g-man-853 10 Posted September 17, 2010 [uGAF] OA + A2 Public & YAS Repo updated to 1.5 RC6 Mod Version @ACE 396 @ACEX 270 @ACEX_RU 4 @ACEX_SM 59 @ACEX_USNavy 4 @CBA 122 a2_backwards_compat.tar pbo files have been extracted and put into @ACE\addons. @Xeno please let me know if this is O.k. or should I remove the files from that directory? Use the link bellow and save to favourites: yashttp://folders.ugaf-addons.co.uk/UGAF_OA+A2_Server.yas Auto config URL: http://folders.ugaf-addons.co.uk/OA_ACE/modreopo.7z For those who just have ArmA2 the ACE stable 373 can be found at the following: [uGAF] @ACE Server & YAS Repo Use the link bellow and save to favourites: yashttp://folders.ugaf-addons.co.uk/UGAF_ACE_Server.yas Auto config URL: http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z 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
xeno 234 Posted September 17, 2010 a2_backwards_compat.tar pbo files have been extracted and put into @ACE\addons. @Xeno please let me know if this is O.k. or should I remove the files from that directory? No, it's fine. Not sure yet how we will handle it in the future but for now it's ok :) Xeno Share this post Link to post Share on other sites
Evil_Echo 11 Posted September 17, 2010 The T90 certainly has additional armor (ERA for starters)...though in reality if you hit a T90 2x in the same spot with a HEAA, it should crack but I just don't know if we can actually simulate that. Wouldn't a tandem warhead do just that? I know the Russians are fielding those now, western forces might have some as well. Share this post Link to post Share on other sites
fidai 12 Posted September 17, 2010 First time i try ace and i have to say u guys did great job THANK YOU VERY MUCH!!! Share this post Link to post Share on other sites
muttly 10 Posted September 17, 2010 Hey lads Any one else getting the remote sever returned and error 404 not found on some of the files from the ace oa/co KH yas sever i got 633 total files 604 ok this right or should i install the whole thing again :) Share this post Link to post Share on other sites
langgis08 10 Posted September 17, 2010 thx @ace team for today's release :) one question: for the case I need to call for A2 backwards compatibility, where do the .pbo/.bisign stored in @ace\"store" belong ? First guess is "@ace\addons\"-Folder, is that correct ? "Backwards Compatibility As of ACE for OA Beta, previous (ACE for A2) missions became incompatible because of the large cleanup and rebasing we've performed to be able to support both ArmA 2 OA Standalone and Combined Ops users (Changes in ACE for OA), however for the Final Stable release we have added an optional backwards compatibility config which will make all the old missions work without modification (unless absolutely impossible), while providing you with the full feature set and support of the latest ACE version." source: http://ace.dev-heaven.net/wagn/ACE_for_OA_Stable_Almost_there Share this post Link to post Share on other sites
Spartan 163 0 Posted September 17, 2010 Thank you for this latest release. Great work as always. For the next update please add a way to turn off the G-force blackout effects and/or a way to set it and give it to other pilot addons. Share this post Link to post Share on other sites
SgtMjr 10 Posted September 17, 2010 I opened a ticket at Dev-heaven with your feedback on your behalf. In the future, please do so to ensure your feedback will not be overlooked.I would ask that you find some type of reference to back up the claim about dispersion and T90 vulnerability. So far, all I can find is "Exhibits an average hit probability greater than 90% on a 1 x 2 meter target at combat ranges " - which is a bit open to interpretation... and "(HEAA) - Attains full penetration of heavy armor from nearly any oblique angle. The High Explosive Anti-Armor (HEAA) rocket is effective against current tanks without additional armor." - The T90 certainly has additional armor (ERA for starters)...though in reality if you hit a T90 2x in the same spot with a HEAA, it should crack but I just don't know if we can actually simulate that. http://dev-heaven.net/issues/13754 thanks for the ticket, I was going to do so myself but R/L got in the way at the last minute. As regards your inquries, the SMAW dispersion is from observed testing by our Assault section in the work up they are doing for the 0351 Training Manual for the 15th MEU. The actual SMAW documents are still classified so we are under some limitations. The effects on the T-90 are from gameplay using ACE. Share this post Link to post Share on other sites
