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#631 Posted at 2012-04-12 15:15        
     
How do you use the Javelin with this mod?
I can't zoom in.When I right click ,it zooms in then a second later zooms out again.
How do you order other soldiers to change weapons or use a javelin?
ACE is really taking the fun out of the game for me.
Too much garbage you have to go through.
Too HARDCORE for me.
Can you use ACE with all the dlc addons?
I remember being able to reload the javelin but in Ace it's disposable.

This post was edited by GettingOld (2012-04-12 15:34, ago)


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#632 Posted at 2012-04-13 07:05        
     
try and watch this http://www.youtube.com/watch?v=L_3XknjxLq4 and if you don't ace mod then don't play it


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#633 Posted at 2012-04-14 18:20        
     
Can someone please clarify how to disable the Blackout? Specifically, when flying planes at high speeds.
Player is RU_Soldier_Pilot and ALWAYS blacks out at the slightest turns, similar to a civilian.

i have tried every single combination of
ACE_NoStaminaEffects = false/true;
ACE_NoHeartbeat = false/true;
ACE_NoBreathing = false/true;
ACE_NoBlackout = true/true;
in the init.sqf, i have also tried the no stamina module, synced, unsynced... i have tried
this setVariable ["ACE_SYS_STAMINA_MULTI", 0.1];
on my pilot, and notice no change at all.
i have tried defining the ACE Stamina class type of my pilot
0 = this spawn { _this setVariable ["ACE_STAMINA_CLASS", "RU_Pilot"] };
nothing changed

am i missing something?
I just want my pilot to NOT blackout while flying. I want to totally disable the feature.


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#634 Posted at 2012-04-14 18:24        
     
It might not be possible to completely disable blackout. I think it just reduces it. My default ACE missions setup is the 3 ACE healing modules(acewounds,fullheal,allusersmedic), all unsynced, I always include a functions module too
and in my init.sqf

ace_wounds_prevtime = 600;
ACE_NoBlackout = true;
ace_sys_wounds_noai= true;
ace_sys_tracking_markers_enabled = false;
publicVariable "ace_sys_tracking_markers_enabled";
ace_sys_wounds_withSpect = true;
publicVariable "ace_sys_wounds_withSpect";
player setVariable ["ACE_SYS_STAMINA_MULTI",0.0001];

....that's all folks....!

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#635 Posted at 2012-04-19 09:21        
     
# Sup3r6f0ur : Check out SwissMavricks Tutorials, they are excelent http://www.youtube.com/watch?v=JRQaAv0m9M4&feature=g-user-u&context=G2a8261eUCGXQYbcTJ33bjuYanUCOXUjjF7rNJRSDQWXT5Q0jiQ3A , there are 3 parts to it but the first one will give you the general Idea. He also explains many of the other things in ACE with videos. (Hellfire missiles, first aid, ect, ect, ect.) Hope this helps

I add myself to those recommending SwissMAVERICK's YouTube tutorials. They are excellent. He's done quite a few on ACE and he's now in the process of adding ones for the editor oriented towards newbies (I'm one; only been at this for 6 months; his videos really helped my learning curve).

PS I have no association with SwissMAVERICK other than originally coming from the same country.


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#636 Posted at 2012-05-01 05:51        
     
Question: Do artillary rounds stay live throughout the entire flight. Rounds fired from a player at a mortar tube or the Howitzer?
Reason: Deconfliction of airspace, dont want planes in the area when rounds are coming in.


Second question: Is there any graph that states the flight heights of the arty rounds or some ability to view the round in game and moniter it to record?

again, important for airspace


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#637 Posted at 2012-05-03 07:16        
     
well you can test that by yourself by firing a mortar inside a building which is fun.

I think there is a chart of some sort ingame somewhere have a look in the items section in this link.
http://browser.six-projects.net/cfg_weapons/classlist


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#638 Posted at 2012-05-03 20:44        
     
Lol...

It may sound odd but the goal was to confirm if the rounds actually worked like I think they would. I've found when tinkering with ACE/ARMA that is often not the case, scripting/arma phys etc


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#639 Posted at 2012-05-04 11:16        
     
Hi!

So I just recently downloaded and installed the ACE mods and the ACRE mod alongside Team speak so i can join a clan. But now every time i start my game I keep getting this constant beeping sound off it which i can't find any logical explanation for! Then I also have the issue of when I start up a game, in editor, I get a little message saying how i appear to be a Arma 2 CO player but have CBA_OA running and I need to restart the game without that installed.

HELP!
I'm also kinda too lazy to read through the thread fully....

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#640 Posted at 2012-05-04 12:24        
     
# jamidrag : Hi!

So I just recently downloaded and installed the ACE mods and the ACRE mod alongside Team speak so i can join a clan. But now every time i start my game I keep getting this constant beeping sound off it which i can't find any logical explanation for! Then I also have the issue of when I start up a game, in editor, I get a little message saying how i appear to be a Arma 2 CO player but have CBA_OA running and I need to restart the game without that installed.

HELP!
I'm also kinda too lazy to read through the thread fully....
make sure CO is the latest version, that may help.

"All that is needed for evil to succeed is for good men to do nothing" - Edmund Burke
"You and I have the courage to say to our enemies, "There is a price we will not pay." "There is a point beyond which they must not advance." - Ronald Reagan

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#641 Posted at 2012-05-04 13:51        
     
Thank you.

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#642 Posted at 2012-05-05 16:50        
     
Okay so updated my Arma 2 and all that but still I keep getting that beeping everytime I turn on the game!
Help! I didn't have it before I installed the ACRE mod so is there something related to that causing it?

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#643 Posted at 2012-05-05 17:00        
     
Disable ACRE and if the beeping is gone ACRE causes it and than you can try to search for a solution for this in any ACRE topic.

Visit my family webshop desteigerhoutshop.nl.

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#644 Posted at 2012-05-06 14:47        
     
Hi guys, noob here.

I'm trying to launch A2CO (from Steam) with ACE.
Using two different launchers (this as well as this), as well as manually calling the game from the command line, I always get the following error:
addon extended_eventhandlers requires addon CATracked2_AAV
This results in a windows error before loading
No entry 'bin\config.bin/CfgSurfaceCharacters.CRGrassWClutter'
and a subsequent error message inside the game interface
No entry 'bin\config.bin/CfgVehicles/Land_bouda1.scope'

Now if i turn on the same mods (CBA,ACE, all ACEX) from within the game interface, loding is fine, no errors and I'm able to join MP servers.
How can I troubleshoot this?

Here is the command line
D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead>ArmA2OA
"-mod=D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead;
Expansion;ca;@ACE;@ACEX;@ACEX_RU;@ACEX_SM;@ACEX_USNavy;@CBA"


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#645 Posted at 2012-05-06 18:41        
     
Hey erupter and welcome to Armaholic :-)

You are putting the command line wrong, you dont need to have the "Expansion" or "ca" in your
command line.

"C:\Program Files (x86)\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -showScriptErrors -mod=@ACE;@ACEX;@ACEX_PLA;@ACEX_SM;@CBA

^^that is mine, but im not using steam so its a little different.

Try this one and see if that works:

"D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2oa.exe" -mod=@ACE;@ACEX;@ACEX_RU;@ACEX_SM;@ACEX_USNavy;@CBA

Having a look at this for steam users can help you launching addons also :-)

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