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joehunk

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About joehunk

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    Sergeant
  1. I am having issues joining servers still on the old version of CUP. Steam workshop upgraded me automatically. Is there any place to download old versions? Thanks and love the mods!
  2. joehunk

    Next DLC and Expansion Speculation

    For the most part, sounds in ArmA 3 are improved over ArmA 2. I often played the ACE mod in ArmA 2 and I though the sounds were much more immersive in ACE than in the base game. The sounds in ArmA3 remind me a lot of ACE *except* for the sonic bullet cracks. They sound identical to base ArmA 2 and not nearly as immersive/realistic as in ACE. I would love to see (hear actually) more immersive bullet cracks in the Marksmen DLC.
  3. joehunk

    [SP/MP] BeCTI

    Well Benny has a post from last week, so I assume so. In any case, anyone who maintains a version of this mission is free to use my code to fix the issue.
  4. joehunk

    [SP/MP] BeCTI

    Fix for vest/uniform inventory issue (for real this time!) I did some experimenting around and got the right script functions for adding items to the vest and uniform. Tested that it works properly with respawn, reload, and purchase. The mission is available on Steam Workshop, and also here: https://dl.dropboxusercontent.com/u/41982446/ArmA/BECTI/becti_0096_z105_j101.Altis.pbo The post above links to a zip file with the now-corrected source files, if Benny wants to roll this into the main line. The secret was to use the same code as used to add items to the backpack, but to use the uniformContainer and vestContainer functions to obtain the container objects to add to.
  5. joehunk

    [SP/MP] BeCTI

    EDIT: Okay it looks like something is seriously borked with the functions that add stuff to your vets or uniform. I tested that purchase and respawn worked, but oddly it seems although the items you buy for your vest and uniform show up properly, you cannot actually use them!! This is pretty poor; hopefully BIS will fix these functions soon. For now I am leaving up the zip for the source code but taking down the pbo. Here is a zip file containing only the files I had to change to get it to work, these are agains the "Zerty 1.0.5" version of the mission: https://dl.dropboxusercontent.com/u/41982446/ArmA/BECTI/becti_gear_fix.zip
  6. joehunk

    Warfare BE: ACE Edition

    If you want to play this game single player, launch it as a multiplayer game, and give your server a password so random people cannot join it. If you do that, it will bring you to a launch screen where you can adjust parameters. I have not tried the Javelin recently. I'll give it a shot when I get a chance. All I can say is I have not done anything to the Javelin, so if there's a problem with it, it could be an ACE bug. Have you tried using the Javelin in another ACE mission to see if it gives the same behavior? Keep in mind with ACE on, the vehicle damage system is completely overhauled. The base game uses a very simplistic "hit points" based model for vehicle damage that does not model armor thickness, slope, or location based damage. You could for instance shoot a 9mm pistol at the front armor of an M1 and eventually kill it if you were very, very patient. ACE models actual armor penetration, so depending on where you hit a modern tank with an AT rocket, it may do no or minimal damage. The only AT systems that are guaranteed kills on other tanks are smart missiles that attack the weak top armor such as the Javelin or Hellfire. TOWs are also usually enough to kill anything just based on raw power. Anything else (including the smaller Russian SACLOS missiles like the Metis) you have to be careful about what side you attack from. If the tank has reactive armor (another thing modeled in ACE but not in the base game), it can usually defeat the first couple AT rocket shots as well before being expended. Using the tandem HEAT round on the RPG-7 or RPG-29 (only available in ACE) can defeat reactive armor. EDIT: Hm Wikipedia says the NLAW does have a top-attack mode. I do not know if this is modeled in ACE. If so, that should kill most tanks on the first shot.
  7. joehunk

    Warfare BE: ACE Edition

    I have not looked at the EASA configs, it's possible they need work.
  8. joehunk

    Warfare BE: ACE Edition

    Hail Mary, full of grace, blessed is...erm...blessed is... Ah, hell I was raised Baptist what do I know. Here's the good file (linked in the OP).
  9. joehunk

