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#796 Posted at 2012-09-10 18:24        
     
Does anyone know where i find the spongebob backpack in ACE?

I found the backpack named Combat pack with spongebobs face on it a while ago in an ammo box, but now i can't find it. Does anyone know which one it is in? I thought i got it in the MagicBox but i can't find it anymore. Any idea?

Thanks

Matt


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#797 Posted at 2012-09-15 02:00        
     
Hey, ACE mod has a great version of the AKM and I want to replace all vanilla AKM with ACE AKM. Is this possible?


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#798 Posted at 2012-09-20 10:55        
     
First post, eek!

3 weeks Arma, editor and ACE and finally stuck! Been working through scenarios teaching myself, via here, uncle Google & the tube, and really getting somewhere. But!

Static weapons (BAF) - Have watched vids & read how to use so know 'what' to do but I cannot deploy tripod! Weapon on back, look at tripod bag on floor, Ace button, deploy. But only getting option to carry tripod! In inventory no option to put packed weapon on back, just can drop. Can order AI to deploy and that works fine. So, why can't I deploy the tripod please?

Any help greatly appreciated & sorry if covered before - buggered if I can find in search!


Thanks.

P.S Thankyou ACE people for your marvelous work.

P.P.S My bad, I have it working now - tip of the day, follow instructions to the letter!

This post was edited by CharliVictor (2012-09-20 18:01, ago)

Smoke me a kipper..... I'll be back for breakfast.

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#799 Posted at 2012-09-22 01:29        
     
Hi there, I have a issue with ACE, every time I enter a server, I got this Error : 'bin\config.bin/CfgGlasses.cwr2_USglasses'. And INGAME, I cant use goggles or glasses or earplugs and other equipment.... only treatwounds and mags.. Can anyone help me ?


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#800 Posted at 2012-09-22 09:00        
     
# CharliVictor : ..." I cannot deploy tripod! "

Actually I struggled with this too. What Instructions? Where? It is good too when you answer the question yourself to post the solution. I could use the information (Others could too). Thanks in advance of your reply.

# carllehot :... Can anyone help me ?

Have your read any previous posts? read the ReadMe file? (in your @ACE2 folder) or even done a search?
It is most probably your userconfig.cpp not configured (mostly). If not, tell us it isn't so we don't get bored answering this ancient question.

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

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#801 Posted at 2012-09-22 14:15        
     
# palyarmerc : Actually I struggled with this too. What Instructions? Where? It is good too when you answer the question yourself to post the solution. I could use the information (Others could too). Thanks in advance of your reply.

Hi palyarmerc,

sure am happy to share how I worked this out. The instructions I referenced are a video tutorial:

http://www.youtube.com/watch?v=ka1IJkhvfHs

I found the problems I was having, I think, is that I was getting confused which bag was which i.e tripod & weapon! Also I think how you pick up the weapon makes a difference; I have found the best way for me is to have the weapon already deployed empty and use the ACE interaction button to dismantle -

CSW menu, dismantle (this puts the weapon in your inventory) CSW menu again to pick up tripod (putting tripod in inventory), press the ACE 'self interaction' button and you should be able to deploy the tripod; if not check in the inventory again and you should be able to switch tripod and weapon positions then try again. Hope this helps, it's a bit fiddly but is working for me. I Just need to find the BAF static weapons in Loadout manager now and be able to start with the kit on my back without messing about with dismantling!

While I'm here I was also having a problem with AI on the mortar having no option to disembark! (the 'fire at' option in the command menu was in place of disembark!) I searched for a solution but only found a bug report to BI stating the problem! I was making squadmates playable and switching to unit to get them to disembark from the mortar to solve this but this was doing my head in as as soon as I switched the newly promoted squad leader would order my troops all over the place! Had a think and came up with a soulution:

Make sure squad AI & the mortar are named e.g AIname and Mortar, then create a radio trigger with this in the 'on act' field,

AIname action ["eject", Mortar];

When the radio trigger is used the AI will eject from the mortar I put all of my AI squadmates names in like this then whoever is on the mortar will eject on the radio trigger. :-D

Hope any of this helps anyone, I've learned soo much from this forum would be great to give back.

Cheers Charli.

Sorry about the cock up with 'quote' thingy!

Smoke me a kipper..... I'll be back for breakfast.

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#802 Posted at 2012-09-23 18:08        
     
Also, it says there's an APS stetchkin in the mod but I can't find it, and when I think I have it it's just a makarov? Also, bumping my earlier request of replacing vanilla akm's with ACE AKM's


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#803 Posted at 2012-09-23 19:11        
     
# palyarmerc : Actually I struggled with this too. What Instructions? Where? It is good too when you answer the question yourself to post the solution. I could use the information (Others could too). Thanks in advance of your reply.