pilotbaxter007 10 Posted September 18, 2010 I have ACE 2 and I'm trying to add a "M110_TWS_EP1" to my soldiers back in a mission, typing the following into the init box (where u add guns to the unit) in the unit dialog box: _unit setvariable["ACE_weapononback","M110_TWS_EP1"]; It returns a "Local variable in Global space" error if i try to hit ok, thus resulting in my inability to add the gun to the guy's back. I got this command from the ace 2 features page: "To add a weapon to a units back : _unit setvariable ["ACE_weapononback","ACE_M72"]; This will add an M72 Law launcher to _unit's back. Ammunition is added in the normal way and takes up the same slots." Plz help me, as an AB infiltration mission requires both an AR and a sniper rifle (at least mine does, don't flame the post plz). PLEASE HELP Thanks Share this post Link to post Share on other sites
galzohar 31 Posted September 18, 2010 The problem is _unit, not anything ACE-related. If it's in the unit's init line, you should use this to refer to it, not _unit... Though I strongly recommend using a more reliable loadout script, as changing gear in the init line can occasionally cause problems in multiplayer. Share this post Link to post Share on other sites
pilotbaxter007 10 Posted September 18, 2010 (edited) Thanks so much. I'll try a different script if i ever port 2 MP, but right now it's SP (it's my FIRST ever mission). BTW, how would I set up triggers to follow this sequence of objectives: 1. Infiltrate compound (this means i need it to detect when the player is inside the fence of the AB and set a task to complete, plus give the player around 100 pts.). 2. Eliminate the Officers (I have two ppl i need dead, one russian general and one insurgent commander. I need to have a trigger that doesn't fire until those 2 have met their journey's end.) 3. After bad guy 1 & 2 have resigned from their military careers permanently, i need to create an intel object (just a briefcase) which i can place anywhere i choose (in the editor), and set a trigger to check if that has been picked up by the player (this is a "kill the target, retrieve intel and get ur a*s out of there mission. 4. Now it's time for the get ur a*s out of there part - I need to tell the whole squad to move to a spot, then call for exfil using the comms -radio menu. 5. MISSION COMPLETE!!! Thx so much 4 all the help, I'm a total n00b. Edited September 18, 2010 by pilotbaxter007 Share this post Link to post Share on other sites
Fox '09 14 Posted September 18, 2010 thanks for the update ace team. 1.5 is working very nicely! Share this post Link to post Share on other sites
pilotbaxter007 10 Posted September 18, 2010 "The problem is _unit, not anything ACE-related. If it's in the unit's init line, you should use this to refer to it, not _unit... Though I strongly recommend using a more reliable loadout script, as changing gear in the init line can occasionally cause problems in multiplayer. " I TRIED THE FIX, and now it works, but the button in the gear menu to switch the gun on the back for the 1 in ur hands is grayed out. i.e. i have the gun but can put it into my hands through the gear menu like i should be able to. PLEASE HELP!!!!! Share this post Link to post Share on other sites
Michael Withstand 10 Posted September 18, 2010 with today update where has the PLA forces gone to? I see Russian and US Navy in its place. Still downloading Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted September 18, 2010 (edited) [delete post] Edited September 18, 2010 by JuggernautOfWar I was stupid. Share this post Link to post Share on other sites
Militant1006 11 Posted September 18, 2010 I don't know if this has been reported but it is fairly serious, the new RPK has no firing sound, and after I used it for five seconds IT CRASHED MY COMPUTER! I am shouting because i was downloading something that was like 5gb's or something and it crashed on about 4.8gb done. Share this post Link to post Share on other sites
