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Everything posted by vking

  1. I think that's a mission setting. By default, without treatment, you stay unconcious untill you bleed out, which can take from a few seconds to several minutes.
  2. Have you placed the '(Æ) Enable Wounding System' module?
  3. I appreciate your opinion, and I'm sure everyone else does too, but if we did that, then there wouldn't be a whole lot left of ACE except new weapons. A huge amount of the vehicle configs (which includes infantry) have been tweaked, modified and outright replaced. On the whole people seem to like it. As far as I know, noone complained when we replaced the AK107 with the AK74M for the russian troops. Edit: Good News! for everyone who likes Mk16s: http://dev-heaven.net/issues/14506
  4. You can use this removeWeapon primaryWeapon this; this addWeapon "SCAR_L_STD_HOLO" to add a mk16. List of mk16 classnames here: http://browser.dev-heaven.net/cfg_weapons?advanced_search=Mk16
  5. For fastroping, do the following: Take or borrow 1 (one) helicopter 1 (one) pilot at least 1 (one) rope (length by preference) passengers Load everyone up in the helicopter. The rope should not be in the posession of the pilot or any other crew. The person carrying the rope must be in the cargo area/'back' seats. Once at the DZ, hover the helicopter no higher than the length of the rope, no lower than 10m The person carrying the rope gets an action to release the rope The ropes deploy, everyone in cargo gets an action to fast rope When troops are deployed, the pilot and/or crew chief (can't remember) gets an action to cut the rope The chopper flies away, the rope coils up on the ground and can be picked up if you want Important point: Any gunners cannot fast rope, only people in the actual cargo slots in the helicopter. Also, Don't place the 'Disable fast roping' module. There is no Enable module, it's by default.
  6. The default US faction is renamed just US Army, not Æ US Army. If you don't see it then yes, there's a local problem. In general, factions added by ACE gets prefixed with Æ, but that doesn't mean all or any of the units in those faction have to have been added with ACE.
  7. Damnit, you guessed. Now we have to add something else instead. Good question. Feature ticket it!
  8. Excellent video! If you don't mind I'll link to it in the howto section for claymores on the wagn.
  9. Easy question first: How does it look without those other mods? The ballistics for what? Bullets/grenades/shells; fairly. Artillery probably less so. If you mean relative to RL manuals for stuff, then maybe.
  10. All the explosives should work fine. Place with the self-interaction menu and modify with the interaction menu. Everything was moved away from the action menu to prevent clogging it up. In other words, what has changed is you need to look at the device and press the interaction menu key to operate it.
  11. The syntax is [_vehicle, _unit] execVM "x\ace\addons\sys_eject\jumpout.sqf"; Don't know if this will work, but you can try something like {jumped = [ch1, _x] execVM "x\ace\addons\sys_eject\jumpout.sqf"} forEach [s1,s2,s3,s4,s5,s6]
  12. http://dev-heaven.net/projects/six-arma-updater/issues http://six.dev-heaven.net/wagn/Six_Updater_Suite+support Sadly, sickboy isn't on bif anymore to provide support here, partly because of people complaining out of hand about things they don't care to research. In any case: Drop it. If danny96 or anyone else needs more help he can use the issue tracker, or he can change to addonsync, his choice.
  13. Here's a link to the issue tracker for the six updater: Link You can search for a ticket with a similar problem to yours or make a ticket with your issue so it can be fixed.
  14. I use SpiritedMachine's launcher. It's jolly awesome :) http://www.armaholic.com/page.php?id=8241
  15. See if this can help you: http://ace.dev-heaven.net/wagn/Serverconfig Be very aware that running different versions is not recommended and that errors can occur. Don't report any bugs you encounter without confirming them using only the latest version. I don't really see how someone can't get the updates on time as it usually takes a minute or two.
  16. And to make it official: ACE 1.5 Update 2 Released http://ace.dev-heaven.net/wagn/ACE_1_5_Update_2
  17. If you want to report a bug, make a suggestion, request a feature, or offer a contribution please make a ticket on the Issue Tracker :)
  18. Everyone keep calm and remember that if you have a bug, search the issue tracker and create a bug report if it's a new bug. Bitching about it here will get you nowhere.
  19. As being temporarily the guy who posts official stuff here, I was asked to post this link: Dev blog: To Stable or Not to Stable
  20. They miss or they don't track at all? If tab-locking fails, select the cannon and use the RMB to lock on a target, then switch to the -L and wait for lock (beeping) then fire.
  21. It got included by accident. It shouldn't do anything, and it's safe to remove it or leave it be, it'll be deleted by the updater automatically for the next update.
  22. Xeno isn't here, so... ACE 1.5 Update 1 available on the SIX updater Release notes: http://ace.dev-heaven.net/wagn/ACE_1_5_Update_1
  23. You need to be standing next to the ladder underneath, and maybe face the other way.
  24. It's not. The M240 in-game is an M240G, visually identical to the gun in your MAG-58 picture. An M240B would perhaps be more thematically approperiate for the Army, but BI didn't bother about that, and I don't see why ACE should either. (Ofc. if a good model is presented for use, I'm not saying it would be rejected.)