, 2010 by AnimalMother92 cba news link Share this post Link to post Share on other sites
nuggetz 0 Posted July 28, 2010 (edited) Thanks for the info. That helps but where does CBA need to be installed? In the A2 dir or the OA dir? Edited July 28, 2010 by nuggetz Share this post Link to post Share on other sites
AnimalMother92 10 Posted July 28, 2010 Not 100% sure on this one, as I don't have access to my desktop right now, but I believe only the ongoing dev versions (for OA) are on SIX (see http://updater.dev-heaven.net/mods/index). ACE for A2 is just downloaded as a 7z from my earlier link. Might be a good idea to rename the old, stable mod folders for A2 to avoid confusion. Share this post Link to post Share on other sites
king homer 1 Posted July 28, 2010 Shouldn't have to have one in the first place imo :( The decision to remove them from the editor is utter blolocks. Perhaps they will be removing the Mk16 because its not in use. You did ever test the BIS Strykers, didn't you. Your post makes clear you have absolutely no clue whats that all about. FFS, I guess no one of you ever checked out the Strykers we added and compared them to the ones coming with OA. Just the flashy desert tan in your eyes and every other sense is gone. In the end we will still see only BIS Strykers ingame, destroying the complete immersion set up by ACE. I guess I can disable the ACE Strykers therefore. Share this post Link to post Share on other sites
gunterlund21 10 Posted July 28, 2010 You did ever test the BIS Strykers, didn't you. Your post makes clear you have absolutely no clue whats that all about. FFS, I guess no one of you ever checked out the Strykers we added and compared them to the ones coming with OA. Just the flashy desert tan in your eyes and every other sense is gone. In the end we will still see only BIS Strykers ingame, destroying the complete immersion set up by ACE. I guess I can disable the ACE Strykers therefore. AHHHHHHHH hang in there King Homer. Youve converted me after reading the Dev Heaven info. Im a believer now. There is a huge difference beyond the color of the vehicle guys. Let them sort out The ACE strykers vs BIS but dont take the ACE ones out King. That would be a disaster. Share this post Link to post Share on other sites
TriggerHappy57 0 Posted July 29, 2010 Issue 1: Im trying to add M240 belts to the Ace Rucks and its not working, I can add other items, mags, whatever just no M240 belts. Issue 2: Every time I preview my mission at the start I receive "Script ItemRadio not found" prompt, I never received this error in vanilla CA with the same script structure. Whatever it says its not finding obviously is not true because the script still adds the items to my soldier. I am using this in a .sqs script called in a units init field: [this] exec "us_ace_ag.sqs"; _unit = _this select 0 removeAllWeapons _unit removeAllItems _unit _unit addweapon "ItemRadio" _unit addweapon "ItemWatch" _unit addweapon "ItemMap" _unit addweapon "ItemCompass" _unit addweapon "ItemGPS" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "HandGrenade_West" _unit addMagazine "HandGrenade_West" _unit addMagazine "SmokeShell" _unit addMagazine "SmokeShell" _unit addWeapon "M4A1_AIM" _unit addWeapon "NVGoggles" _unit addWeapon "Binocular" _unit selectWeapon "M4A1_AIM" _unit addMagazine "ACE_Bandage" _unit addWeapon "ACE_VTAC_RUSH72" [_unit, "100Rnd_762x51_M240", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck [_unit, "30Rnd_556x45_Stanag", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck [_unit, "HandGrenade_West", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck Exit Am I doing something wrong? I hope this was the right place to post this.:confused: Share this post Link to post Share on other sites
Jonn 10 Posted July 29, 2010 You did ever test the BIS Strykers, didn't you. Your post makes clear you have absolutely no clue whats that all about. FFS, I guess no one of you ever checked out the Strykers we added and compared them to the ones coming with OA. Just the flashy desert tan in your eyes and every other sense is gone. In the end we will still see only BIS Strykers ingame, destroying the complete immersion set up by ACE. I guess I can disable the ACE Strykers therefore. Wow chill-out man, I don't think people want you to take out the ACE Strykers, They just want an option to "Unhide" the BIS Strykers. Don't take things too personal my friend :cheers: Share this post Link to post Share on other sites