Have your read any previous posts? read the ReadMe file? (in your @ACE2 folder) or even done a search?
It is most probably your userconfig.cpp not configured (mostly). If not, tell us it isn't so we don't get bored answering this ancient question.

I have done search even taking a day to check ACE Arma2 OA issues and I found no similar error !

Its said ; No Entry 'bin\config.bin/CfgGlasses.cwr2_USglasses'.

I'm tired that nobody can help me and saying that its an ancient question and I dont have done my search blablabla....

Seriously !

Added 18 minutes later:

Never mind I just repair it without help..

This post was edited by carllehot (2012-09-23 19:29, ago)


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#804 Posted at 2012-09-23 21:39        
     
# carllehot : Never mind I just repair it without help..

You're right, I did get a little snippy :-[

But let us know if you fix it. We're all here to help each other - if you get no reply, we probably just don't know the answer ourselves. It's nothing personal.
Looking closer, it looks like you are running CWR2 and ACE2. Chances are they are not fully compatible.

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

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#805 Posted at 2012-09-23 22:24        
     
# palyarmerc : You're right, I did get a little snippy :-[

But let us know if you fix it. We're all here to help each other - if you get no reply, we probably just don't know the answer ourselves. It's nothing personal.
Looking closer, it looks like you are running CWR2 and ACE2. Chances are they are not fully compatible.

Haha, actually I just fix it, there was a file that wasn't part of the game files. I put it on the good folder and VOILA ! I was a little hard on you, I was just tired that it was the 4th community forum that didn't found what the problem was and now I found it. (I HATE WHEN IT GOES WRONG) !


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#806 Posted at 2012-09-27 16:20        
     
Hello everyone, this is my first post.

First of all, thank you for your hard work, now... my question :)

I was working with this .sqf to create a poisonous mistzone

# palyarmerc : This script will simulate a gas attack covering a 150 metre zone (use a marker called "mistzone"
If you like some fog to simulate the zone, create a game-logic,object, called mistzone


the problem comes when I try to make the mistzone bigger, the gas affect the area I want (like 500x500m), but the cloud is small compared to that.

I´ve been working with the variables from here: https://community.bistudio.com/wiki/ParticleArray

but the scale, simulation and all the avrs are from the particle itself, not the cloud.

Is there a way to make the cloud appear bigger in the game?

Thank you for your time!


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#807 Posted at 2012-09-27 18:46        
     
You might break open Blastcore and see how they do clouds. Never really have understood particles in ArmA2 myself.


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#808 Posted at 2012-09-27 22:11        
     
# B.A. Baracus : Ah I see now. I guess RCO optics wont just work with NVG except for other optics such as the red dot and holo. Guess that's how it works in real life. Oh dear, poor devil dog cant fight well during nighttime ops with his default weapon. LOL. Well Viper, thank you so much for the help. I'll just have to change his weapon or something. Two thumbs up bud. *DRINK*



Not entireley true, ACE has a M4A1 with an ACOG scope, and a PVS14 adapter.

this addWeapon "ACE_M4A1_ACOG_PVS14"


Here's the classlist page, might be of some use to you:
http://browser.six-projects.net/cfg_weapons/classlist

This post was edited by SSGT. Turner (2012-09-27 22:17, ago)


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#809 Posted at 2012-10-03 14:12        
     
Oh heya guys! It's me again! I just got a problem with ACE...Well, I mean not really that serious kind of a problem but just a little. LOL. So yeah, I was enjoying making a night combat mission on my mission editor and everything went just fine til I previewed it and started seeing random "big red dots/balls" popping out during combat (Like a laser designator LOL). This only happens when the time is set during night or early hours like 1:00am to 5:40am though and they appear randomly with or without the use of NVG. I'm pretty sure that it's ACE because I already did trial and error on which mod is causing it. So yeah is anyone experiencing the same problem? Is this a bug or does it have to do with the ACE settings? I installed ACE via SixUpdater btw. Thank you guys in advance. :-D


# SSGT. Turner : Not entireley true, ACE has a M4A1 with an ACOG scope, and a PVS14 adapter.

this addWeapon "ACE_M4A1_ACOG_PVS14"


Here's the classlist page, might be of some use to you:
http://browser.six-projects.net/cfg_weapons/classlist

Oh I see. Thanks man. :-D

Here we go...

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#810 Posted at 2012-10-03 18:22        
     
# B.A. Baracus :seeing random "big red dots/balls" popping out during combat
You're not talking about the HUD awareness thingy that shows (red) enemy direction/position at the screen edge if you have Arma2 difficulty settings below Veteran? Are you? Otherwise, please describe again what you are seeing.

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





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