luckyhendrix
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Posts posted by luckyhendrix
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gosh what a changelog !
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Then why did US pilots say they didn't see it coming when they have these systems? There are warning systems for laser and radar. Detecting a passive missile is almost impossible if you don't see it.Btw... the automatic flare system is the most unrealistic feature in the game.
It's not totaly true , the most modern aircraft do have launch detect ( they detect the flash that the missile produced when launched) But only some aircraft have such system I refer to my previous post:
Only F35/AH64/Su34/Uh1Y/ah1Z are warned of missile launch, for Ka-52 I lack the information.But Mi-24,Ah-1W ,su25,A10 and AV8 have only a RWR so their only warned of fox 1 or fox 3(in ACE2 the only Fox1 or 3 are the Tunguska's missile and Su-27's R-27) but not of IR guided missiles wich are fox2 (Stinger,igla,strela or sidewinder,R73)
For instance look here : http://www.bellhelicopter.com/en/aircraft/military/bellUH-1Y.cfm
it is mentioned AN/AAR-47 missile warining :
But a lot of aircraft do not have such systems (on the OPFOR side the only one is the SU-34 for instance). So I agrre that a default automatic flare launch is unrealistic and breaks gameplay
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this addweapon "ACE_GlassesGasMask_US " in unit init
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Do some reaserch into the warning systems mounted on helicopters and jets.Only F35/AH64/Su34/Uh1Y/ah1Z are warned of missile launch, for Ka-52 I lack the information.
But Mi-24,Ah-1W ,su25,A10 and AV8 have only a RWR so their only warned of fox 1 or fox 3(in ACE2 the only Fox1 or 3 are the Tunguska's missile and Su-27's R-27) but not of IR guided missiles wich are fox2 (Stinger,igla,strela or sidewinder,R73)
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Will the flare system stay like it is now ? Because it doesn't add anything to gameplay and it's not realistic either.Pilot shouldn't be warned of IR missiles launches and should launch flares preventively.
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because the room in the back is used to store ammo in the Struker ATGM and to stock ammo and the turret in stryker MGS
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you can't the pilot must be a human player.
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it's bot possible in the crurent state
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It's normal the userconfig file in @Ace is just there in case you need the original , you need to put it in your main arma 2 folder in order to have it working
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you should try this :
[TF141, "30Rnd_556x45_StanagSD", 4] call ace_sys_fnc_API_PackMagazine; -
Yeah Vking but vehicles like BRDM2 have only a mechanical turret so engine shouldn't go on , same for T72 wich has an electric engine for the turret.
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Is it normal that BRDM2 ,BMP2, T90 and lots of others vehicle have the engine that starts when turret is moving ? If I recall correctly it wasn't like that in previous version
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Gosh ! this M224 looks amazing, your doing wonderfull work guys !! I admit it will be a CSW ?
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Very nice models I can't wait

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That's nice to see some compatriot on this forum , I'm also belgian, anyway use enlgish it will be more convinient for the others users :)
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I noticed the same all kind of support seem to work fine excepted the medical suppot
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to make ALICE and silvie work just place it on map that's all. For ACM place it on map and sync-F5- it to the player
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You can use any maps with ACE
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How do change wind ? via addaction ? you're script that changes wind direction must run on the server if you want it to be applied to all clients
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YOu might want to use mando heliroute script.
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how do you use the fastroping module the wiki does not mention how to make it workthanks
simply put it on map then jump in a helo as pilot , you must be stopped at less than 40 meter s altitude.
=(+)=TheVoodooAre there any plans replacing the vanilla javelin with a reworked one that has HUD & realistic optics?
Yes , vigilante is doing a realistic Javelin for ACE : WIP can be seen here :
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To check if a player has an ACE radio, something like this is easier and doesn't hurt performance:while {true} do { waitUntil {alive player}; waitUntil {sleep 0.312; isNumber(configFile >> "CfgWeapons" >> secondaryWeapon player >> "ACE_is_radio")}; // add whatever you want to the unit while {isNumber(configFile >> "CfgWeapons" >> secondaryWeapon player >> "ACE_is_radio")} do { // do whatever you want }; };isNumber(configFile >> "CfgWeapons" >> secondaryWeapon player >> "ACE_is_radio")
gets the correct information.
Xeno
Thank you Xeno. You're a master ;)
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Bis_fnc_invstring , returns an array with all the classname of all objects in the inventory.
put module fonction then write this in the activation fiels of a radio triggers : player call Bis_fnc_help.
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I made a little script so that only the player that have radio have acces to radio message. here is it :
_unit = _this select 0;
_TypeofRuck = _this select 1;
_init1 = "1 setradioMsg ""Null""";
_init1 = "1 setradioMsg ""Call Extract""";
waituntil {!isnil "bis_fnc_init"};
_unit setvehicleinit _init1;
processInitCommands;
While{true}do{
_Ruck = _Unit Call ACE_Sys_Ruck_fnc_hasRuck;
While{!_Ruck}do{
_Ruck = _Unit Call ACE_Sys_Ruck_fnc_hasRuck;
sleep 0.1;
};
_inv = [_Unit] call Bis_fnc_invString;
While{_ruck}do{
_Ruck = _Unit Call ACE_Sys_Ruck_fnc_hasRuck;
_inv = [_Unit] call Bis_fnc_invString;
If(_TypeofRuck in _inv)Then{
//hint "You have a Radio";
_Unit setVehicleInit _init2;
processInitCommands;
}Else{
//hint "you don't have a radio";
_unit setvehicleinit _init1;
processInitCommands;
};
sleep 5;
};
};
This script seems to have a big impact on perf, how can I reduce this ?

FAFw - Forces Armées Françaises Workshop
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
this shows the how great is your income in this community.