VKing 12 Posted July 29, 2010 Issue 1: Im trying to add M240 belts to the Ace Rucks and its not working, I can add other items, mags, whatever just no M240 belts. You're using the wrong command. Check http://dev-heaven.net/docs/ace/index/Functions.html for the correct one. Issue 2: Every time I preview my mission at the start I receive "Script ItemRadio not found" prompt, I never received this error in vanilla CA with the same script structure. Sounds to me like you've got ACRE running. If you do, disable it, then check their FAQ. Share this post Link to post Share on other sites
crazyrobban 10 Posted July 29, 2010 (edited) Ok, what the hell have I done? I can't start OA without ACE anymore. I have combined operations, but I've been using the tool to switch between A2+OA and OA. And now it doesn't matter what I choose, or what shortcut or executable I use. ACE is starting whatever I do. Help? Edit: Ok, i bypassed it by renaming the ACE folders. Still, very wierd. Edited July 29, 2010 by crazyrobban Share this post Link to post Share on other sites
McGregor_CiA 19 Posted July 29, 2010 Dont know if its been said allready but I get flickering HUD in helicopters and the "silenced" weapons dont seem so silent anymore, just as loud as unsilenced Share this post Link to post Share on other sites
twan 0 Posted July 29, 2010 I believe they are already in there, to be used with the Surrendering module. Or do you mean something else? Oh, thanks. Share this post Link to post Share on other sites
galzohar 31 Posted July 29, 2010 Ok, what the hell have I done?I can't start OA without ACE anymore. I have combined operations, but I've been using the tool to switch between A2+OA and OA. And now it doesn't matter what I choose, or what shortcut or executable I use. ACE is starting whatever I do. Help? Edit: Ok, i bypassed it by renaming the ACE folders. Still, very wierd. You probably activated ACE through the "expansions" menu in-game? Don't do that if you have any idea how to use a command line and/or any kind of launcher, and your life will be easier. Someone on the ACRE thread posted which file in your documets\Arma 2 directory has that data saved, you can either look it up on that thread or just go through the files there to find it... Share this post Link to post Share on other sites
natethegreat 10 Posted July 29, 2010 can someone tell me why the tripods dont work in OA or CO Share this post Link to post Share on other sites
MavericK96 0 Posted July 29, 2010 can someone tell me why the tripods dont work in OA or CO The tripods in ACE work fine for me in CO. You have to go to the interaction menu (default is Right App Key I believe) and deploy it. Share this post Link to post Share on other sites
GTO 10 Posted July 29, 2010 I'm having problems getting on to some (most) servers. 80% of servers are red and if I try to connect I always get a message about addons not being signed. I'm up to date with ACE so what am I doing wrong? Help Share this post Link to post Share on other sites
sabre4809 0 Posted July 29, 2010 The tripods in ACE work fine for me in CO. You have to go to the interaction menu (default is Right App Key I believe) and deploy it. No Ctrl-Shift anymore? Share this post Link to post Share on other sites
galzohar 31 Posted July 29, 2010 SAbre, you probably mean bipods, he was talking about tripods. Share this post Link to post Share on other sites
HG_Havok 10 Posted July 30, 2010 I'm having problems getting on to some (most) servers.80% of servers are red and if I try to connect I always get a message about addons not being signed. I'm up to date with ACE so what am I doing wrong? Help Make sure the latest "bikeys" for your addons are in the "keys" folder. Not every addon furnishes keys but the ones that do usually put them in their own folder with the extension ".bikey". The ACE key is in the "store" folder. Keys only go in the "keys" folder, don't copy any other folder to this directory, just the key. Six Updater will process keys for you, which is a handy little feature! Share this post Link to post Share on other sites
xeno 231 Posted July 30, 2010 Make sure the latest "bikeys" for your addons are in the "keys" folder. Not every addon furnishes keys but the ones that do usually put them in their own folder with the extension ".bikey". The ACE key is in the "store" folder. As a client the only thing you need are the bisign files in the same folder as the addon pbo files. bikey files belong into the server keys folder. Xeno Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted July 30, 2010 And make sure the server ALLOWES Ace and maybe even have them on.. If the server ISNT an ace server, you will NOT be able to log in.. Share this post Link to post Share on other sites