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nodlew

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Everything posted by nodlew

  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. Hello all. I need to know how to make some downloaded weapons mods fully compatible with ACE--incorporating the "Rest Weapon" feature if it has a bipod, and the ability to adjust sniper scopes for windage and range. Can anyone help me out here?`
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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?
  16. 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.
  17. Prototype, thank you for your reply. In the time since I posted this I did find a site that had some basic information that I needed: This @#$#@site won't let me post the link to the site I found. I already knew how to De-pbo files and had examined them. I didn't know how to DeRapify the config files using Eliteness in order to edit them. Now that I have learned to do that, I already have my ASC M14 firing the tracers and ball ammo. I expect soon, I'll have it firing in full auto, the scope working with ACE sight adjustments, and all will be well with the world. Moderators are free to move this thread to a more appropriate locale. Ha. Full auto modification has been made. Is perfect. Bad accuracy with full auto when standing up, but can still lay down a withering blanket of fire--especially with a Beta C mag. With a Beta C, lying prone, the gun has the rate of fire of a Saw, with the bullet knockdown of an M60, and fires accurately. Gets unrealistic I guess. A sustained auto fire like that would probably warp the barrel of an M14 in very short order. Maybe as I learn more, I can make more modifications for realism. Anyway, I have my dream gun. An M14 that can be used as an assault rifle, or as a sniper rifle, can be fitted with a silencer, and any short range optic, or a Leupold. If only it had a grenade launcher. Now I just need to fix the ASC 7.62 beta C mags so they weigh the right amount and take up two slots--right now they weigh the same and occupy the same space as a regular 20rnd mag.
  18. Howdy folks. I've been learning a lot here in the past few days. I've learned how to customize my units, how to work most of the Ace stuff, and other things. But, true to form, after research and experimentation on my own I have hit an obstacle and need some help to get past it. I am using the ASC custom weapons mod and I love it, but for my needs it needs a little tweaking and my post on the thread regarding the mod hasn't even received a response for several days. So, waiting for help from the ASC Mod team is probably going to be a very long wait, and who knows if or when a new, expanded version of the mod will be produced. I realize these things are a lot of work. So, in the mean-time, I would like to learn to make some minor changes to the small inventory of ASC weapons that are presently available. I would like to make the weapons compatible with more varieties of ammunition in their caliber for one. For example, the ASC M14 cannot use the ACE Ball or Tracer ammunition. The ASC M4 cannot use the Mk262 ammunition. The ASC M203 cannot use the Hunt IR round. There are lots of such incompatibilities. I would like to know how to edit weapon config files to fix this. I would also like to edit the ASC M14 to have semi and fully automatic modes. These changes would be purely for my own use. I would never make available an altered version of ASC's work, unless they wanted me to do so. Can anyone point me to a tutorial for modding weapon configs and or make any suggestions about how to go about it--sofware to use (I have eliteness for PBOing files)? Thank you.:D Edit--While I'm at it, I would also like to make a mod to change some of the Arrowhead scope reticules. Certain of them, in particular the new Acogs, cause terrible lag on my computer. My computer runs the game well, with the exception of these scopes which are not usable for me when there is any action occurring, and the even lag a little with nothing going on on plain, desert maps. I have some experience with graphics modding--so I could make my own reticules, or swap the problematic ones for different ones that work better. The ASC Acogs don't lag at all for me.
  19. Jedra, Thanks a million, that was exactly the concise and specific demonstration that I needed. Now my guys can ditch the vanilla backpacks.
