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nodlew

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About nodlew

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  1. For those who have posted regarding wanting things like artillery and the ability to use aircraft--have you tried Loki's "Lost Key" mod in combination with Flashpoint: Takistan? With the Lost Key mod, you can do almost anything. Fly choppers, use any weapon you have available in the Editor, or any unit, or any vehicle. It is mind-boggling. You can call in massive artillery strikes, air strikes, etc.
  2. These missions are really great, tremendous fun to play. Thank you for making them.
  3. Hmmmm. Well, I would have assumed that would be the way it would work. But I think there is something screwy going on. The problem seems to happen in some missions and not others. It seems to happen in the Ghost Recon Island Thunder campaign, for example, but the healing seems to work normally in the RTY Delta force mission I am currently playing. So I don't know. It seems damn near impossible to complete a mission without something screwed up happening to spoil the experience. If the wounding is working, then my team won't follow my commands. If my team follows my commands, then my m203 grenades won't explode. If the grenades explode, then the ACE sighting system won't work. If the ACE sighting system works, then my rangefinder won't work. If the rangefinder works, then the mission has no batteries for it. If the mission has batteries for it, then my half my team gets killed because they won't stay still. If the team stays still, then the medic wont heal the wounded guy and he dies for no reason. If the medic heals the wounded guy, the wounded guy is not really healed and he rolls around until he dies anyway... Arg.
  4. Since manually adding the ACE wound system module to every mission I download to play is a tremendous pain, I have decided to play without it. However, a lot, most of the time, I get wounded, call a medic to patch me up, and then, after being healed, my guy continues to roll around on the ground until he dies, although he shows no wounds in the ACE interaction menu. He will roll over, take command of the squad, then roll over on his back again, wounded and the next in line takes command. This happens over and over again until my guy dies. This is with ACE installed, but without the wound system module in the mission. How do I turn the ACE wound system off so that I can play a SP mission with the normal medic healing? Ace and everything else is patched to the latest, this happens with the Beta, or without. SP Medic is enabled in the ACE options.
  5. Whatever. I did search extensively for references to the scope problem. I didn't find any. My original post here in which I remarked on the problem, was principally to make the issue a matter of public record so that others having the same problem would not find an utter vacuum as I did. I originally had no intention of making a Bug Report at all, perhaps being intuitively aware of what kind of attitude I could expect should I do so. I posted the report at the suggestion of Sickboy. Since he made the suggestion, I thought, hey, maybe this problem is not actually common knowlege. So, I understand your knee-jerk impulse to make this my problem, or perhaps a non-problem, and no, compared to the radiation in Japan, this is not a matter of consequence. But the comment was rude, dismissive, and given all that I have just detailed above, not really called for. That's my story, and I'm sticking to it. Perhaps my response was a bit overboard. In any event, like I said, ACE will just have to somehow soldier on without the benefit of any more Bug Reports from me. And, I have absolutely nothing more to say on the subject.
  6. The personal motto of every insulting, smart-ass the world over is that everyone else should "lighten-up". No, I won't lighten up. Instead, you perform a sex act on yourself. I have no problem with the fact that it is a technical issue, or that it cannot be resolved. I did however expect some modicum of courtesy, not to be dismissed as if I am a jerk for having gone through the effort of posting the report. No reflection at all on you, Sickboy, who in addition to being a an awesome programmer and modder, are also an unflinchingly decent human being.
  7. So, I went through the trouble of posting a bug report at Dev Heaven as Sickboy suggested. For my trouble my issue was rejected with the following snotty comment: "That's too bad, lucky you can turn it off." Last time I post a bug report to that site.
  8. Whatever glitches remain in the ACE system, they in no way detract from its excellence. It is in fact, indispensable for me playing CO. In fact, I really don't know what the vanilla game looks like, or plays like any more. Quite frankly, for a mod, I have never seen its like. That said, I was being driven crazy by one aspect of the mod which I didn't even know I was utilizing. I went into the config and just turned on everything that sounded right to me, one of which features was ACE Reticle system. Since that unfortunate move, I have been trying desperately and vainly to find some way to get my weapon optics to stop lagging and glitching visually with mods. I finally discovered what the Ret Sys was all about--that 3d recoil thing with the fat black ring that lags on screen and the reticles that won't render and then won't disappear--disabled the damn thing, and now all is right with the world again. Although, I'm sure some features will now be missing from my game. My computer is no great shakes of course, I'm sure it works fine on faster systems. The feature should come with a Disclaimer of some sort though--"If you experience lag with scopes, or visual anomalies, this feature should be turned off" would do nicely. Ah, others were posting while I was posting-- That makes sense, but it kinda makes a monkey out of the Weapon on Back system. I see that Sickboy has posted something related to a Fix, gonna look into that.---------- Post added at 05:15 PM ---------- Previous post was at 04:51 PM ---------- The Ruck fix appears to have repaired the problem. Switching back and forth between weapon in hand and weapon on back, or weapon in hand and weapon in Ruck has no effect on the ready ammunition available to the unit. Good work, Guys!
