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genpatton043

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Everything posted by genpatton043

  1. genpatton043

    ACE for OA 1.13

    Agreed. I could go for an update myself. Too many isues with earlier versions.
  2. genpatton043

    ACE for OA 1.13

    Hey guys, I just wanted to float this question out there in regards to some issues I've been having regarding both the Stable and non stable versions of ACE for OA/CO. I have a ticket in over at Dev-Hev but obviously those guys are undoubtedly busy so I just wanted to pose the question here and see if anyone knows a solution or has had a similar issue. The issue is this, I've been using the stable release of ACE 2 for sometime now. Obviously, the realism factor makes it desirable to have, especially for me. The CO version I currently use is 1.60 & not 1.62. (I used to use 1.62 but had a number of conflicts with other addons and mods so I went back to using 1.60. The ACE 2 Stable version I use is 1.3.0.252. The biggest problem I'd like to be able to fix is that I am unable to use the "Self Interaction Menu." By default it should be able to be accessed by the right Windows Key and right Alt or Ctrl Key. However, when pressed, none of them do anything. Which leads me to the 2nd part of the problem. I am also unable to go into either the Main menu or the IN GAME menu and change any of the ACE settings. While I can enter the in game menu and see the options, I am unable to elect any of them and change them. In fact, the windows for example, have just a blank, white box so if you're looking at the controls for the keyboard, you can see where it says "Self Interaction Menu" and to the right is that box that normally should say what key to use or allow you the option of changing the key, however, as I said, the box is empty white and I am unable to click on it to change it. I did get an initial response from Dev_Hev about going into the clippi file and making sure my profile name was listed, which it wasn't at the time but even after changing that, I still have the same issue. Also, I removed the stable version of the mod and reinstalled the latest version with Six Updater and tried that. It still did not work, in fact, it was actually worse as it was missing files that prohibited me from going into missions of mine. It also didn't even recognize certain items. In the stable version I could at least equip a unit with flashbangs and tear gas, but I could not use them. In the non stable version, it doesn't even recognize them nor did it add any of the ACE specific objects or equipment such as the M84, M7 or other flashbang. Also, since the self interaction menu does not work, I am also unable to deploy satchel charges, mines, gas mask, IED's etc. So, what I'd like to know is there any way in which I can disable the use of the SIM and instead use the same method of deploying those items as one can in the Non-ACE/Stock/vanilla Arma 2 menu version? Is there anything I can change in the config or other file that could allow me to do this, at least until I get the overall issue resolved? Any help or advice is greatly appreciated. EDIT- Also, one item that I am able to use is the 40mm CS round for the m203/320 GL's and while it does detonate. It has zero effect on anyone. Not the player nor the AI. Its basically just a smokeshell round.
  3. genpatton043

    Schwemlitz, Germany: 5x5km Terrain

    Not sure if anyone else is having this issue, but regardless of whatever unit I use, at least so far, I always start the mission with an injured leg. BIS units, P '85, TF Knight, Tier One Ops and others all begin injured. Thankfully however, AI units do not. Just the player unit.
  4. genpatton043

    [Alpha] RTE for ArmA II

    Thanks man, but no go. I actually asked where i could find the PBO version so I could try and do it myself, which I did. The problem has to be with the shortcut for RTECapture b/c everytime I click on it it goes through the whole setup process again, asking for the paths and than your name and email and than it gets to the screen where it says it will begin downloading the latest version of RTE which I don't need cuz its already installed. Regardless, nothing happens anyway. The screen is dulled out and the only button you can click on is "Cancel" and when you do that it says, RTE Capture not initialized but will do so on next activation. Of course when you do that the cycle I just gave you begins again.
  5. genpatton043

    [CAMP] Lions of Kandahar

    [Note to self. Will be up late tonight, must get coffee] Looks absolutely awesome. I loved the book and am quite curious to see how this plays out. Many thanks for creating and sharing it with us!
  6. genpatton043

    [Alpha] RTE for ArmA II

    LoL. Did that too. Nothing. it sat right next to the BAF folder and the British units work fine. But RTE, while it does show in the main menu under 'Expansions' as being enabled, it doesn't appear in the editor menu when pausing.
  7. Some of those voices are freakin hilarious! The one sounds like Liberace impersonating Rambo. :D:D:D But it still looks excellent nonetheless!
  8. genpatton043

    [Alpha] RTE for ArmA II

    Therein lies my problem. I have the @RTEditor here "C:\Program Files\Bohemia Interactive\ArmA 2\@RTEditor\Addons" and than I placed the RTECapture and all of its .dlls here; "C:\Program Files (x86)\Bohemia Interactive\Arma 2 Operation Arrowhead" But my issue is, I can't launch the game through RTE Capture. It just takes me through the setup process again to where it ends up doing nothing.I also get a "No script found" warning as soon as I go to the main menu.
  9. genpatton043