  20. I hope this is an appropriate place to ask this. I know many get testy when questions are asked in the inappropriate thread, but this thread seems pretty global, so I'm going to risk it. I have been digging deeper into Arma2 CO. With the way I have my game modded, most of the missions and campaigns I have downloaded cannot be reasonably played exactly as scripted by the mission designers. I have to tailor them for my own use. Right now, this means customizing every element of my Team, so that each member has sufficient firepower, ammunition, and the necessary equipment to make survival and success do-able. I have learned how to give my soldiers the weapons and ammunition I want them to have by using scripts like-- removeallweapons Alpha; this addweapon "ASC_M14_DMR_SD"; {this addmagazine "ASC_100Rnd_762x51_BetaCMag";} forEach [1,2,3,4,5]; and learned how to set up the stock Arrowhead backpacks like so: removeBackpack this; this addBackpack "US_Assault_Pack_EP1"; clearMagazineCargo (unitBackpack this); (unitBackpack this) addMagazineCargo ["ASC_100Rnd_762x51_BetaCMag",4]; The stumbling block I have run into is that the latter only works with the Arrowhead backpacks. When I attempted to use this syntax with the ACE rucks, I received an error message that the ACE backpack was an "invalid vehicle" or something like that. I know now that ACE uses a different system altogether, which explains the different behavior of the ACE vs. the Vanilla backpacks. But despite hours of searching and reading in the various threads I have found that touch on the subject (official and otherwise) I have yet to find an explanation of how to 1. Equip my units with ACE rucks. 2. Load those rucks with ammo, etc. I am still a noob to all of this, though becoming less so hour by hour. I would very much appreciate it if someone could take the time to jot down here an example of how to do 1. and 2. Thank you.
  21. Xeno, thanks for the clarification and the link. I get it now. Customization works, but it is limited "in-game". Oh well. Not really a biggie, and pretty easily worked around. Maybe it can be addressed in a later version. So, I take it, the only things that are restricted are the things which actually change the way a character appears--masks, eye wear, etc. Ear-plugs work because they don't show on the model. And I hadn't considered things from the Multi-player side where people actually talk to each other with their own voices. I have satellite internet so I can't play on-line.
  22. Thank you, Sickboy for your reply and for all of your work on this fantastic mod. But, let me get this straight: You mean that all of this effort has been expended in making the models, perfecting and implementing a GUI, and everything else involved in making the head gear customizable when the whole system is doomed to be broken by the game engine from the start? I have to say, that is completely unexpected and I hope I have misunderstood. I will check out dev heaven link and search again, but, I haven't found anything there related to my "voice issue". It actually sounds like my character's voice instantly changes from male 2 with a pitch around 50%, to male 1 with a pitch around 0%. One correction, apparently I can use ear plugs without changing my voice--thank goodness, since they are the most essential piece of headwear. I can live without shooting glasses and no mission I have played yet has required a gas mask. When I do need a gas mask, I guess I'll have to live with the altered voice.
  23. I've become so expert at Ace that I can even operate backpacks and drag people by the ankles--not bragging, but give a man his due. I am having maddening problem though and I hope someone will point me to a solution. Every time I make any change to my character related to head gear using the Ace interaction menu--when I put in ear plugs, or put on a ski mask, or shooting glasses, or a gas mask, anything at all on my head the timbre of my character's voice drops very low and will not go back to normal and I either have to quit the mission and forgo the headwear or spend the rest of the mission sounding like a brain-damaged ex-heavy-weight fighter from Baltimore. In the attempt to correct the problem I first uninstalled all of my mods, including ACE and CBA and reinstalled only CBA, ACE, and ACE-X, in that order. The problem remained. Secondly, I ran Six-Updater Verify and Repair, but everything checked out in the green. So now I don't know what to think. I have the game patched to the latest version. Maybe I can run the patches again, maybe some core files got corrupted somehow. Anyway, has anyone else had this problem? I have googled to no avail.
