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Evil_Echo

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Everything posted by Evil_Echo

  1. Evil_Echo

    Arma 2 1.06 Patch Suggestions

    You could also just create a new faction - dangerous items. And assign mines, artillery shells, etc to that. Would follow the old adage - mines have no friends.
  2. Evil_Echo

    Arma 2 1.06 Patch Suggestions

    2 functions - getMagazineCargo, getWeaponCargo. Return lists of contents. It would make trying to manage ammuntion crates and other weaponholders far easier.
  3. I don't know why either. But it's not removed from ACE, only from the mission editor. Here is the the relevant class list.... http://ace.wikkii.com/wiki/Class_Lists_for_ACEX#Helo
  4. Evil_Echo

    Playing as a Sniper in ArmA2

    IRL - engine noise would make it hard for anyone nearby to localize you by sound.
  5. Evil_Echo

    commanding the ai better

    +1 on better AI command and control
  6. The typical problem seen when other mods don't work with ACE is when they don't use extended event handlers ( XEH ). When that happens mods fight over who has control over the events and generally bad things happen. It's a straight-forward thing to fix - CBA makes XEH use quite easy. A major project goal of ACE for A2 was to make ACE more friendly to other mods. By and large that goal has been met - quite a few mods interact well with ACE now. Hopefully over time even more will adapt so you players can enjoy the benefits.
  7. Evil_Echo

    Bullet velocity - inaccurate ?

    I looked at the ACE ticket about this too. You folks basically have the notion correct - the game physics is off. The problem is that we ( ACE ) can fit the curve to match range or flight time but not both. Range seems more important in most cases. Although flight time does factor in when timing a shot at a moving target.
  8. Asking for most realism features be turned off by default MIGHT just cross that reasonable line. Better would be to call out specific items that are cause for concern among the bulk of the player base. Certainly adding more server-side options is worthy of contemplation though.
  9. ACE is described as a total conversion mod. In that sense it's take-it-or-leave-it. With the caveat that we do allow for a number of features to be turned off or parameters adjusted. The idea is to be flexible, within reasonable limits. Acknowledging that our definition of "reasonable" might not suit everyone, but someone has to draw a line somewhere or there is complete anarchy. One thing you should NOT do is rip out files unless specifically told that file is ok to zap and only for short-term solutions ( aka bug-related issue ). There are inter-dependancies between systems in ACE that are not always obvious to the outsider. Zapping files can result in very bad or very wierd behavior. It's not because we are being vicious SOB's ( I save that for actual gameplay ), just due to trying to avoid duplication of work and the nightmare of definitions/functions that could get out of sync otherwise. So if you think something reasonable needs a switch, just file a ... Well - you know the lecture.
  10. Evil_Echo

