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Evil_Echo

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Everything posted by Evil_Echo

  1. Updated the classlists with that ammo. Marker panel was already out there in the tools section. Also added a mission maker section for Crew-Served Weapons. It turns out the module enables a player to issue commands to AI via the normal command shortcut for actions ( 6 key ). It's not AI-AI as best I can tell.
  2. I used to have some small team missions for clan training in A1/ACE that were very popular with my guys and gals. Maybe it's time to make some for A2 as well.
  3. With the exception of some very minor updates to the documentation, the writing for the ACE wiki is mostly done by one person on the team. I do that when I am not coding, answering questions for the ACE community, recruiting, soothing frayed tempers, and a number of other chores in addition to Real Life. Coders are not known for writing nice instructions, so I frequently have to dig into source code, study configuration files, and then make test missions in order to figure out how new features work - once I learn that a new feature even exists. Then comes the word-smithing itself with rechecking facts, formatting, and spell-checking. As you may surmise, all this takes time. And it has to be prioritized, whether to drop everything and possible lose track of a valuable thought in coding in order to switch gears to update some document. So I do public relations for a while, check the news from the other devs, check tickets, write code... And, when I have sufficient time to devote to documentation, I update the wiki. This recent topic in using AI for CSW and other things is of course coming at me in typical fashion - unannounced. If I had known, the documentation would already be there. The task is now queued up, info will get out there once I learn enough to write something down and have some free cycles. When those free cycles pop up depends on a few things, including team stress levels. Not making rapid-fire demands for the same thing or bashing the documentarian would help a lot with those levels.
  4. It's not the final version. ACE is always trying to make the product better. I believe the following is the correct interpretation of the roadmap, pending any adjustments in this by Sickboy. Beta - code released may have bugs, but at least it passed some internal testing first. Code changes are pumped out as fast as we can fix things. RC - Some new code, but emphasis switches to more bug fixing and optimizing of code. Internal debug logging starts to get turned off to reduce disk usage, also speeding up the game. 1.0 - First milestone. At this point the release schedule slows as ACE enters more of a production mindset. Milestone versions will may be available for those who prefer a less frequent rate of change, while still providing the latest and greatest to others via updater and friends. And thank you for the "nice day" comment - we appreciate that a lot.
  5. That is standard debugging info related to loading of weapons. Not a problem. It'll disappear from logs soon ( in one of the next few releases ). Scripting of ACE nukes is not supported.
  6. The only way markers and fallout will not appear is if you... Turned them off per documentation. If so, turn the settings back on. Ignored using the EASA system and just tried to drop the bomb via script. That has been clearly stated to be a bad thing. This is one reason why. Some very cool things are on the way for ACE nukes. But I guarantee that bypassing the documented way of using them will be even more disappointing. This is not out of malice, just how the code needs to work in the ACE framework.
  7. Evil_Echo

    Mines in Multiplayer Games

    I laid down a belt to defend one corner of an air base. Many cut and past operations later I had a couple hundred AT mines in place.
  8. Evil_Echo

    Nuke

    Mine does have fallout. These are tacticals so not going to modify climate that much - if you dropped that much megatonnage there would be no map left to play on anyway. Also, some new effects for the ACE nuke are on the way. Some of team have seen early demos of work in progress. They were pleased. ETA - when it's done and I'm happy. Should not be that long though.
  9. Evil_Echo

    MP5 into pistol slot

    To move the MP5 to pistol slot change the weapon's type in the configuration. Here is the list - http://community.bistudio.com/wiki/CfgWeapons_Config_Reference#type If you wanted an item to occupy more than one slot, multiply base value by number of slots needed ( e.g. big mag that eats two slots = "256 * 2" ). If an weapon is really big and needs to take up primary and secondary weapon slots add the types together ( e.g. "1 + 4" ).
  10. There are a bunch of routines buried in the BI functions library and more in the CBA mod. And then I have some code that does even more - tensor routines make vector manipulation easy. gj6TJEyazO8
  11. Those views can be easily disabled in your game config right now.
  12. Just like RL - sometimes you have a crew kill and no idea if that tank is really dead - so you pump another round or two into it. Seeing a shot bounce off the hull is another special moment - ( 'reload, reload - HURRY!' ). I know what you mean about "kill score" also. But as you said, A1 and A2 have not always managed to count all your kills correctly. Otherwise I'd be concidered Death Incarnate due to my knack for placement of artillery strikes so they intersect moving patrols and convoys. And all those jet and helo kills with tank guns/AT-4s. But to be honest, I stopped caring about kill scores or any other score long ago. Stats just skew the game play for me, all that matters is my team doing well. If the ground gets credit for killing that Ka-50, who cares which of us did it as long as it's out of my sky? More important is that air-cover is down and now we can more easily slip into town to finish our objective and move on.
  13. The requirement to use the alternate optics view for binoculars has been in ACE since ArmA1 days. If you think about how you need to do the same to look through rifle scopes and other gear it does make sense. ACE is just being consistant here.
  14. Take a look at my WP effects for the ACE marker grenade. The cloud is denser and rises higher, like real WP. Use something like that for your smoke and it should make the effect you are looking for.
  15. Good site. Jane's is excellent too if you can afford it.
  16. Evil_Echo

    Make tank gameplay enjoyable now!

    This poll is useless. Just a flame.
  17. Evil_Echo

    Objectives?

    Agree on the start small concept. Look hard at the simpletask calls. They can be used for dynamic missions once you get up to speed. I like using them in combination with FSMs to really add a nice dynamic flow to a mission.
  18. Evil_Echo

    Groups Managment

    Clarify this please - too vague to be able to help.
  19. You could use the MP functions ( RE ) and use that to set time. Worked for me.
  20. ... about missing targets with an assault rifle at 50m Because you don't normally re-zero an assault rifle during combat. Normal engagement ranges are such that wind rarely matters for those weapons. If you are fighting in a hurricane then perhaps bringing up the wind arrow might be appropriate - otherwise just you should be fine.
  21. Evil_Echo

    Nube a few questions

    There is a guide to marksmanship in the ACE wiki. It might help a bit on some of your sharpshooting questions. Carl Gustaffa is correct about ranges and wind. With drift you really have to work for an uber-long shot - just like real snipers do. At moderate ranges for a given weapon, wind is not that bad if you pay attention to the readings. BTW - I'd use the ACE thread for these questions.
  22. Evil_Echo

    Arma 2 1.06 Patch Suggestions

    Fix the F-35 cockpit.
  23. Evil_Echo

    Test ACE gear "mission"

    Mission looks nice Alex - good job.
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