Component Actual
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Posts posted by Component Actual
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So does this mean that six-updater does not support arma2 anymore ? or is it just a glitch ? i accidently did the same thing and downloaded the latest one, now on arma startup i get bunch on errors. I hope they fix it, cant live without sixupdater anymore :butbut:You don't need Six Updater if you aren't going to use play Operation Arrowhead. As stated manay a time, ACE v1.3 stable or ACE build 373 is the last ACE version that will be release for ARMA 2 without Operatoin Arrowhead. So u just donwload ACE v1.3 and never update again. No need for six updater since you don't need updates and there wont be updates. lol.
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Now that i have CBA_OA installed... do i disable CBA or keep both Enabled?Read the CBA read me. It answeres this question quite plainly.
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Did you read...http://ace.dev-heaven.net/wagn/Changes_in_ACE_for_OA
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"We are also looking at possibly providing backward compatibility addons which will allow all previous ACE for A2 Missions to work without editing, please stay tuned..."
Xeno
That very good to hear. I have been messing arond with Seal Team Six campaigns by SICK1 which are made for ACE and regular Arma2 using ACEv1.3, CBA 0.4.2 and OA exe , and they seem to work fine. Only problem experienced was recoil staying aimed too high. But bipods, goggles, and ace healing was all working fine. So it would seem that it wouldn't be too hard to make the new ACE compatible with these old missions.
Question though about what you said above. Do you mean you are looking into backward compatability for playing old ace missions with the new ace and regular ARMA2 exe or for playing old ace missions with new ace and with OA exe?
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I've fixed it, some leftovers.But please report such problems in the tracker. It was pure coincidence that I saw your post.
Thanks.
If there are more "gamebreaking" bugs we might release a hotfix later.
Xeno
Xeno, it looks like several users have reported a bug/problem launching the game after updating to newest version of ACE they reportedly get this error "\cba\addons\main\script_macros_common.hpp not found". Could you please supply us a link to the tracker/bug reporter you mention above.
Thanks so much!
Cant wait to get home and try out this new ACE.

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For all those having the "x\cba\addons\main\script_macros_common.hpp not found" error. I ask are yall running the OA beta or the regular OA exe. Because if your running the Beta it is important to note that OA will look for addons/mods in a different place than if you are running the regular exe. That is the beta in game mod selector aka "expansions" looks for mods somewhere in the beta/expansions folder while the regular OA exe looks for mods in the main ARMA2 directory.
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Same here. Can't even start the game up to disable ACE etc. So now my game is technically dead.You dont have to start the game to disable ACE. You can just remove the user configs from your ARMA2\userconfigs\ace folder or just completely remove the user config folder from the directory along with @ACE folders as well.
If you still get the error at launch, after removing the userconfig folder and the @ace folders from your directory. Try right clicking on your OA shortcut and in the the target line that points to the exe type: "-mod=" be sure to put a space before the "-mod=". Also dont type in the quotation marks, and don't type anything after the = symbol. This shoud tell OA to load OA without any mods.
If that doesnt work you could try creating some random folder like for example "@fakemodfolder" and copying and pasting your "addons" folder from you main arma2 directory into the "@fakemodfolder". Then in your shortcut target line type in "-mod=@fakemodfolder". This should also make OA load only using the standard files without any mods.
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;1677704']I would if it was easier..LOL trust me..I f i had six WORKING id use it..Im a NORMAL internet user.. use IE' date=' i have [i']some[/i] knowlage about internet and little experience
using advanced tools like six..
And to be honest, the tutorials in how ro use it is..NOT GOOD..
I really can't understand how you can't figure out how to use six updater. I mean it is an automatic tool. You just run it and click on execute then your done.
Try doing this though, remove @CBA, @ACE, @ACEX, and @ACEX_SM from your ARMA2 directory. Run Six updater. Where it says preset click in the text box next to it, and select which version you of ACE you want. Then click on SYNC. Wait for it to finish. Now it should list the mods you want and out next to it it should say "NONE". Now in one of the text boxes below preset, I think it may be called "setting" or "action" or somethign click in the text box and select "Update or Install". Then click on excecute. It will download all the files you need and install them into the correct directory.
