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#316 Posted at 2009-08-18 16:34        
     
Hey guys, i was just wondering something, with ACE Mod.
Everytime i go to install it, it says Armed Assualt is not installed when it is, it's just the fact that it's in Steam, but their are multiple shortcuts on my desktop.

Then it tells me to specify my folder, witch i did, steam/steamapps/common/armed assualt/@ACE, and then i hit "Next"
It starts then automatically stops, saying: Version.txt is not found or unreadable.

Thanks for the help.


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#317 Posted at 2009-08-18 19:06        
     
Have you done what Evil_Echo asked you?

Did you install ACE 1.08 full first? 1.09 is an incrimental patch, so it needs the other one in place first in order for you to have all of ACE properly installed.

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#318 Posted at 2009-08-19 11:01        
     
Shadow8104 : ...
It starts then automatically stops, saying: Version.txt is not found or unreadable.
...

That is the classic error message you get when trying to install an update to ACE without having an earlier full install in place.

The "updates" are just the set of changes from a previous version of ACE. You always need to install a "full" version the first time and then any updates that occur after that version - in release order. The last full was 1.08, so just grab that, install it and try 1.09 again.

Included in ACE for ArmA 1 is an updater script. Don't use that anymore, it points to an old site and won't work. :(

The good news however is that the ACE team does have a new and frankly better updater in the works for ArmA2 - with luck it'll be back-ported for the ArmA1 release of 1.10 when that comes out.

Be sure to check out the ACE pages on the BI wiki. They should help you in most questions about using the features in game or developing missions. If there is something not clear to you in those documents and it's not already answered here on Armaholic ( FoxHound is a big fan of using that search function after all ), feel free to ask on this thread.

This post was edited by Evil_Echo (2009-08-19 11:09, ago)

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#319 Posted at 2009-08-30 02:58        
     
Ok so Im asking this here in hope that it wouldnt have to be answered on ace forums... how do you equip/ put equipment/ammo into a rucksack from the editor, in the method of removeallweapons this this addmagazine, this addweapon, etc, etc, basically if i wanted to start a unit in te editor with a rucksack and stuff in it how would I do so... thanks


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#320 Posted at 2009-08-30 18:27        
     
Biki articles on ACE have info on this.

http://community.bistudio.com/wiki/ACE_Features#Rucksack_System

If you need more info after reading that, I'll try to help.

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#321 Posted at 2009-08-30 20:40        
     
yes. now I did go over that exact article for about an hour while trying to use it in editor, along with using the ACE. weapon spreadsheet that gives all information about weapons, I just couldnt get it, it kept telling me I was doing something in a global but that it was local, idk but I spent long while trying to get it to work lol, yo wouldnt be able to tell me how to put say ten 30rnd stanags into a backack could you lol


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#322 Posted at 2009-09-01 00:00        
     
Iz sry I dnt speek L337, only English. lolz.

For a given unit add the following to it's init line.
[this, "ACE_30Rnd_556x45_B_Stanag_PDM", 10] call ACE_Sys_Ruck_AddRuckMagazine;

That's right from the page I referred to earlier, changing the type and amount of ammo, and using the magic variable "this" to refer to the soldier via it's init line. Variables that start with an underscore are local variables, globals have no underscore. This is all covered in the many scripting guides available for download here.

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#323 Posted at 2009-09-01 00:47        
     
hmm i shall refer to you as god of ACE. much appreciated, my missions will be even better lol

[edit]
oh and i think i missed the part about calling it, thanks again

This post was edited by Foxhound (2009-09-01 07:02, ago)


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#324 Posted at 2009-09-01 20:38        
     
You're welcome. Study those coding guides, a lot of good info out there.

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#325 Posted at 2009-09-02 04:38        
     
Hello Everyone,

I just tried ACE today and I have to say it is Awsome! I spent about 2 hours just gleefully trying out the new Weapons and vehicles. I do have 1 Huge Question though:

Ive always played Arma with the Outstanding True Range AI Mod, and now I just can' live without 600 yard, 30 minute firefights. Is there a way to use True Range AI with ACE (I use it with Arma Launcher now) - Or, is there a way to edit: Shot dispursion ; AI Targeting Rang ; AI engagement Range and all the other factors that True Range changes?

I Love ACE, it's like ARMA Reborn, but I really hope someone has an answer to this issue.


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#326 Posted at 2009-09-02 09:04        
     
Never used True Range AI, can't say. But give the AI changes in ACE don't cover what that other mods does, you'd think they should be compatable. I'd say try it and let us know.

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#327 Posted at 2009-09-05 00:25        
     
So is there any chance were gonna get to see those seals ace had, they might of been from imw not sure the picture is in ace's wip forum which is locked, idk they looked nice


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#328 Posted at 2009-09-05 14:22        
     
Many things are planned for ACE2 - models are split off to the side. Makes it easier to add more and also makes it easier for other mods to be ACE compatible.

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#329 Posted at 2009-09-05 15:45        
     
Hi again,

Im happy to say the True Range AI works perfectly in ACE and everyone should at least give it a try IMHO.

I do have another question though, another great mod that I use is raedor's outstanding AI Sandbag Fix that allows AIs to shoot normaly while crouched behind sandbags. It also alows other AIs to target and engage them normaly. With this you can make great "Firebase seige" missions pretty easily. This Mod stops workin in ACE, AIs fire 1 or 2 shots then just state at each other from beind their cover. They can "see" each other as leaders will still give engage orders, but they wont fire another shot. Any ideas as to why this happens with ACE?

Again, awsome awsome mod!


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#330 Posted at 2009-09-06 11:33        
     
A big TY from the team, Dirtiej - words like that ARE appreciated.

I have no idea why the troops in AI Sandbag work act that way. There are some AI changes in ACE here and there, so there is a possibility of the two mods stepping on each other's toes - something that should be less common in ACE2 for ArmA2.

I would submit a trouble ticket and include a test mission on the Dev Heaven server for ACE. The URL listed in the threads here. Also check with the AI Sandbag folks and let them know too.

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