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luckyhendrix

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Posts posted by luckyhendrix


  1. 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


  2. 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)


  3. how do you use the fastroping module the wiki does not mention how to make it work

    thanks

    simply put it on map then jump in a helo as pilot , you must be stopped at less than 40 meter s altitude.

    =(+)=TheVoodoo

    Are 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 :


  4. 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 ;)


  5. 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 ?

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