Note: your ARMA2 and OA directory has to be the defaul directory that it would install to if you don't mess with anything during your ARMA2 installations. That is it has to be program files\bohemia interactive\ARMA 2\ if you have ARMA2 installed in any other folder six updater isn't going to find it. This is pretty obvious but you seem well you seem like you may need the obvious stated for you.
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Does anyone know how to disable the healing feature of GL4? When I use GL4 every member of my squad can completely heal every other member as if they were all medics. I would like to return to the vanilla medic healing system.
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It's human nature to be anxious during a big change. But now is not the time for that. If I ( who has had a 'colorful' relation with the team ) see no reason to chew out ACE, then no one else should either.Give them time to work their magic. After it's out we can discuss any issues rationally and calmly if needed.
Meanwhile, we should do our part by being good supporters of ACE. Help each other out, and not put ourselves or ACE in a bad light with poor behavior or attitudes.
You said it. This thread has been so tense lately its scary. I think people need to keep in mind that the ACE developers play the game too!!! So naturally they are going to do whatever will make the game better and more fun to play, and they are obviously good at what they do, so instead freaking out about what they may or may not include or may or may not address, why dont we just chill out and see what wonderful gift they decide to grace us with!
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I think what BIS should do is release a kind of dumbed down console version of AMRA, that will work right out of the box on small maps. Kind of like how the scenarios tend to run much better than the campaign. And do a little marketing for it to really broaden the user intrests and use it as a stepping stonte to holy grail of gaming that is ARMA2
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Just a little update...ACE for OA; Beta - Friday 9 July
Xeno
P.S.: I do not need any help :) and because SB had to write the same over and over again was one of the reasons why he left BIF (you loose a lot of motivation and productivity with all that plus all the moaning).
This is very sad to hear. And I myself have ever moaned or bitched i sincerely apologize. I use the thread mainly for trouble shooting purposes and for offering suggestions on what I would like to see in future releases. These suggestions are more like hey here is something I thought would be call. But I guess it can come accross ass bitching like "why isnt this like this and that like that etc. etc."
I think we all owe it to Sickboy, Xeno and all the other ACE developers to let them do their amazing thing, which is supporting and improving this amazing game we have all come to love and show our gratitude through encouragement and thanks and just chill out with all the the speculation fear mongering
---------- Post added at 05:39 PM ---------- Previous post was at 05:31 PM ----------
I'm really confused, where about does the userconfig file go? I've not found a guide that I've understood completely, and I really would like to place with the ACE mod.Any help?
There should be a file in your main arma2 directory called userconfig. if there isn't create one. Then go to @ACE/Store and find a file that says something like userconfigs.tar unzip this file and you should then have 4 files that end in .hpp put all 4 of these into a new folder called "ace" now move that folder into the userconfigs folder in your arma 2 directory so for example in the end it should loook like this
arma2\userconfigs\ace\and here you will have your four files that u unpacked earlier one is a clientside file another is servierside and one is key mapping file, sorry dont remember the names.
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Wasn't the "staying upwards" a feature of the beta patch?As for the wounding system, enabling it for missions that weren't designed for it is just asking for trouble. It's bad enough that missions that weren't designed for ACE can have all sorts of issues, but being stuck with a medical system that just doesn't work because it uses items that do not exist in the mission serves 0 purpose and can only do bad things. What exactly do you plan to do in a mission with ACE wounds enabled if it has no medical items?
Also, overall I prefer playing ACE without ACE wounds and would rather play with either no injury module or the BIS one.
I hope that the the staying upwards recoil isn't a permenant feature. It would hardly be realistic. I mean when I fire a rifle yeah it points upward for a moment but that is not where it comes to rest at. Or do you mean that it is an issue with the beta patch of OA and not an ACE thing?