    [Alpha] RTE for ArmA II

    Tholozar, Thank you and my apologies if I came across as a dick. I do however, still have an issue. The site says put the @RTEditor in My Documents\@RTEditor\Addons, and it says to put 'everything else' wherever one wants. That doesn't make a lot of sense. do all the remaining files go in a mod folder, are they left out and placed somewhere individually? I preview a mission in the editor and go to the main menu and it shows up fine, however, I click on it and it says not communicating with RTECapture. Yet when I start that up and allow it to set its desired path, it does nothing. I have tried changing the path, still, I get nothing. I've installed it using the installer, same thing as if I did it manually. Where's the disconnect? I'm missing something somewhere. I'm running A2 CO. Thanks
  10. genpatton043

    [Alpha] RTE for ArmA II

    Comment Withdrawn. Thank You.
  11. Well, I do have a possible solution for you, although its kind of like dropping a JDAM to remove an anthill. Have you ever used the CAA1 Project Mod before? If not, basically its a mod that took everything that was in Arma I and made it playable in Arma II. I believe buildings are a listed part in the editor so, I'll take a look and let ya know first chance I get. I have the mod, just haven't used it in ages. ---------- Post added at 08:58 AM ---------- Previous post was at 08:55 AM ---------- Thanks Ei8ght! BTW, I forgot to say in all of the messages, nice job. its pretty cool! Kudos!
  12. Problem found. The ammo crates under the tent in the middle of the FOB have "ACE" M4's added to them as well as as ACE earplugs and ACE M249 magazines. Also, the road cones are used as weapon holders and they contain "ACE" weapons also. Delete them and remove the added ACE content to the crates and it should start right up.
  13. They are part of the map. If you look in the middle of the camp, you can see where the AIFV (M2) were placed. I think they are a building that was ported over from Arma I. Unfortunately, I don't see them in the editor anywhere to add to an already existing map
  14. Well, here's the odd part, I just went in and deleted all of the units as well as the player. I just replaced him with a normal US soldier and dropped the units name and it still comes up. Which leaves me lost as I don't know where else to look. Do you have any custom weapons crates or weaponholders in the mission anywhere? That's the only other thing that I can think of.
  15. Found a bit of a bug. I can open the mission in the editor, however, I cannot play it. I keep getting no entry bin\config.bin/cfgweapons.ACE_M4_EOTECH" Which I'm assuming means that you possibly custom armed some of the guards with ACE Weapons? Or should the template just be used exclusively for ACE? B/c the mirror i DL'd from just had Lingor & Lingor Units as a requirement. Nothing about ACE. (Which is OK for me cuz I use ACE most of the time anyway, but others don't) EDIT- Also, if you open the mission.sqm up, there is nothing listed as being "ACE Related" and so far, I've yet to find the mystery weapon in the editor.
  16. genpatton043

    Fayshkhabur Release thread.

    Nice! Thanks for posting. When I dump the previous version and upgrade to this one I will do a "tour" of the it for you. I spent about a month or so back in 2004 operating in that area. While I did DL the alpha when it came out I never really spent a lot of time touring the map. But this one I will. ;) (Not like I'm going to remember a lot, but still.)
  17. genpatton043

    Schwemlitz, Germany: 5x5km Terrain

    Hey Guys, I've gotta stop and commend you on one hell of a gorgeous map! Absolutely amazing. it really is. I've already got plans for it. ;) Nice job and thank you! EDIT- It feels larger than 5x5 also. Lots of possibilities. ---------- Post added at 01:46 PM ---------- Previous post was at 01:44 PM ---------- Yes there is. I landed a MiG-15 in one. =P
  18. genpatton043

    [Alpha] RTE for ArmA II

    Where is everyone getting a 7zip file version of this? I'm at my wits end trying to get this installed. I run the setup and originally it comes up to be installed in the Program X86 folder. Shortcut is created and says it is now download RTE2. But it doesn't. It just sits there. Nothing is clickable. So, I uninstall it and put it in my Arma2 directory with the rest of the mods and again start it and again, it does nothing. Its says the RTE 2 will be placed in "My Documents" yet no folder is created. Ive changed the path also to " C:\Program Files\Bohemia Interactive\ArmA 2\arma2OA.exe" Yet again, I get nothing Other than a regular addon in a mod folder, why in the hell does everything have to be some form crusade to install something? A readme wouldve been nice with the installer and of course if you try to go the the home site, that's apparently shutdown. But the site for Arma I is still up but that doesn't do crap for me. 2 hours spent reading this thread, looking for a 7zip file version, installing, uninstalling, moving & trying another directory still nothing. I mean goddamn. it shouldn't be like this.
  19. genpatton043

    VME PLA MOD for ARMA II

    Can anyone tell me if there is a class name list yet? I googled the mod and the closest was a short list posted by Hongjian on P47. I really only need one, the DF-15B. Not the launcher, just the missile itself. Kudos on that also btw, IMO, its close to being the perfect nuke for the game. Not overly powerful, good visual effects and fallout.
  20. genpatton043

    Sukhoi Su-15TM "Flagon"

