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RedSnt

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Everything posted by RedSnt

  1. 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?
  2. RedSnt

    Artillery range tables online (from ACE2)

    A shame this is now out of date.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.
  3. This is a little off topic as it is related to ACE, but is only doable using this script?
  4. RedSnt

    ACE for OA 1.13

    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.
  5. RedSnt

    ACE for OA 1.13

    Have you selected the profile that you play with in ACE Clippi?
  6. RedSnt

    ACE for OA 1.13

    What's up with r569? Nothing listed in the changelog, it's a bit puzzling.
  7. 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.
  8. RedSnt

    ACE for OA 1.13

    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.
  9. RedSnt

    ArmA 2 Game Launcher

    Thanks. All I got was a lot of shady sites.
  10. RedSnt

    ArmA 2 Game Launcher

    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 :(
  11. So Ivan911, did you get it working as intended?
  12. RedSnt

    ACE for OA 1.13

    I am confused about this part. Isn't the reset value always 3200? And azimuth always says 2400.
  13. 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.
  14. 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?
  15. RedSnt

    ACE for OA 1.13

    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:
  16. RedSnt

    ACE for OA 1.13

    I guess that is still an option. If only the collimator worked with the mortars. Aiming posts take up too much space. </whine>
  17. RedSnt

    ACE for OA 1.13

    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?
  18. RedSnt

    ACE for OA 1.13

    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?
  19. 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.
  20. 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.
  21. RedSnt

    ACE for OA 1.13

    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?
  22. RedSnt

    ACE for OA 1.13

    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.
  23. 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.
  24. RedSnt

    ACE for OA 1.13

    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.
  25. 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?
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