columdrum
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Posts posted by columdrum
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When using multiple vehicles with multiple players(not AI) on each one, some players randomly crashes. It's really dificult to reproduce because the people that crashes seems to be totally random and it don't generate any error on arma.RPT.
The situation is:
1- 5-4 players gets on a vehicle like a lav-25 , a rib boat(it's strange but using hunves for example, doesn't crash so often)
2- Other 4-5 players gets on another vehicle near
3- Some of then are using 3D view and others 1st person( note that the ones who are using 3D have more % of crashing)
4- Wait/move arround 1 min
5- Some of the players would crash 90% of times( only 1 or 2 crases not all)
I can't reproduce just when i want to debug it, but it's really anoying.¿ It's a known bug? ¿there is any solution?
Thanks in advance, i will try to get some crash reports and post it on the oficial bug tracker
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Old userconfig files. You need to check them after every update, if required. The DL to @ACE\store\userconfig.rar. You then need to copy and paste. If they updated to the real folder you'd lose any changes everytime and have no reference for faster updating.Six updater also have an option to update them automatically, choose process userconfigs in action.
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I know this is in the bug tracker,, but not be able to kill units other than small arms is a problem. Even HE wont kill troops.Normal HE explosions make damage, but indirect( like GBU created by create vehhicle or artillery) makes no damage when using wounding module :(.
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Hi i don't know if its the right place to answer it but here it go:
I have a problem, i have 2 arma2 servers in the same machine( its powerfull enought :P). Well the problem is that i what to each server generate a diferent "file.rpt". ¿It's posible?
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"ACE_Knicklicht_Object_R"
"ACE_Knicklicht_Object_G"
"ACE_Knicklicht_Object_B"
"ACE_Knicklicht_Object_W"
"ACE_Knicklicht_Object_Y"
"ACE_Knicklicht_Object_IR"
There is your answer, the classnames of the glowing an activated chemlights. Yo can add it editing the mission.sqm or via createvehicle. They aren't made to be created this way so you may have some troubles, i haven't look at the code :rolleyes:
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Also note that there is a wrong "]":
_attack1 = [_position], 0, "A10", WEST] call bis_fnc_spawnvehicle;
it should be:
_attack1 = [_position, 0, "A10", WEST] call bis_fnc_spawnvehicle;
PS: always run Arma2 with -showScriptErrors parameter, it will save you a lot of time ^^.
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The new chute flight model is impressive and really smooth. There is any way to simulate a chute failure by script? , it would be awesome for the mision makers :)
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Hi i have a question regarding the six updater, there will be a separated mod on six updater with ACE 1.0 and the ACE "beta"( the weekly updates i mean) ?
I ask this because i know some people that haven't updated since some days and maybe when they update with six updater they will get a higer version that the 1.0. So they will need to download ALL again to get the 1.0. But if there are 2 separated mods, 1.0 and the beta they would be able to choose to update to 1.0 or to lastest version.
Sorry if i didn't explaint it well but... :P
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Hi i'm new on scripting( not in programing by the way :p), and i have some problems:
1- when i try to use the sounds included in the vanilla arma2 they didn't play. Its not a scripting error nor a sound error. Thats what i have:
class MsoundDog {name = "MsoundDog"; titles[] = {}; sound[] = {"\ca\Sounds\animals\dog_bark01", 1, 1}; };
Also tryed:
class MsoundDog {name = "MsoundDog"; titles[] = {}; sound[] = {"ca\Sounds\animals\dog_bark01", 1, 1}; };
And
class MsoundDog {name = "MsoundDog"; titles[] = {}; sound[] = {"\ca\Sounds\animals\dog_bark01.wss", 1, 1}; };
If i copy the dog_bark01.wss to my mision folder and changing the path it works. So the error should be in the path, or maybe its not posible to use then. Someone knows what is wrong? I don't want to add extra unneeded sounds on my mission if they are already included in arma2 :(. I also know that i can make that dog sound with a trigger, but i want to play it whit any scripting program without making "strange" unnecesary things
2- There is any way to get(in a array for example) the contents of a box or any container? because i didn't se any script function for that. I read some kind of new API on ACE for this, but i didn't find the documentation.
Thanks!
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Nobody noticed that the damages of all weapons where drastically reduced since last friday update? .