As far as the ACE woudning thing goes, all I am talking about is user control over wether it is enabled or not. I like playing the seal team 6 campaigns by Sick1, (it is what got me into playing ARMA2, I never played the older games and when I bought ARMA2 when it first came out it was so totally buggy and crashing constantly that it was virtually impossible to get through any single campaign mission without several restarts and deleting all saved games etc. etc. until I finnally gave up on it after a week or two and then after about 8 months passed I figured I would give it a try again hoping that all the problems had been patched, but I still had no intrest in playing that buggy boring campaingn which was really really slow even when working correclty, I mean I spent forever just driving from town to town looking for some guy for like 30 minutes maybe getting to shoot like 4 people in that whole time and then the mission just kind of randomly ended, boring!!!) Anyway the Seal Team Six Campaigns are ACE compatible and have all sorts of ACE content and you can get medical equipment during the briefing or out of the ammo boxes in the mission but the medic module isnt enabled.
I would like to be able to enable the medic module without having to go into the editor for each mission I want to do use ACE medic system on. Or disable ACE medic system and use the standard one on missions where it is enabled.
As far as using ace medic system on missions without medical equipment, wouldnt it be possible to make a mod that auto initializes one of your team mates with medic supplies, preferrably the medic.
I really don't know anthing about modding or mission editting these are just the things I would like to see. I understand if it is not pragmatic to implement them.
It all really come down to that I would like the user to be a little more in control of what features of ACE are and aren't used, instead of being entirely dependent on how the mission is designed. And you yourself said you prefer playing ACE without ACE wounds. So it seems like you would agree with me that it would be nice to be able to disable or enable ACE wounds on missions without editing them.
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;1676310']ACE is not yet compatible with OA and we don't recommend to use it with OA.Is that what you mean.
Thx I have a hard time reading small print, althoug I have already read this before. I guess I used the wrong wording with my question. Let me rephrase. Has anyone been a very bad boy and done the very very naughty act of using ACE with OA even though it is forbidden and you may or may not be struck down with lightning for doing so, and then experienced (and I wont call this a problem since bad things are suppose to happen when you commit naughty acts) a phenomenon where when you fire your weapon and the recoil stops once your aimed at the highest point your gun would be aimed at during a regular working recoil operation. (like when you u fire a weapon and the gun points upward for a bit then returns back down to same level it originally was at) but now it just stays upward?
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Regarding the ACE wounding system, I agree that something like it should be active at all times. Unfortunetly I do not like its rather severe complexity... Would it be THAT strange to have an equipable special medpack with all the stuff rather than packing needles and bandages and whatnot seperatly? Ideal thing to me would be a small medpack which can heal/bandage a limited amount of times (ie having the basic stuff) and then a large medic backpack which can revive units and fix severe wounds, at the cost of not being able to equip launchers, heavy weapons or snipers. Simple and efficient.
What I really meant was that I think the user should have more control over wether the ACE Medic system is enabled or not. Because as it currently is it just depends on wether the mission has it enabled or not. I would like to be able to make the decision my self.
As far as the complexity goes I think it is perfect, I like he examine and use certain items and what not. What I dont like is how much inventory it takes up! I mean I basically need all 5 of my guys to be carrying all they can of medical equipment to get through most missions. And then they have to hand it to the medic and what not. Gets really old. I think a good solution would be to have medic pack that go in the launcher slot that come with all sorts of medical equipment and a whole lot of it. And the medic should NOT have to pack unpack these items either. I think a good thing to do with the other characters would be for them to carry medical equipment in the misc slots, as there are almost always 4 or 5 of these un occupied, and if they need to carry more it would be cool if they could carry them the way they currently do in the secondary weapon magazine slots. But yeah I agree the biggest draw back with ace medic system is the inventory management.
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Has anyone else experienced this problem using ACE with Operation Arrowhead, where when you fire a rifle or really any weapon and the recoil causes the gun to aim up for but not return back down to wehre you were originally aiming?
Like in regular arma 2 if I fire an m4 the gun's aim will move upwards towards the sky for a moment then it will lower back down to about where it was orignally aimed. But in OA when I fire an M4 it moves upwards and stops at the highest point of the recoil. So if i AM firing using a scoped weapon after I fire at something the target is no longer even in my scope.
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Wolfstriked: The zoom of what? The regular zoom is based on a formula for making the things on the computer screen the same size as they appear in real life at the distance they are at. You can remove SLX_FOV and make your own addon with your own zoom if you want.jackass888: I should be able to spot the obvious errors soon after I get OA.