  9. Dagnabbit, forgot about the B key. I've been testing the other range-finders, designators, etc. for so long, I forgot how to use the binoculars. Thanks once again Kylania. Galzohar, I'm pretty sure the ammo just disappears. This happened out in the open, no where near an ammo crate. At the ammo crate I was very careful to make sure that after adding various items, I still had the ammunition I needed. Then, in the fight, I switched from my Mk14 to the stand-alone m203 gl on my back and fired off some grenades. When I switched back to my rifle, all of my ammo was gone--even the magazine that was in the rifle itself. I was just about to search the ground for my ammunition when I was shot to death, so I'm not sure if the ammo was lying there, or merely vaporized into thin air. Kylania, you make an interesting point about realism, and if moving the ammo to my pack will preserve it, then I'll use that method. Only problem being that in the mission in question, the ruck is a vanilla Arrowhead ruck which cannot hold all of my ammunition, but I can change that. Still, on the subject of realism, one would assume that the rifle and grenade ammo not stored in the pack would be carried in readily accessible pouches on the soldier's body, so switching to a back-up weapon would not have any effect on it's availability, and for the ammo to just stay there would actually be more realistic. Anyway, thanks for your help dudes.
  10. I was going to post this as a Bug Report at the ACE site, but after reading (partially) the requirements and etiquette necessary to do so, I decided it was a great deal safer just to pose a quick question here. I did search the issue tracker and found no reference to "Binocular". Using the script-- this addweapon "Binocular"; -- I am able to give my guys binoculars. But, whether I place them in my pack, or on their immediate person, I cannot select them for use. Rolling the scroll wheel on my mouse does not reveal them for selection, only the rest of my "weapons". No problem with any other of the optics I've tried--NVGoggles, MX, Yardage450, etc. Safely assuming I am doing something wrong, what is it that I am doing wrong? The other thing, when I have a weapon on my back, and one in my hand, i.e. an M79 GL on my back, and an M14 in my hands, and then I switch my rifle for the GL on my back, I lose all of my M14 Ammo--or vice versa, switching from M79 to M14, all of my M203 grenades disappear. This is most disconcerting in the middle of a firefight. Again, what stupid error am I making to cause myself so much trouble?
  11. Thank you again for your help Kylania, and to all the others who have helped me in this thread. Yeah, that works pretty well, definitely better than just pointing at the sky and taking pot-shots, although the ACE system where you dial in the range using the arrow keys would be better. Can't have everything I guess. This will do until I learn more about making config patches. Update--I reinstalled the RH Mgs mod using Six Updater and with the new Beta activated and now the grenade launchers work with the ACE sight adjustment. Not sure what fixed it.
  12. Dropping rucks as a weapon rest works really well. You can lie down, open the gear menu, drop ruck, and the ruck is perfectly positioned as a rest, just hit shift+space. Then use take ruck, and you're on your way. I have a new issue. I am using the RH Mgswp 1.0 OA-CO weapons addon and for me it has been a life-saver. It has some very nice weapons in it, but the big thing is that for some reason the scopes of the weapons don't lag on my computer like the Stock/Ace? versions do. So now I can use the ScarH with an Acog or a Spectre without the scope lag ruining my game. There is only one problem, the grenade launchers (at least the ones on the scars, can't speak definitively about all of the others) do not work with the ACE Sight Adjustment System. So, although they have nice GL red dot sights, I have to aim at the moon to make my grenades go to range, this is not realistic, and a pain. Does anyone know how to make a config patch to make weapons compatible with certain ACE features? I tried to make one, but I don't know what I'm doing at this point. Any info at all would be appreciated. The "Retrieve Ruck" button would certainly help.
  13. Thanks all for your quick replies. I'll try the arrows. Doh! Hey, TCP--that works like a charm. Thank you very much. Still learning, I guess. I thought the only way I could get stuff from my ruck, or another person's ruck was to drop it and approach it like a crate. I assumed it was a realism feature. If I don't have to drop them, I'd rather not. I'll experiment further. Thanks again. Although, there is another reason to drop a Ruck--you can rest your weapon on it like a sandbag for greater accuracy, which is a pretty handy thing. Ok. Now I get it. Very easy to manage all the ammo and weapons of my own and my AI units. Simple as pie.
  14. Ok, thanks to y'all I can add, remove, pack, and unpack the ACE ruck sacks. My problem now is that there is no longer any Action option to cause my AI guys to drop their ruck sacks. Now, apparently, I have to use the Gear option under selection 6. When I do this, my guys take off running. If there is an ammo crate, they will run a mile under fire to get to the ammo crate, when all I want is for them to drop their ruck and rearm from it. With no ammo crates around they will run a ways, apparently trying to get out of the line of fire, then the gear menu comes up and I can make them drop their packs. Which brings up my next problem. If either I or my AI guys drops a pack near a structure (building, crate, whatever) the ruck will disappear from view (this can also happen on open ground), and I cannot interact with it in any way. The only way to retrieve it is to get one of my AI guys to pick it up. But then, I can't use any of my AI's packs, because they will all run to the same cover and drop their ruck into the twighlight zone. In one mission I was under fire in a building and wanted to grab some 40mm from my pack. When I dropped my ruck, it of course, disappeared. The only way to get it back was to get my AI guy to come retrieve the pack for me, which apparently had passed through a worm-hole and emerged in the same building, but one floor above me, and invisible to sight. After much mucking around I got my pack back, and lo and behold, it was empty. Also, if I am wearing a pack and use the ACE interaction key/gear to interact with my AI guy, I cannot get him to drop his ruck without first dropping mine. Wan't it simpler to just select a player, hit 6, and select "drop backpack"? So that mission was a wonderful waste of 2 hours of my life. Help?
  15. nodlew

    Weapon configs

    Thanks Riouken. I put a question like this in the Mods thread and was told that it should be in the Scripting thread. What kind of Orwellian nightmare is this Forum supposed to emulate? That last was a rhetorical question. No engineer of Orwellian Nightmares ever admits to being the engineer of an Orwellian Nightmare. Anyway, can anyone at least tell me the difference between a config.bin file and a config.cpp file? I see references to config.cpp files, but I only ever find config.bin files.
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