    Playing as a Sniper in ArmA2

    Rifle sights: There are a number of mods that include scope adjustments, you just need to install one. ACE has full windage/elevation control for various rifles, a wind doping system and rangefinding tools. Plus wind DOES deflect small-arms fire when using ACE. AI spotter: Spotter calling out bearing, range, elevation via direct chat would be cool. It would require some coding, but is very possible. Dunno if anyone has done that yet though. Positioning Question: All the things you talk about definitely apply to play vs humans. While the AI may seem a tad psychic, it's not. A lot depends on the skill level of your AI opponents in how well/fast they find you. Noise matters a lot though as does time in one location. Scope glint: I like it, nice idea. Bet a lot of human players would scream though. But I like screams. Creeping: Slow movement in vegetation does help. But once you are made everyone in that unit knows your location. Ghillie: Right now the AI is color-blind, suit does not matter to them. Vs humans of course - big deal. Even with a non-perfect match, you'd be surprised how well a good spot in shadows or among trees will work in hiding you.
  11. How to put a weapon on back during a mission was already covered by someone here. But if you are asking about starting the mission with one already in place - there should be a new API function for that in sys_ruck soon. That should help the mission makers out. Right now' date=' mission maker use of pre-positioned ACE mines is difficult at best. We're in internal talks about adding some API functions for that, it's going to take some time and maybe some recoding on our part to make that easier. Sorry. Despite rumors, the ACE team does not flay people for good honest questions. We do get cranky at repeat topics now and then, just because we are human and sometimes very tired. Just give us a little slack, and do try to check back a few pages in case a topic was recently discussed.
  12. I'd stated 1. Do not by-pass the EASA system. 2. Release authority logic was on the way. I did not say that just to be obstructionist. ACE's sys_nuke is coded the way it is for a reason - there is a grand plan for this system. And code changes were already in the works. By-passing this new code is likely to cause situations that can be nicely described as "unfortunate". :eek: Cannot promise any support if you violate the warranty on a nuke. Sorry.
  13. It's not documented for a number of reasons. The weapons are controversial in-game. Not many mature gamers are in favor of spamming nukes all over a map. The real weapons are tightly controlled, EASA allows for that to be simulated and will be getting better. You need hardpoints on the model to attach the bomb rails (aka launchers). Unless you have that, EASA is not going to let you add anything. Bypassing the whole thing and just spawning a bomb will not work right due to event handlers and scripts that are needed. Don't waste your time by doing silly things like this. If you want to drop bombs from a big plane, try Gnat's B-52. I bet that will work with EASA.
  14. Psychotic - no. Malevolent - yes. No word on the problem you asked about. The ruck unpack issues currently outstanding get tangled up in parts of the game engine I don't have easy access to or documentation for. The solution for direct ruck-crate/ground actions might end up involving a complete split away from BI's gear system ( right now I build on top of it ). That would give me the control needed, but has a very big risk of breaking compability with Warfare and anything else that currently depends on BI's gear system. Because of that I'm not willing to take that step unless a huge majority of the ACE community is behind that and willing to deal with the repercussions. None of this has much to do with current discussion of AI loading up gear for you though.
  15. http://ace.wikkii.com/wiki/Features_of_ACE2#Mission_Editors_5
  16. Now THAT idea I could go for. Better interaction with the AI, selecting gear, and loading your ride for you. sys_quartermaster anyone?
  17. I have brought up a server-side switch for stamina among the devs - just to let you know that has been discussed. The jury is still out, so can't say more about that. But to the heart of the stamina issue. Mission designs that use ACE and then expect you to hump heaps of ammo all over God's Green Acre. I'd like to remind the mission designers that ACE includes a large number of vehicles, most capable of carrying extra items for you. :butbut: IRL you'd only carry a full pack when going on a march where you'd not expect contact. You might ferry extra equipment (and walk ), but when near the fighting you'd drop off most gear in favor of a combat loadout. Heavy weapons are split up among multiple people. Any time you can get a lift a soldier will take that opportunity.
  18. wrt: turning off stamina disables rucks system It's intentional. The lead dev decided that. His logic is that supermen don't need extra pockets.
  19. Evil_Echo

    Making a shell an object?

    You would need to make an inert version of the item, basically just the physical model with no weapons simulation defined.
  20. I used a guard waypoint and then have my FSM manage the locations. Example from a mission to protect a GRU officer located in a building. _SafeRoom_num = floor(random (RU_HQ_count - 1)); _SafeRoom_pos = RU_HQ buildingPos _SafeRoom_num; Ivan doMove _SafeRoom_pos; .... (other state transitions)... _SafeRoom = createGuardedPoint [east, _SafeRoom_pos, -1, objNull];
  21. I've been writing programs since 1975, when a "useless" summer school class in typing suddenly got me volunteered into demonstrating how to use a brand-new computer terminal ( an ASR-33 teletype no less ) by my mathematics teacher. That turned into a university degree in Computer Science and eventually a multi-decade career as programmer, systems admininistrator, information security officer, and systems architect at a weapons lab for the US Dept of Energy. Familiar with a quite a few programming languages. Now retired, coding for A2 is a hobby to keep active.
  22. If ( _pilot ) then {... Move your jet to a nuke-enabled EASA trailer. Jump out and activate the EASA interface. Select your kilotonage. Wait 30 sec/munition. Look under the wings. If ( _ground-pounder ) then {... Wait for nuke-capable jet to fly overhead. Look up.
  23. Evil_Echo

    Landing autopilot problems.

    Seen it also. No joy.
  24. Currently, ACE does not have an intrinsic use of radios. They are for mission makers. People like Xeno use them as a means to control access to certain support features in their missions. The rucks listed differ in color and capacity. Because of the electronics inside, radio rucks are quite limited in free volume and heavy. The newer PRC-119 is MUCH lighter than the Vietnam-era PRC-77 though.
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