Before, you can easy kill for example with a single shot a target at 1km with tac-50, and now even a target at 5m with a headshot of a DMR simply puts the unit unconscious, and you need 2 shot of the tac-50 SD to kill a target at 600m. (NOTE: Ace wounds ON)
It's that normal, a bug or temporal? ( i didn't report it as a bug yet because i don't know if that was done on purpose)
And other question, the ruck system is still been developed? It's okey like it is now, but i think that would be a good idea a way to drop your rucksack to a friendly unit and that he can catch it.
Right now its imposible because the ruck contents are stored on your soldier, so even if you throw your rucksack if you pick up any other rucksack you will get the same contents that you had in the previus one.
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Thank you all! And congrats and salute to all other winners and finalists!We are planning on a hotfix release, 0:00 GMT, to fix the CTD issue caused by backblast, and the Stamina inverse :)
Thx
BTW congrats for the Awards ;)
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With the update the configuration files in the "ArmA 2/@ACE/userconfig" folder were deleted. The folder is now empty. Is there a reason?Lol i haven't noticed it till now, but mine is empty too. Maybe they forgot it :p
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Haven´t had a chance to play yet, but the config for the HKs is there. Classnames:"ACE_HK416_D10","ACE_HK416_D14","ACE_HK416_D10_SD","ACE_HK416_D14_SD"
Thx i was looking for then. Anyone knows the classnames of the 0 rnd Mk.262 Stanag mag, Mk.211 RAUFOSS ammunition for M107 and the VS-17 marker plane , or where to look for them?
And yes, i already searched in the ACE wiki :S.
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I love the RAVLIFTER and the Wirecutters . But there is some new bugs too , i think that they are obyus and i dont have time to report all:
1- Yo can activate the """thermal""" vision with almost any weapon when using iron sight ( T key default)
2- Laser marker /vector not displaying azimud , elevation or any hud data ( red dot, laser still working)
3- Wirecutter removes your ammo .
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Ok, looked through the thread and found no instructions on how to use C4s.I placed a C4 somewhere, top right hand corner of the screen pops up a confirmation but I can't find any option to detonate it anywhere. Not in the action menu or anywhere else. I tried hitting all kinds of key combos and still nothing. hitting the left window key brings up no menu or dialogue either. There is also no indication that a C4 was ever placed. No graphics of a C4 where I placed it, nothing.
As for the fake IR feature, hitting T or Shift-T brings up the team switch dialogue, no IRs....
HELP! (Thanks a lot for your kind attention)
For the C4, place it with the action, aim at it, select safety off, an then you will have a action in the action menu to detonate it.
And for the fake IR i think it only work on tanks( i dont know if all, but i tried a bradley and it worked).
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columdrum:use the keyboard up and down cursor keys you will be able to select
the rte button that way!
BiGs
Whooa it worked, thanks i didn't know that :D
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signed
Its stupid that having all languages on my DvD i can only choose the languages allowed by my key :(
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i think that backward compatibility its always good, but for example use a normal scripting language( OMG, lua, for example, i really hate the actual array management) would be a good idea :), or focusing a little more on optimization will be better.
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I highly recommend changing the rather odd keyboard setup for the choppers in A2. I've se mine up like battlefield and they work great:A/D - Rudder left/right.
W/S - Throttle up/down
Mouse left/right - roll left/right
Mouse forward/backward - pitch down/up
For me it's the most intuitive way to fly.
I've got a question for those who [unlike me] actually know how helicopters fly: does it seem like the choppers are underpowered and feel a bit like flying bricks? I know from experience with RC choppers at least that if you cut the power you're in for some serious trouble (it's like a 1-way ticket right into the dirt), in ArmA it seems sluggish and unresponsive, I actually nosedive to lose altitude instead of down-throttling, which seems a bit stupid. Another thing is the rudder, at 100km/h I completely lose rudder control, is this realistic?
I also played a lot BF2, and even it isn't a simulator i think that the air controls where good enought in bf2. I also use that config to fly in arma2, and i was wondering about the rudder control lost after 100km/h and the "auto-center" in the direction that you are moving( simply lean your chopper one way until you get enough speed an it will auto turn, if you dont avoid it), its really annoying when you are trying to aim with choppers and planes :S.
Anyone who plays sims can confirm if that is reallistic please? thx
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted · Edited by columdrum
Hi , one question about the fastroping: Its posible to make the IA use the current fastrope system? or its just for human players?
I tried to use the deploy_fastropes.sqf and the fnc_fastrope.sqf of the ace_sys_fastrope without success :P, so i think that is done only for players but maybe i'm wrong