Nickos: A few more days at least.
Component Actual:
"Heal x" action/command: Default A2 heal. Action disabled in SLX, command still available. Possibly completely disabled when ACE healing module is active.
"First Aid" action: Seen when A2 Alternate Injury System module is active on the person.
"Bandage x" action: Stop SLX bleeding. Medics heal people fully. May be disabled when ACE wounding module is active.
"Give First Aid to x" action: Try to fix up SLX wounded. Medics heal people fully. Disabled when ACE wounding module is active.
Thanks for the explanations Solus. Do you know if there is any other way to disable the ACE Wounding Module on a mission besides doing it in the editor. The mission is dependent on ACE I am pretty sure, but I bet it would work without the ACE Medic Module. I really don't know how to use editor at all is why I ask. I can add a few things but as far as I know there is no way to delete or remove things once they are in the mission/editor. And editing every mission isn't really ideal. I woud rather play with the SLX wounding stuff alone. So if any one has any ideas let me know thanks!
---------- Post added at 01:01 PM ---------- Previous post was at 12:54 PM ----------
It seems I can't load savegames (CTD when try to revert)when-mod=@CBA;@SLX are on.
Trying to tighten it down now, but kinda running out of options of what to disable anymore in slx.
without these 2 the save/load is ok.
might be cba as well...
ok, tried without slx, only cba, still CTD. It seems for me sg is wrong with the new cba0.5
Check out my post on the the CBA thread. I had the same exact problem after using the new CBA 0.50. And I still had it once I reverted to the old CBA. For some reason it makes both ARMA2 and Operatoin Arrowhead unable to correctly pick which profile to use when you have a profile of the same name for both A2 and OA for example if your profile name was johndoe then you would have two profile johndoe.ARMA2profile and johndoe.arma2oaprofile. What you need to do is before you load either ARMA2 or OA is go into your my documents folder/ arma2/ folder where the profiles are saved and move the profile for the exe version you wont be using to your desktop, so ARMA cant accidently use it. So if Jonn Doe is going to play using the regular non-OA ARMA2 exe he needs to move the JohnDoe.ARMA2OAprofile to his desktop then load up ARMA 2. Note they came out with CBA 0.5.1 today so maybe this has been fixed. havent checked yet.
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Okay I need to add "Im stupid" to my signature. I could of have sworn I tried using SLX with Wounds and without Mod Man Armour, AI Diff Armour Balance, and Mod Weapons C, before but evidently not. I tried using this combination again or for 1st time I suppose and now it takes more thans a single shot to kill me yay (where is a dancing banana when you need one?!)
I am using ACE2 v1.3 on Sick1's Seal Team Six 4 Campaign.I tried experimenting with SLX wounds a little bit, since it was first time to use it. But I am a little confused. I am using the SLX Wounds AIS, and the SLX Remoe Heal Action, and the SLX Remove First Aid Action as well. When I shoot my teammate and injure him. I can order the medic to heal him via the the command menu. or if I bring up the action menu I have two options "Heal X" or "Bandage x". Is the bandaging part of ACE? I have never seen that before though and I always play with ACE. If I choose heal from the action menu the medic doesn't do anything. (And why am i seeing a heal option when using the remove heal action PBo?)(also whenever i am not using the remove first aid action pbo I still dont get a first aid action in the action menu) If I choose "bandage x" the medic will heal the person but there icon remains red for some while and then after a couple of minutes changes back to green.
Can someone please me understand what all is going on here?
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@Sick1, the last mission in the game (not the epilogue) but the the last mission seems to have something wrong with it. Every time I access my gear screen the mouse cursor is kinda stuck in one place for a few seconds. I can try and move it but it just kinda shakes real crasy looking then after about 2 or 3 seconds breaks free and works normally. Not that big of a deal as it does end up working and it is only on last mission. But just letting you know.
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So while we're all here drooling over the possibility of an OA ACE, I might as well ask a question to the devs:Is ACE OA going to see any changes to the interaction keys? I mean its a nice idea in theory, but in practice its a very cumbersome feature that probably more than half the players miss exist (every game I played I saw people requesting help about putting on items).