xeno 234 Posted September 18, 2010 I don't know if this has been reported but it is fairly serious, the new RPK has no firing sound, and after I used it for five seconds IT CRASHED MY COMPUTER! A hotfix is on the way. No need to shout. Please, report bugs and problems in our tracker. Most of us do not visit this forum or just from time to time only. with today update where has the PLA forces gone to? PLA was removed allready months ago... Xeno Share this post Link to post Share on other sites
Keshman 10 Posted September 18, 2010 Hello) Yesterday I installed the latest version ACE for OA and now when the call artillery Sadarm i have this (see screenshot) Where I go wrong? or how can I fix it? Thanks for any help. Share this post Link to post Share on other sites
fidai 12 Posted September 18, 2010 Hello) Yesterday I installed the latest version ACE for OA and now when the call artillery Sadarm i have this (see screenshot) Where I go wrong? or how can I fix it? Thanks for any help. have the same problem. Share this post Link to post Share on other sites
xeno 234 Posted September 18, 2010 ACE 1.5 RC6 Hotfix now available on the SIX Updater network Changelog (Hotfix changes were added to the RC6 changelog): http://ace.dev-heaven.net/wagn/ACE_1_5_RC6 Specific hotfix changelog: ACE Fixed ARTY related error messages [Xeno] Stamina script errors due to ruck gearWeight function [sickboy] Added Sight adjust for M32, M79 and Mk13 [VKing] Updated Missions by AnimalMother92 [sickboy] ACEX Fixed Missing RPK Fire sound [Q1184] ACEX_RU Fixed Double Stringtable entry SU series [sickboy] Engine noise in Su30/34 cockpits [VKing] ACEX_USNAVY Fixed SMAW Spotting rifle pboprefix, fixes #13760 [sickboy] If there are no gamebreakers or other serious problems then this version will be available as 1.5 Stable in a few days. Xeno Share this post Link to post Share on other sites
Keshman 10 Posted September 18, 2010 Thank you! for the fast correction Arty-Sadarm. :bounce3: I am happy now :D Share this post Link to post Share on other sites
g-man-853 10 Posted September 18, 2010 [uGAF] OA + A2 Public & YAS Repo updated to 1.5 RC6 Hotfix Mod Version @ACE 398 @ACEX 271 @ACEX_RU 5 @ACEX_USNavy 6 a2_backwards_compat.tar pbo files have been extracted and put into @ACE\addons. Use the link bellow and save to favourites: yashttp://folders.ugaf-addons.co.uk/UGAF_OA+A2_Server.yas Auto config URL: http://folders.ugaf-addons.co.uk/OA_ACE/modreopo.7z 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
themaster303 22 Posted September 18, 2010 the update put version number back ?? 398 to 396 ?? that was a little confusiong is that correct ? Mod Current Latest Info Changes Compatible? @ACE 396 398 Info Changes Yes Arma2Oa @ACEX 270 271 Info Changes Yes Arma2Oa @ACEX_RU 4 5 Info Changes Yes Arma2OaCo @ACEX_USNavy 4 6 Info Changes Yes Arma2OaCo ---------- Post added at 02:14 PM ---------- Previous post was at 02:08 PM ---------- the update put version number back ?? 398 to 396 ?? that was a little confusiongis that correct ? Mod Current Latest Info Changes Compatible? @ACE 396 398 Info Changes Yes Arma2Oa @ACEX 270 271 Info Changes Yes Arma2Oa @ACEX_RU 4 5 Info Changes Yes Arma2OaCo @ACEX_USNavy 4 6 Info Changes Yes Arma2OaCo seems to be normal again: Mod Current Latest Info Changes Compatible? @ACE 398 398 Info Changes Yes Arma2Oa @ACEX 271 271 Info Changes Yes Arma2Oa @ACEX_RU 5 5 Info Changes Yes Arma2OaCo @ACEX_SM 59 59 Info Changes Yes Arma2Oa @ACEX_USNavy 6 6 Info Changes Yes Arma2OaCo @CBA 122 122 Info Changes Yes Arma2 Share this post Link to post Share on other sites
Daniel 0 Posted September 18, 2010 Would it be possible to return right-click to zoom when in the back seat of the Apache, while still having access to the gunner's view? Thought i'd better ask before considering making a ticket. Share this post Link to post Share on other sites
vasmkd 12 Posted September 18, 2010 Just discovered two problems BMP-2D will not load and texture is missing for BRDM 9P31 Error Messages are: BMP-2D: "cannot open object x\acex\addons\m_veh_bmp2\acebmp2d.p3d" the vehicle won't load BRDM 9p31: "cannot load texture x\acex\addons\t_veh_brdm\9p31_01_co.paa" I just put them in the editor in utes as empty vehicles Can't make a ticket atm as i am just about to leave for work I am using combined ops with latest 311 beta for OA and latest ace rc6 plus hotfix Share this post Link to post Share on other sites