    Nice bird man, thanks for creating it. A classic,that, besides a single dark moment in history, is an often forgotten about aircraft
  21. I'm sorry, I don't follow you. What do you mean by archive?
  22. Hey guys. I could use a quick piece od advice on setting up multiple locations with this script. I've been staring at it for 2hrs now and I'm not seeing what I'm doing wrong, especially in accordance with what the example above of having more than one location. The first part of the script works fine. I literally just copied and pasted it from the Demo Mission #1 example. { if ( side _x == east && _x != player && ! (_x in switchableunits) ) then { _x setvariable ["ARGT_ALLAH_AKBAR", 0, true]; _x addeventhandler ["Fired", { private ["_unit"]; _unit = _this select 0; if ( time > _unit getvariable "ARGT_ALLAH_AKBAR" && vehicle _unit == _unit ) then { _unit say [format ["allah%1", 1 + (floor random 12)], 10]; _unit setvariable ["ARGT_ALLAH_AKBAR", time + 4 + random 8, true]; }; }]; }; } foreach allunits; call compile preprocessfilelinenumbers "script\defence.sqf"; [ [argt_leader1, argt_leader2, argt_leader3, argt_leader4, argt_leader5, argt_leader6, argt_leader7], [argt_civ1, argt_civ2, argt_civ3, argt_civ4], getmarkerpos "argt_huzrutimam", 300 ] call ARGT_DEFENCE_POSITION; OK, so far, so good. Everything works fine, however I add the 2nd location and all of the groups just stand there. Nothing happens whatsoever. The only difference other than the unit & marker names are that instead of Takistani Militia that are used in the first location, these are regular Takistani Army. Other than that I'm not seeing why these guys aren't moving. [ [argt_leader11, argt_leader12, argt_leader13, argt_leader14, argt_leader15, argt_leader16, argt_leader17], [argt_civ11, argt_civ12, argt_civ13, argt_civ14], getmarkerpos "argt_refinery", 300 ] call ARGT_DEFENCE_POSITION; Is it because its RA troops as opposed to militia that are causing the problem and if so, do I need to go into the script and change anything? The following is just the entire script in its entirety and not broken up. Again, other than the names, the layout looks the same as the example above but the 2nd option doesn't work at all. { if ( side _x == east && _x != player && ! (_x in switchableunits) ) then { _x setvariable ["ARGT_ALLAH_AKBAR", 0, true]; _x addeventhandler ["Fired", { private ["_unit"]; _unit = _this select 0; if ( time > _unit getvariable "ARGT_ALLAH_AKBAR" && vehicle _unit == _unit ) then { _unit say [format ["allah%1", 1 + (floor random 12)], 10]; _unit setvariable ["ARGT_ALLAH_AKBAR", time + 4 + random 8, true]; }; }]; }; } foreach allunits; call compile preprocessfilelinenumbers "script\defence.sqf"; [ [argt_leader1, argt_leader2, argt_leader3, argt_leader4, argt_leader5, argt_leader6, argt_leader7], [argt_civ1, argt_civ2, argt_civ3, argt_civ4], getmarkerpos "argt_huzrutimam", 300 ] call ARGT_DEFENCE_POSITION; [ [argt_leader11, argt_leader12, argt_leader13, argt_leader14, argt_leader15, argt_leader16, argt_leader17], [argt_civ11, argt_civ12, argt_civ13, argt_civ14], getmarkerpos "argt_refinery", 300 ] call ARGT_DEFENCE_POSITION; exit
  23. genpatton043

    ACE for OA 1.13

    Would anyone mind giving me some suggestions to fix the following error message please? "Sound ACE_Heartbeatscalar not found" Should I just download the ACE_SM mod again? I've had a number of kinks to work out in order to get ACE 2 up and running again on my PC and I "Think" this is the last one. Thanks!
  24. genpatton043

    ArmA II / OA Installation problems

    I'll try and make this as brief as i can. I just recently developed an issue that involves a Beta Patch that, for whatever reason, I installed a couple of months back. I never had an issue so I just left it alone. At least until this week. For reasons unknown to me right now, I can no longer launch the game using my normal A2 CO shortcut and now all of a sudden I have to use a shortcut for the Beta itself. The version and Beta currently installed are 1.62.96751 The problem with using the Beta Patch is that Ace 2 does not work. It loads and all the addons for it appear and can be used, but items like Grenades, flashbangs, medical items, do not work at all. I can throw 100 grenades and a) They do not visually appear in game and b) Do not detonate. Si my question is this, in order to remove the patch, can I just uninstall Op Arrowhead and everything else that came afterward OR am I going to need to do a complete uninstall of the original Arma 2 game also? The reason I ask is b/c I no longer have the original Arma 2 disc, however, Operation Arrowhead, British Forces, Czech forces, etc, I bought off of GamersGate and can still download and reinstall. Also, I'm not really in a position where i can purchase the original again at this time. If I could, I would. But I can't so that's what brings me here now. I hate not being able to use ACE, but I don't want to uninstall anything that's going to cause the entire game to not work either. Thanks for any advice anyone has on the subject. GP43 EDIT- Or, would i be better off installing the newest Beta Patch also? Could that work?
  25. genpatton043

    Is Arma 3 authentic?

    Gotcha. Regardless, thanks for the tip. ---------- Post added at 12:45 PM ---------- Previous post was at 12:42 PM ---------- Upon translation of the text, you would be correct, its a BMP is what it states so the BMP-3 would be the most likely candidate.
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