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TonnyRat

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Posts posted by TonnyRat


  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. I'm having a problem with sixupdater. I'm getting a out of date config error so i deleted the old ace config folder and ran the updater. It replaced the config, but I'm still getting the out of date config error. Any help would be awesome on this. I'm running CO with latest beta.

    http://forums.bistudio.com/showpost.php?p=1740351&postcount=1383

    The latest update didn't include V5 of the clientside_config.


  3. Build scripts sometimes have problems with picking up the store folder resulting in a wrong or better outdated userconfig.

    It should look like what's hidden behind the Spoiler button...

    Just replace ace_clientside_config.hpp with the spoiler text.

    /*//////////////////////////////////////////////

    // ___ ______ ______ ___ //

    // / | / ____/ / ____/ |__ \ //

    // / /| | / / / __/ __/ / //

    // / ___ | / /___ / /___ / __/ //

    // /_/ |_| \____/ /_____/ /____/ //

    // //

    // //

    ////////////////////////////////////////////////

    // //

    // CLIENTSIDE CONFIG FILE //

    // //

    //////////////////////////////////////////////*/

    /*//////////////////////////////////////////////

    // Save in UTF 8 / without BOM //

    ///////////////////////////////////////////////*/

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - IMMERSIVE DISMOUNT

    --------------------

    FEATURES: Enables immersive dismount camera perspective

    ---------

    TO ENABLE: Remove the "//" in front of the #define to enable immersive dismount camera perspective

    ----------

    //////////////////////////////////////////////*/

    #define ACE_IMMERSIVE_DISMOUNT

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - NO INTRO ON ARMA2 START

    --------------------

    FEATURES: Disables intro, default is standard Arma2 intro

    ---------

    TO ENABLE: Remove the "//" in front of the #define to remove the intro from arma startup

    ----------

    //////////////////////////////////////////////*/

    //#define ACE_NOINTRO

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - NO VOICE, NO RADIO CHATTER

    --------------------

    FEATURES: Disables AI radio chatter as well as player radio chatter

    ---------

    TO ENABLE: Remove the "//" in front of the #define to enable the NO VOICE, NO RADIO CHATTER feature. To disable, think vice versa.

    ----------

    //////////////////////////////////////////////*/

    #define ACE_NOVOICE

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS

    --------------------

    FEATURES: Disables/Reduces crosshairs

    ---------

    Possible selections as documented in ACE2 Wiki

    //////////////////////////////////////////////*/

    #define ACE_NOCROSS

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - CARTRIDGES STAY ON GROUND

    --------------------

    FEATURES: Adds brass and cartridges on the ground

    ---------

    TO ENABLE: Remove the "//" in front of the #define to change your desired cartriges feature. To disable, think vice versa.

    ----------

    //////////////////////////////////////////////*/

    //#define ACE_CARTRIDGES

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - SIGHT ADJUSTMENT

    --------------------

    FEATURES: Enable range adjustment on scopes with BDC (Bullet Drop Compensation)

    ---------

    TO ENABLE: Change the number(s) in the following block

    ----------

    //////////////////////////////////////////////*/

    class ACE_SIGHT_ADJUSTMENT_RIFLE_CONFIG {

    enable_BDC = 1; //COMMENT: 0 - Only angular units are displayed

    };

    /*//////////////////////////////////////////////

    //CONFIG SETTING FOR : ACE 2 MOD - Changeable glasses ingame

    //--------------------

    //FEATURES: Lets you choose different glasses

    //---------

    //TO ENABLE: Please ADD your Player Profile Name

    //----------

    //EXAMPLE:

    //--------

    //class Identity

    //{

    // name = "John Doe";

    //};

    //

    //

    //

    //

    ////////--E D I T below THIS LINE--//////////*/

    class Identity {

    name = "John Doe";

    };