Is there technical issues with using the action menu for this? I remember an earlier version where if you put for example earplugs into your inventory, you got an action to put them on. Worked like a charm and was much, much more intuitive. At the very least, could we not get an action option to activate the ACE menu rather than having to fiddle with the .hpp (default keybindings have never worked for me anyway, the windows keys dont do anything)?
Some keyboards are different (mine) and the windows keys can be anyone 219, 220, 221, or 222. Note that one of these numbers should be the app key as well. I disagree with you though on the action menu. I like having the seperate menus as I feel the action menu is too crowded already and I dont like the context sensitive stuff that causes the actions to appear and disappear in rapid sequence and your highlighted selection to change as well often causing you to select things you didnt intend. That is why I really like having the ace menu that pops up and select with mouse (I wish we could have the action menu the same way as well).
I do agree though that if their is a way to make goggles not be dependent on the profile name that would be much better. As some campaings/missions automatically set the player name it can be confusing when you cant get the feature to work. And if the above is the case you must create new profile with the same name as the one set in the mission, and go to clientside config and change name in there as well to get feature to work. This took me forever to figure out.
Also I would like to see a mod for the ACE wounding system that automatically enabled it on every mission, instead of having to rely on the mission having ace wounding module turned on. For example you could have an @ACE_W mod. Or maybe just a setting in the configs that you could set like the crosshairs or immersive dismount. Anything is easier than going into each mission one by one and editing them to enable the system.
Finnaly It would be nice to see the same sort of easy on and easy off capability for the Stamina system. I have learned to like the stamina system, but still at times I would like to play without it. I find that there are some weapons I just can't use becuase of it like Stingers. If I have a Stinger I can't hardly get around and in single player missions I don't want this sort of restriction when I am trying to experiment and skrewing around by myself.
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Yes I have same problem when playing Operation Arrowhead with CBA 0.50. I have OA installed to the same directory as Arma2 so I guess I have the merged install allthough I did not buy the combined operations thing. Anyway I have tried using just @CBA 0.50and @CBA;@CBA_OA. Both have the same exact thing where they crash upon trying to load a saved game. Yes I reverted to beginning of mission each time after changing CBA version, then I would save game, and try to load it and it would crash. Also I noticed that when I loaded OA then tried to exit (w/o crashing) the application would hang and I would get a grey screen. I noticed the same thing happening using the regular ARMA2 exe with the new CBA as well. However if I use the old CBA in OA it seems to work fine. I don't have either of these problems.Okay messed around with it a little on my lunch break and I think I may have figured out what is causing the load save game crash. I was using CBA 0.4.2 in OA after having previously used CBA 0.50 and experiencing the crashing. Anyway after playing in OA just fine and using saved games withoug crashing I loaded up the regular ARMA2 exe and tried to go to the same user made campaign I was playing before thorugh Operation Arrowhead EXE, but whenever I clicked on it it would display the missions from a different campaign. And when I exited the game the screen would turn grey and freeze up just like it was doing with CBA 0.50 but now I was using CBA 0.4.2! So I ctr alt del to close program and reloaded. Then inside the game I choose a different profile, and selected the campaign I tried previously and it worked. And when I exited the game it worked normally as well. (it took me a little longer to figure this out than the sentancessbove would suggest, but the other things i tried didn't help so I won't mention them)
So it seems the problem is related to ARMA2 and Operation Arrowhead using the wrong profile after you have used CBA 0.50 . I tested my theory and removed the OA version of the profile that was not working correctly before from my document/arma2 folder to the desktop. Loaded it up and everything worked correctly. So it seems that what you need to do is if you have an OA and ARMA2 version of the same profile name then before you load either OA or ARMA2 go into your my documents/arma2/profiles folder or my documents/arma 2 other profiles folder and move the version you will not be using to the desktop. Then load the game.
For example if have a Landon.ARMA2PROFILE and a Landon.ARMA2_oaPROFILE and I am going to be playing in Operation Arrowhead, then first I need to move the Landon.ARMA2Profile to the desktop.