  24. Hey there. Pretty new to the forums and to Arma 2 and Arrowhead as well. I tried Arma 2 back in the day, but my computer was not quite as good and the game was buggy, so finally dropped it in frustration. But with the new hardware and the new improved code, Combined Ops is very playable for me now, and I have become quite addicted to this game. I can only play single-player because of my satellite internet connection (rural area, no DSL), so I am intensely interested in the stuff that improves the SP game. This ASC weapons mod, I want to say, is superb. It works flawlessly, it looks fantastic, it is realistic and immersive, and it is just overall greatly heightens my pleasure in playing the game and introduces all kinds of tactical possibilities that never existed before. Having said that I have a wish list that I would like to express here for the record, in the hopes that a beautiful mod can be perfected even further. I had some problems early on that I think were due to a bad installation of the mod. I do have a lot of mods installed and it can be hard to know what is causing what issue. I seem to have the mod working right now by having @ASC installed, then ASC Addons, and then the ASC folder after all of that. Anyway, perhaps more detailed installation instructions can be made available, along with a point by point tutorial (doesn't need to be long and involved, just a demonstration) of how to add ASC weapons to units and to crates and vehicles. Still haven't got the crates figured out. I have tried, unsuccessfully, to replace all applicable weapons used in my game with ASC variants--unsuccessfully so far, although I followed some instructions I found. If this is possible, some pointers would be appreciated, if it is not possible, perhaps it could be made to be so. It would be nice if ASC versions of the SCAR series of rifles could be made available. The SCARs are particularly important, since in Arrowhead, they are the default weapon of the US side. An important note on scopes--I have seen that some people want the ASC Acog to have the newer 3d optics with the red chevron. Please do not replace the current Acog altogether, but have the plain black scope as an option. On my computer, even on plain maps with nothing going on, these new scopes lag something terrible. In combat, I have to wait five to ten seconds for my reticule to render, and then when I stop using the scope, I have to wait forever for the reticule to disappear. It makes weapons equipped with these Acogs unusable for me. The ASC Acogs do not lag on my computer at all. I wish that comparable 2d scopes could be made available for every scoped weapon until I find some way to address the lag with the 3d scopes. In fact, I'm surprised some such Scope Performance mod doesn't already exist, but I haven't found one. Next, it would be nice if the ASC weapons could be made compatible with all the different types of ammunition. I have found that I cannot use the tracer rounds for the M-14 for example. I don't know how many such incompatibilities exist. Edit: Hunt IR round for M-203 GL not compatible with ASC M-203. And speaking of the M-14, this would be my rifle of choice in just about every mission, the only drawback being no grenade launcher, however the ASC version of the M-14 is semi-automatic only, which is not realistic (kills immersion) and makes me a little wary of carrying it at very close quarters. Sure it's recoil makes it useless in full auto at any range, but up close, from the hip, you can't beat it. Please correct this. Edit: Ok, the Marine's DMR version of the M-14 is semi-automatic only. So, my mistake. However, it would be excellent to have a full auto version of the M-14 available as an ASC rifle. I think that's about it. I hope this forum is still active and that the mod is still being expanded and fine-tuned. I consider it one of the absolutely essential mods for Arma2. Thanks. Here's a thought: Since all ASC optics use the picatinny rail mounting system just like in real life, why not make all optics that use the PR mountable on all weapons that have the PR? I know there is a game balance side to this, but in real life, I can mount a thermal sight on an M-4, so why not in Arma CO? Isn't realism the whole point? I know there might be scope zeroing issues, but can't scopes be made compatible with the ACE sight adjustment feature? Anyway, game limitation? Too much work? Why not? EDIT: Maybe a bug report, or maybe someone can identify what the issue is with my install--when using the ASC M-107 sniper rifle, there is a thick black circle and sometimes double reticule superimposed over any optic mounted on the rifle that is not a sniper scope like the Leupold or the Vary X (which have the black circle as part of their graphic). Have this problem with the Acog, the AIM--everything. I can make it go away by clicking in and out of the scope, but it's a pain. This problem was caused by an addon I had enabled as part of the A2WARMOD--3d scopes pbo. Hopefully that was causing some of my scope lag as well. No it wasn't. I have disbled that mod and the problem remains--it just goes away briefly. The problem is, I think only with the M107. But if you use the M107, the problem spreads to other weapons. FIXED: This, the graphics problem and the lag, was caused by enabling the ACE Reticle System in the ACE clientside user config. Disabling it removes both problems. Guess no one is following this thread, but in the interest of improving the mod, if anyone is doing so, I'll continue to list any bug I find. And I have found a real Bug--the 7.62 Beta C mags in the ASC mod weigh the same as a normal 20rnd magazine, .6 kg.
  25. Gonna give that a try Domokun. Ok, made your suggested revisions, and all I can say is, Whoa Nellie! Those bastards are out for blood! I'm being attacked remorselessly and getting my ass kicked--so far, but I'm loving it. Seems very realistic. The AI makes good use of cover and employs their weapons effectively. With the first aid mod, they try to help each other when wounded. It all works seamlessly. I love the improvements to muzzle flashes and muzzle smoke--makes it possible to find enemy in concealment by their weapon discharge. It's not overdone, just right, and helps compensate a bit for the MUCH more aggressive enemy ai. One thing I'm having a problem with--I can't seem to drag or carry wounded team members any more. Not sure what's responsible--I have a ton of mods running. Have to take a close look at everything and find out what's causing that. Ok--I figured out that to drag or carry people I have to use the Ace interaction key. This game is so complex colleges should offer it as a Major.
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