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - WIND DEFLECTION

    --------------------

    FEATURES: Enable wind deflection for bullets

    ---------

    TO ENABLE: Change the number(s) in the following block

    ----------

    //////////////////////////////////////////////*/

    class ACE_WIND_CONFIG {

    enable_drift = 1; //COMMENT: 1 - Enable / 0 - Disable wind drift

    //COMMENT: will be overridden by mission in MP

    };

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - RECOGNITION SYSTEM

    --------------------

    FEATURES: Adjust wether recognistion system is activated via SPACEBAR or MOUSEWHEEL

    ---------

    TO ENABLE: Change the number(s) in the following block

    ----------

    //////////////////////////////////////////////*/

    class ACE_RECOGNITION {

    Scanning_Method = 2; //COMMENT: 2 - Constant / 1 - MouseWheel / 0 - SpaceBar

    };

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - QUICK WEAPON SELECTION

    --------------------

    FEATURES: Limit the 'F' key to only cycle through the fire modes of current weapon

    ---------

    TO ENABLE: Change the number(s) in the following block

    ----------

    //////////////////////////////////////////////*/

    class ACE_WEAPONSELECT {

    firemodes_only = 0; //COMMENT: 1 - 'F' only cycles through current weapon's fire modes / 0 - 'F' cycles through all modes/muzzles/weapons

    };

    /*//////////////////////////////////////////////

    CONFIG SETTING FOR : ACE 2 MOD - STANCE INDICATOR

    --------------------

    FEATURES: Overwrite stance indicator if it is enabled via module

    ---------

    TO ENABLE: Change the number(s) in the following block

    ----------

    //////////////////////////////////////////////*/

    class ACE_STANCEINDICATOR {

    allwaysoff = 1; //COMMENT: 0 = allways off / 1 = on when the module is used in a mission

    };

    //////////////////////////////////////

    // DONT EDIT BELOW HERE !!!!!! ///////

    //////////////////////////////////////

    // Settings for ace_sys_tracking /////

    #include "ACE_Tracking.hpp"

    //////////////////////////////////////

    ACE_CLIENTSIDE_CONFIG_VER = 5; //DO NOT EDIT

    Don't forget to update your settings.

    Xeno

    looks like the difference between v4 and v5 is the Stance Indicator. thanks for the clarification Xeno.


  4. I just downloaded off the KH repo, (@ACE, @CBA and the userconfigs) and when I'm in game and say for example I put the weapon on safe and then take it off, I keep getting an outdated clientside config.hpp message. I went into the store folder and even dragged that userconfig.hpp file out and replaced it--same thing.

    Wondering if anyone else is getting it before I open a ticket....

    same problem here.


  5. I've fixed the artillery computer problem, will be available with todays update.

    1.54 was released yesterday and it will take some days to adress all problems.

    Have a little patience, we are not payed developers who are working the whole day on ACE but only in our spare time :)

    Btw, q1184 made a cool new ACE Exclusive feature for todays release:

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

    Xeno

    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).


  6. I want to support ACE and I want to support BIS. I will do what I can to accomplish both.

    ACE team, what would you have suggested BIS do for revenue? Full expansion pack been better?

    Cheers all, sorry for the drama. The above question means no disrepsect and is a nice non-rhetorical question.

    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?


  7. 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


  8. P.S. Can anyone advise on how to use the placable spotting telescope? - I can put it down and get in it as 'gunner', but that doesn't bring up a magnified view for me.

    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?


  9. FYI William. This was posted recently in the ACE2 thread that could be the source of the problem I was describing:

    Does anyone know what the ACE2 Artillery Modules are all about? I don't see any documentation about it. I like it though, nice addition.

    It's a fixed up BIS ARTY module, means resource error fixed, uses XEH, special artillery dialog which doesn't exist in the BIS module, uses ACE namespace for functions, ammo, etc, MLRS and BM21 ammo gets replaced... and so on.

    Just a quick port because I got sick of that task icon error popping up.

    And no, no documentation yet.

    Xeno


  10. Correct, that should start an artillery mission. If you see a blue 'splash' text message, that's the standard Arma 2 artillery module letting you know it is successfully delivering the mission in 5s.