It would seem that if you ever used CBA 0.50 that the above is true, even if you are currently using CBA 0.4.2. I guess it writes something in the profile that ends up confusing it (havent had time to look through the profiles yet, but hopefully I or someone else will able to identify and correct it so that this procedure is no longer necessary)
As far as I know this only fixes the crash on load save game and the freezing when trying to exit either ARMA2 or OA, don't know if it will help with any other problems but probably worth a shot.
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@funkstar what is the point of using @CBA if your not going to be using ACE? Seems kinda like wearing a condom to not have sex.
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CTD Report w/ CBA0.5.0Crash to Desktop whenever I load a saved game.
ArmaIIv1.7 + OA v1.52 + CBA 0.5.0
but I don't have CTD with CBA 0.4.x.107.
Yes I have same problem when playing Operation Arrowhead with CBA 0.50. I have OA installed to the same directory as Arma2 so I guess I have the merged install allthough I did not buy the combined operations thing. Anyway I have tried using just @CBA and @CBA;@CBA_OA. Both have the same exact thing where they crash upon trying to load a saved game. Yes I reverted to beginning of mission each time after changing CBA version, then I would save game, and try to load it and it would crash. Also I noticed that when I loaded OA then tried to exit (w/o crashing) the application would hang and I would get a grey screen. I noticed the same thing happening using the regular ARMA2 exe with the new CBA as well. However if I use the old CBA in OA it seems to work fine. I don't have either of these problems.
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@Solus, thanks for the advice. I tried using SLX_Mod_Man_Armor, and SLX_AI_Diff_Armor_Balance, and SLX_ModWeapons_c without the "wounds" PBO to see what their effect would be independently of "wounds", and it seems they have almost the same if not identical effect of "wounds" in that they cause me to die from a single shot. Even shots fired from long distances. When I use SLX wounds with or without these 3 pbo's I have the same thing, where I die in a single shot. If I remove all 4 of these PBO's and just play with the other SLX stuff everything is fine. But this is less than ideal as so much many of the other SLX improvements depend on "Wounds" and the wounding system itself seems pretty cool, I would really like to give it a try. Any other suggestions anyone?
FYI: I am playing using the ArmA 2 exe updated with patch 1.07 and SLX version 1.9996. Also I play with ACE 2 v1.3 and GL4 (I remove the two GL3 PBO's from SLX). All of this is on the Seal Team Six Campaings by SICK1.
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Sending the mother on a hunt tomorrow while i'm at school. She is armed with a picture of the case and the name and is instructed to ask the gamestation folks if they have a game called operation arrowhead in stockYou know you can download it right? Sprocket is much more reliable now than it was on release day also. I understand though if you dont have fast internet connection.:j:
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I'm making some desert combat missions with armour using GL4, I want to know how I can increase the engagement ranges. They don't start firing far away enough.I want to see 1500+m engagement range for tanks.
The easiest way to change this would be to use GL4 in conjunction with the Zeus mod. Other wise you should try messing with the skill settings in GL4 Global user config file, but I am not exactly sure how those work. I have changed a few settings but it is always hard to tell exactly what the impact is.
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Thunderbird: Thanks, I guess I'll get OA from Sprocket and test.Component Actual: Try using SLX_Mod_Man_Armor, and SLX_AI_Diff_Armor_Balance, and SLX_ModWeapons_c.
Fox '09: Possibly, but I don't really have the time. We'll see. It would be from running then clicking to fire and it would go to the raised animation where you could fire.
Will do. Lol, I had all of these turned off, because I was under the impression that they lowered armor.
ArmA II: Operation Arrowhead discussion thread
in ARMA 2 & OA - GENERAL
Posted
After reading so much about how great Operation Flashpoints Campaign was on this thread, it is making me really want to go and play it, since I never played any BIS game before ARMA2. Only problem is I think I am too spoiled by ARMA2's graphics to go back to the graphics of a 10 year old game.
Has anyone converted the OFP campaign so that it can be played in ARMA2? I know they did this or somethign similar with the ARMA missions with the CAA1 mod. Anybody know about OFP?