    Warfare BE: ACE Edition

    Darnit, you're right Law Giver, it's corrupt. I'll have to take the link down until I can get home and fix it. Sorry. Bee8190, not sure what the problem is. The problem you are describing is exactly the sort of thing you will see if UPSMON is turned off, so is it possible you never enabled that parameter properly? Could you maybe post a screen shot of your Parameters screen? I tested extensively with the UPSMON option turned on and the AI worked flawlessly the whole time. I ran one test for a few hours and it never failed. Once I get the non-corrupt version of 1.8 posted, you should just be able to use the parameters as the default values and have it all work. I may even just go ahead and set UPSMON to always on and not even give the option to turn it off...
  10. joehunk

    Warfare BE: ACE Edition

    You didn't need to do that :) You can turn off ACE wounds in my version of the mission with a parameter (Parameters button when launching the mission). Also I spent a bit doing some research into the AI "giving up" issue, which TBH is the issue that bothers me personally most about this mission. I was able to find a couple issues. One was the AI was having trouble buying upgrades, which I fixed, but that did not make the problem go away completely. I traced the problem into the AI module that Benny uses as part of the mission. I am not sure if it's a bug in there or a bug in the way ACE interacts with it. What I do know is that if you turn on the UPSMON option, it makes the problem go away. So I am going to do what Law Giver did and update UPSMON to the latest, then I am going to make it the default and also make ACE Wounds off the default (you can turn it on if you want). I'll be releasing in a little bit. ---------- Post added at 08:27 PM ---------- Previous post was at 06:59 PM ---------- Update! Okay I fixed the AI purchasing issues with ACE, and changes UPSMON to the default AI. This seems to make the AI work very well, and it never "gives up." It's like a whole different game!! I also made ACE wounds not the default (normal wounds is now the default). You can still turn ACE Wounds back on via a parameter. See original post for download link.
  11. joehunk

    Warfare BE: ACE Edition

    Yeah that has happened to me too (AI taking control when I die). It's certainly not anything I did to cause that behavior. Must just be something odd about the way ACE interacts with it. If I can figure out what's causing it, I'll try to fix it. As far as the AI "giving up", this has been an issue for as long as I can remember, and it seems to have little rhyme or reason to it. Sometimes it happens, sometimes it doesn't. I have not touched the AI code from what it looks like in base warfare BE, and I haven't really learned how to program ArmA AI either, so I can't do much to fix it if bugs are there.
  12. joehunk

    Warfare BE: ACE Edition

    Update! Okay I got 1.7 out, which has the fix to the Tactical menu not coming up. Enjoy! Link to download on original post. EDIT: Ack! Messed up zip file...fix incoming in a few. ---------- Post added at 09:39 PM ---------- Previous post was at 09:19 PM ---------- Okay link is fixed now. I had accidentally just zipped the raw mission files instead of the .pbos. The link now points to the good stuff.
  13. joehunk

    Warfare BE: ACE Edition

    Yeah I noticed this issue. I will see if I can get a fix this weekend.
  14. joehunk

    Warfare BE: ACE Edition

    Update! 1.6 is now out. It's pretty much an update to 2.071 (plus Benny's JIP hot fix) and nothing else. I did remove the mando missile mod option, because this blows up if you try to run it with ACE anyway, and it also makes the mission .pbo's a lot bigger (4 meg each!!). Enjoy. See the top post for a link to download.
  15. joehunk

    Warfare BE: ACE Edition

    Greetings ArmA people. I know I tend to phase in and out of the community but I do like to check back in on how this mission is going as often as I can. I spent some time updating my version to the 2.071 code base last night, and will be releasing it tonight or soon after. I also gather some people (like Law Giver above) have been doing either a parallel effort or something based on my code, which are both great. My personal schedule is such that I can't devote much time to maintaining this mission anymore. But, I do have enough time to incorporate other people's changes. If you have any changes you've made that you'd like incorporated into my main mission, there are a couple ways to do it. - If it's a simple change just post the code here - You can email me the changes in .pbo form or as files - If you are extra fancy you can email me a .patch file - I actually use a Subversion server internally to track changes, and I would consider giving people at least read access to it (which would make generating .patch files very easy). Once again I apologize but I simply don't have much time to do anything major to the mission (or even anything minor if it requires significant testing) but if other people are willing to put the time in, I can at least handle the integration and release stuff. Look for a new version based on 2.071 plus Benny's JIP hotfix in the next day or so.
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