Jump to content

TonnyRat

Member
  • Content Count

    45
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About TonnyRat

  • Rank
    Lance Corporal
  1. william, I'm still having trouble with the air assaults when using a heli w/ weapons. The script is generating the landing zone way to close to the target area and because of this the AI pilots won't land and instead will try to attack the enemies on the ground with the side door machine guns. I had this problem with the Blackhawk and Chinook. If I only use the little birds, everything works 100%. I'd imagine if you put the LZ a bit further away from the enemies it would greatly help solve this problem since they only seem to change into attack mode when they're extremely close to the LZ.
  2. http://forums.bistudio.com/showpost.php?p=1740351&postcount=1383 The latest update didn't include V5 of the clientside_config.
  3. looks like the difference between v4 and v5 is the Stance Indicator. thanks for the clarification Xeno.
  4. My intention was not to request a fix ASAP and demand something from you guys, it was merely to point out a bug. I know you guys take a lot of crap in this thread with the repetitive questions but I was just trying to help out. I just tried ACE2 Build 390 and the Artillery Computer is still broken. I can now designate targets on the computer, calculate the firing mission + ETA and follow the trajectory of the munition once it's fired via the computer. The only problem is that nothing hits the target or around the target area. This was done using 1.54 + ACE2 390 and with the newest beta + ACE2 390 with no other mods involved. I simply went into the editor, placed a scout near the intended target and a MLRS+M119+Mortar combo somewhere on the map but within the specified ranges. I tried all 3 static weapons and all 3 fire but nothing hits the target when the ETA reaches 0 or even 5 minutes later (i waited using 4x speed).
  5. TonnyRat

    1.54 artillery computer problem

    I had the same issue... the artillery computer doesn't work with ACE. that issue has been fixed with today's RC3 release. i'm assuming you are running ACE because what you described is the exact same problem I had. turn off ACE and it works.
  6. is anyone else having problems using the new Artillery Computer with ACE? i'm assuming it's related to the differences in ACE's and BI's system. hopefully it's an easy fix since it is a nifty little tool.
  7. Awesome release. Thanks for all the hard work. Sick1, any way to add RH's new m14 pack? it's made for OA: http://forums.bistudio.com/showthread.php?t=103577
  8. Why don't you just drop the subject? Nothing good will come from this and it really isn't even an issue. Xeno has said all that needs to be said. The ACE Dev team isn't here to argue to pros and cons of a specific revenue model for BIS. BIS has a right to implement whatever revenue model they see fit and the ACE team has a right to officially support whatever content they see fit. Why is that so difficult to understand and why do you consistently keep questioning it?
  9. Thanks a lot William, this is a great tool for us SP players!
  10. William, This is what I got from unpbo'ing and unRapping the config file. Tbh, I have no idea what any of this means since I am no scripter but hopefully this helps you out. I can't make sense of the information but the CfgPatch files has all the class names, CfgGroups has premade (I think) sections, CfgVehicles has all the specific weapon information. There are 3 vehicles that I saw in the editor for OPFOR call Terrorist Vehicles. They are 3 pickup trucks so I believe any of the cars or pickups in the regular ArmA library will do. Here are the links to the documents, let me know if you have trouble opening them! CfgPatches - http://docs.google.com/leaf?id=0BxiTP7jxFtshMDVhMzc5ZmItNzBiMi00ZTAwLWI3OWMtMGJhNDA5MmVlMzU3&hl=en CfgVehicles - http://docs.google.com/leaf?id=0BxiTP7jxFtshMmZhMTY5MzEtOTk1My00Nzc0LWIyNmQtMDIzOWM2NTlmYTdl&hl=en CfgGroups - http://docs.google.com/leaf?id=0BxiTP7jxFtshOTVlOGYzMzEtNWMxZS00ZTNiLTlkMzItNjEzZTVkNzRiZWMx&hl=en edit- Pictures of Units - Sorry for low quality and ignore the 'player model'. Dont know how else to take picture of units. http://img687.imageshack.us/img687/6972/talivehi.jpg http://img24.imageshack.us/img24/2809/talibanp.jpg http://img228.imageshack.us/img228/9254/sfdesert.jpg http://img710.imageshack.us/img710/5245/sealdive.jpg http://img7.imageshack.us/img7/4545/sealk.jpg http://img46.imageshack.us/img46/5025/middleeast.jpg http://img25.imageshack.us/img25/5791/mercso.jpg http://img695.imageshack.us/img695/7892/gangstas.jpg
  11. I have the same problem. I normally use Numpad 0 to go Prone and have since had no ability to look into any kind of Fixed-Weapon scope. Mk19, M2, Artillery, Bradley, Spotting Scope. How and where do I rebind this key? I don't see anything in the ACE keys config file and nothing in the ArmAII menus. Why can't I simply zoom in with MouseBttn2?
  12. Awesome stuff William! This is great for those of us who can't script :) Would it be possible to add the 'Desert Mercenaries and BlackOps' Units by SchnapsdroSel -- http://www.armaholic.com/page.php?id=6471 ? They are ACE2 compatible and offer Taliban units in addition to some specific SF units. Really well made as I have used them in the SEAL Team SP Campaigns.
  13. Any updates regarding the new ACE Arty module?
  14. FYI William. This was posted recently in the ACE2 thread that could be the source of the problem I was describing:
×