RedSnt
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Posts posted by RedSnt
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This is a little off topic as it is related to ACE, but is
only doable using this script? -
Dev-heaven is down at the moment and I wanted to search for a bug to see if this had been reported:
EDIT: Has been reported on Dev-heaven.
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For some reason, every time i try to change a key binding (with ACE Clippi open), it doesn't save. On the clippi it says settings saved, but when I open the game up again, the key bindings I changed default back to the originals. Anyone else getting this? Or am I doing something wrong?Have you selected the profile that you play with in ACE Clippi?
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What's up with r569? Nothing listed in the changelog, it's a bit puzzling.
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Thank you for replying. I'm still fairly certain you don't see an impact like the one in the video without hitting metal, but on the other hand it is pretty obvious he's bleeding. Might just be ricochet damage then.
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I watched a video earlier today (Watch in 1080p):
From observation it looks to me like he hits metal (the weapon), but there are also signs of bleeding (Thanks to Ham117 for screenshot).
So the question is: Does ArmA 2 take blocking elements such as weapons into account when dealing damage to players?
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What does the maxillofacial shield kit add precisely? Is it supposed to protect the lower face area? Also how do you use it? Simply having it in the your inventory doesn't do anything and there doesn't appear to be an option through ACE interaction menus.
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Thanks. All I got was a lot of shady sites.
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The only version available on Armaholic is 1.4.0 but the latest version is 1.4.1. Anyone have the link for the newest version? The authors domain seems to be expired :(
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So Ivan911, did you get it working as intended?
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Well to use the mortars without T&E, you need to use the aiming posts (well you could actually use anything, but the aiming posts do help since you can adjust for parallax with them). Here is a quick step-by-step:- Find out the relative bearing the posts are from the center of the gun. Easiest way to do that is take a Vector-21B, turn it on, and press Alt-R ONCE to change the bearing indicator to 6400 Mils. You want to try to get the two posts directly in line on the center of the Vector's cross-hair. Write that bearing down.
- Get into the mortar and open up the sight-unit's dialog. Take take the Reset value and then add it to the bearing of the aiming posts. This should give you your Direction/Azimuth of Fire. Write this down.
I am confused about this part. Isn't the reset value always 3200? And azimuth always says 2400.
- Find out the relative bearing the posts are from the center of the gun. Easiest way to do that is take a Vector-21B, turn it on, and press Alt-R ONCE to change the bearing indicator to 6400 Mils. You want to try to get the two posts directly in line on the center of the Vector's cross-hair. Write that bearing down.
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@ RedSnt - the rank isn't 'your rank' but the rank of the guy you are playing - he has to be a Squad Lead or a Team Lead (set up in editor) with a radio to get the Patrol Ops missions working.Thanks, I will try out different roles then and have a talk with the server admin.
EDIT: Was told it was a default installation, so I don't really know why it's being dismissive no matter the role I spawn as.
EDIT2: After a reboot of the server everything is working as intended.
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I'm a bit confused as how to start a patrol mission. If I join the server running MSO as a team leader, go make my own squad, even recruiting AI's, with a radio and try to request a patrol mission I get a message from Papa Bear stating that my "current rank is not authorized to sign in". My clan rank is Sergeant major WO2. Do I need to be an officer to start a patrol mission? Or is it because a module has been disabled possibly?
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You only need to use 1 collimator for the 60mm really. The ranges its fires the amount of displacement error is minimal, so there is no need to correct for it using two aiming stakes.Also yes, mortars are aimed with aiming stakes, have been for almost 100 years now. Before that they just fired into the unknown (well they usually had a gunner quadrant type scale, but no good azimuth calculating, it was mostly direct fire).
Thanks for the reply.
Yea, I noticed how little offset there was when turning it 90 degrees, almost none. Problem for me was then to convert from mils to deflection. I tried using the targeting computer but it gave me a script error.
But deflection is just the difference between the direction the mortar is pointing and the the direction of the target in mils, right?
EDIT: The error is:
Script x\ace\addons\sys_arty_ammunition\60mm\tables\ace_arty_60mm_genericBtab_LA_chg0.sqf not found -
You can still use the awesome Click-Boom Artillery.I guess that is still an option.
If only the collimator worked with the mortars. Aiming posts take up too much space.
</whine>
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I'd really like to know how soldiers used their mortars in eg. Vietnam. Did they really only have aiming posts? I know they didn't have T&E mode that's for sure, so I don't mind that it has been removed, but using the mortar now seems like it's more difficult than it has to be - since they're usually close to the fighting/front line unlike the artillery guns.
Am I the only one a bit frustrated by this?
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So, I'm a little confused about the sniper tripod (SSWT kit?). I deployed it, and at the normal tall setting it is much too high for a standing player. This may have been because I'm using SMK, but it was basically as tall as my player. At crouched height it seems okay, though.Also, I managed to get my weapon to rest on it once, but any following attempts were unsuccessful.
Never having used the sniper tripod I wouldn't call myself and expert on the subject, but I did read the build 565 changelog where it stated that it was now possible to adjust the sniper tripod in different heights. Is there no option to raise or lower it using the interaction key?
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Thank you kind sir! I'm new to the editor, so I thought it might've been a script thing I didn't know about.
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Ok, so I've been playing around with this in the editor and can get everything working (except spawning an empty Paladin which I can enter - hence why I spawn it with a crew) and I have spawned ammo pallets which I want to rearm the paladin with. All I've managed to do so far with the ammo pallets is kill myself from dropping them. Do I need to unpack them somehow? I can open gear menu and see 8 shells, but I can't unpack them.
EDIT: Found out it was because I had spawned as an officer which doesn't have 8 spaces available (because the inventory is split in 2x6). I could get the shells out as a rifleman.
EDIT2: Hm, no strike previous edit as well. Must've done something seriously wrong the first time, 'cause everything is working just fine now regarding class. In any case, love the paladin, wish it was a default vehicle in ACE mod.
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New video for CCIP/CCRP...It's very impressive and I can't wait to try it out and it's obviously still in development, but how do you select the amount of bombs dropped? Is it always just 2 at a time?
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I know for a fact that the towing tractor doesn't work with the C130J, but I have only used it on 2 non-ace servers. I don't know about the UH-1Y.
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For all that is holy I just can't get SMK mod to load last when setting up a preset for my clans ACE tac server. I've tried setting the priority to 99 in the datagrid, and I've tried adding it to presets as @SMK$99$, but I still see other mods like @ACEX_USNavy, @JSRS and @JSRS_ACE loading after the SMK mod despite my efforts.
I saw that a ticket had been opened and closed over a year ago with a problem like mine and was wondering if the problem had snuck in again?
EDIT: Removed EOD mod and suddenly it started behaving as intended. No clue how that screwed it up so badly. Anyway, couldn't get SMK and ACE to work together.
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I'm having problems with using a custom field of view and using optic scopes in ACE mod. Anyone know what I'm referring to? I have
and I posted a ticket about it on dev-heaven in case no one else knew about it. -
I play on servers that has recently installed DOOACS but the constant CBA version mismatch spam when people join is getting tiredsome, and on a public server with VON disabled it also ruin communication between players. Is there any way to turn these messages off?
Artillery range tables online (from ACE2)
in ARMA 2 & OA - GENERAL
Posted
A shame this is now out of date. Don't know when it changed to charges, but at least m224, m252 and m119 are all wrong now.