    In case you don't see explosions, you might want to try creating a mission without ACE.

    Also make sure to not select islands mods that you won't use for the mission (isladuala).

    Sorry about the spam. I created a new mission with nothing but ACE2 as the mod and I think I found the source of the problem.

    It is ACE2 1.1 RC. I tried the Arti_No_Mando mission with ACE2 1.1 RC and an older ACE2 1.0beta (which I have saved in a separate mod folder for the TG servers).

    1.1.0.346, which was released yesterday, DOES NOT work. Ace Version 1.0.10.342 DOES work. Do you think that maybe the ACE devs added their own artillery module that is causing problems?

    Edit: Just tried my older missions with all the mods I want used. Artillery works with ACE2 1.0.1.342, doesn't work with ACE2 1.1.0.346


  11. Tonny, your "CAS test" mission works for me. I plotted a HE mission close to the SF unit's start position and saw the HE impact 5s after the 'SPLASH' radio message. (SADARM missions may not show a visible result when armored targets are absent in the target area).

    I tested with a recent ACE and Mando enabled.

    CAS commands aren't available in the radio menu at this time but CAS missions will be triggered once your SF units reaches the forward assembly area.

    How do you 'plot' a HE mission? All I'm doing is selecting the HE Fire Mission from the 0-0 Radio and clicking a single position on the map. Is that what you mean by plotting or do I need to do something else?


  12. Tonny, your "CAS test" mission works for me. I plotted a HE mission close to the SF unit's start position and saw the HE impact 5s after the 'SPLASH' radio message. (SADARM missions may not show a visible result when armored targets are absent in the target area).

    I tested with a recent ACE and Mando enabled.

    CAS commands aren't available in the radio menu at this time but CAS missions will be triggered once your SF units reaches the forward assembly area.

    Strange. I'm assuming you're referring to my mission.

    I first tried placing the mission in the Documents/Other Profiles/Missions folder and running it through the editor with the Shift+Preview and regular Preview modes.

    Doesn't work :(

    Placed the mission in the Arma 2/missions folder and ran it through the Scenarios menu.

    Doesn't work :(

    My ArmA 2 command line is @ACE(and all of its components);@Mando. That's it. What could be causing this? I updated my ACE profiles and have had these types of scripts functional in other non-PlannedAssault single player missions in the past.


  13. I'm having no luck with the Artillery and CAS Scripts generated by the site.

    Setup:

    MODs: ACE2, Mando

    Map: Chernarus

    West --> 1x 8 Person SF Team (ACEX), 4x 105mm Howitzer, 2x A-10, 2x AH64D

    East --> 2x T-90 Platoon, 2x BTR Platoon

    I can't get CAS or the artillery to work. I can see the Artillery requests on the 0-0 Radio commands but none of them work. I choose HE, WP or SADARM to fire near my position - and yes, it's beyond the 2.4km minimum - and nothing happens. The game announces the action via blue text and nothing happens despite the Shots Fired and Splash announcements. I don't see where the CAS commands are the for the Heli and A-10.

    Is this because of Ace RC 1.1? Is it not supported yet?

    I have the latest Mando beta, ACE2 RC 1.1, ArmA 1.05, Win7 x32. No other mods are running and it doesn't matter if I include the Auto XEH Mando PBO or not in the command line. Btw, Mando is working fine as the Javelin and Air assets all have it working.

    Help!!

    Edit: Also, even if I move to the first waypoint in order to generate the SADARM+CAS Attacks, nothing happens.


  14. SNKMAN,

    With the MLRS now being supported by the HC Artillery feature, would it be possible to expand the Request menu to include different munitions? I see that you can choose some HE rounds, smoke, bombs by changing some settings in the SQF files but is there any way to include this in game? Reason I ask is because I was testing out the MLRS and it was shooting HE rounds as per the default settings.


  15. Well guess it's time for another update. :)

    Yeah i'm really very very proud about this version of Group Link 4. :cool:

    I have spend most of my time to enhance and improve the "Enemy A.I. Enhancement" with really big success.

    The result and the main goals is the "Group Link 4: Defend" moduel the "Location System" and the "Patrol System".

    The new module and systems really will give a mission designer everything he was ever thinking about.

    Also the "Enemy A.I. Reinforcement Request" feature was heavily improved and optimized.

    I have updated the "ReadMe.pdf" and "Feature.pdf" and added a new example mission ( GL4_v-1-1-87_Example.utes ) which shows how to setup the new module and systems.

    So here we go!!!

    Group Link 4 Special FX Edition v.1.1.87

    What's New:

    -------------

    Fixed: All required B.I.S. functions will be initialized by Group Link 4.

    Enhanced: All "H.C." features can be used stand alone.

    Fixed: Captive ( Surrender ) bug where captive units did not follow the captor correctly or just run around by their own.

    Added: Partol feature.

    Enhanced: "H.C. Artillery" feature. Supported: D30 / M119 / Mortar / M270 MLRS.

    Enhanced: All kind's of suppressed weapon classes are detected and added automatically in the "Advancing" 15 meter array.

    Enhanced: Enemy A.I. which was requested as reinforcement will only look for/mount vehicles ( Cars ) of their own side.

    Improved: Group Link 4 "Enemy A.I. Reinforcement Request" feature.

    Optimized: "Unmount" and "Remount" functions. Gunner, Driver and Commander of a vehicle ( Car / Tank / Air ) do not unmount their vehicle even if they are no real crew members. ( assignedVehicleRole )

    Added: "Group Link 4: Defend" module. Enemy A.I. which was synchronized with the "Group Link 4: Defend" module will never leave their position even if under attack.

    Changed: "Get In" feature. Groups which should automatically mount a empty vehicle at mission start must be synchronized with the vehicle.

    Improved: Enemy A.I. which was requested as reinforcement and not close to the conflict point will automatically switch their behavior / combat mode and speed mode to get to the conflict point as fast as possible.

    This was made in case of a mobile respawn or if a player escape with a vehicle.

    In this case enemy A.I. which already was in contact with the player was hunting the player very slow becouse their behaviour was set to "COMBAT" and the combat mode was "RED".

    Improved: Added "Defend" and "Location" groups to the "Array Debug" system.

    Improved: Added "Defend" and "Location" groups to the "Marker Debug" system.

    Changed: It's now possible to use multiple "Group Link 4: Custom" "Group Link 4: Static" and "Group Link 4: Defend" modules.

    Improved: Units/Groups which use the "Get In" feature will assign turrets of the vehicle if available.

    Re-Wrote: "ReadMe.pdf" and "Feature.pdf". Added enemy A.I. "Group Definitions" to "ReadMe.pdf" which explains the use of "Custom" "Defend" "Static" and "Location" groups.

    Added: New example mission ( GL4_v-1-1-87_Example.utes ) which shows the new "Enemy A.I. Enhancement" features.

    Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to enable / disable player and friendly A.I. rearm.

    Re-Wrote: "Force Move" can be used with vehicles again.

    Enhanced: Enemy A.I. groups which was requested as reinforcement and not close to the conflict point will look for vehicles of the kind "Car" "Tank" and "Air" to get faster to the conflict point.

    Install:

    --------

    Copy the "@GL4" folder into your Armed Assault 2 root directory.

    Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.

    Mirror:

    Group Link 4 Special FX Edition v.1.1.87 ( FileSend.com )

    Enjoy!

    Awesome!


  16. @TonnyRat

    Hmm... Well yeah good request. ;)

    Sounds like a lot of fun by supporting the MLRS.

    Yeah something like a "H.C. Airstrike" feature are in my mind since some time but currently i don't have the time to create such a complex feature but i'm pretty sure you will find such a feature at any point in the future.

    @Sneaker-78-

    No they are working. Just have a look at the button definition which are used by default.

    May you are using the wrong keys. ;)

    Good to hear. Thanks for all the great work you have put into the community!

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