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#331 Posted at 2009-09-07 16:50        
     
Thanks Evil_Echo,

I'll open a Ticket and try and track raedor down for the Sandbag AI Fix.

I have another quick question, is the ACE T-90 Tank original or was it from another mod? And if it is from another Mod was it ever made in RACS colors? I tried a few different T-90 pack but they just arn't as good as the ACE version, which only comes in Black.

Btw thanks for including the new launchers in ACE, the Dragon is intense especialy when you've got an angry Shilka coming at you!


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#332 Posted at 2009-09-07 18:49        
     
ACE includes a lot of major mod makers, it's possible. But don't know the T-90 history offhand or if it ever came in RACS colors.

The AT weapons are quite useful. Most people forget that a Javelin has a minimum range and end up missing the tank - usually that ends badly for the AT gunner. In urban environments a Dragon is good for those ambush situations against heavy armor.

One trick I've done vs Shilkas on pub servers. If you get lucky the crew will relax and unbutton. Snipe the gunner and a Shilka becomes a paper tiger.

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#333 Posted at 2009-09-12 22:17        
     
Hey again,

I've got a big question about the wounding system in ACE... First off i think its a great thing that adds alot, however...there are a few quirks that really break my game sometime. Ok, custom mission, im leading 6 guys and i get hurt, im still alive in the "blacking out" mode, so i switch to another guy to "rescue myself" and bang, No Sound. I can still here the radio speach but all other sounds are off. Thats a Huge Problem. Now the injured leader is coming too, then passing out again, and the "control" of the team keeps bouncing back and forth between him and the next in command. I tell them to hold, then lose control and the next guy tells them to move. Tug of war until the leader kicks it. I have has several missions where i just have to kill an injured leader to get things moving again. Also, I cant put any medics in big battle missions or else all i hear over the radio is "Go to that Medic a 6 oclock" from the leaders of other friendly teams....it literaly plays nonstop ever second of the mission once the shooting starts....Are these normal game behavious or do i have somthing wrong with my instalation? Please help if you can.


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#334 Posted at 2009-09-13 14:48        
     
The wounding system. Ehhhh. That has had a lot of complaints about that in the ACE1 version. It's great for multiplayer and having a medic around, not so fun solo without careful scripting to ensure you get healed up. So no, does not sound like a bad install, just hitting the worse possible combination of effects for you in that case.

IRL a big battle would have medics running around like mad. Perhaps adding a couple more medics to spread the load out and adjusting your battle tactics to reduce the causality rate on your side might help with the message rate. Also, a leader tends to lead from the rear - meaning you should not be on point if in command. ACE makes that all the more painfully evident.

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#335 Posted at 2009-09-14 16:41        
     
Heheh- teasers for ACE2...

http://forums.bistudio.com/showpost.php?p=1437620&postcount=431

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#336 Posted at 2009-09-14 16:44        
     
I guess u missed the WIP report of this Sunday :D

http://www.armaholic.com/page.php?id=7428


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#337 Posted at 2009-09-14 21:54        
     
Sure did miss that. TY for mentioning that.

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#338 Posted at 2009-09-18 02:41        
     
Hmmm, Arma 2 is looking pretty sweet - but I'm waiting for ACE 2 before picking it up. Another question, is there any where I can find the instructions to ACE's more complex addon, like using Mortar teams, pileing sandbags and useing IEDs. The doc that came with ACE dont cover this as far as i can tell. Any sugestions?


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#339 Posted at 2009-09-18 04:44        
     
i think all the things you mentioned were just placeholders for later updates, I remember reading that somewhere that morotrs and stuff will be in later updates, dont quote me on that though


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#340 Posted at 2009-09-19 14:45        
     
Thanks Jones,

I guess I'll have to wait on that stuff, no big deal. Hey does anyone know why ACE ammo and fuel trucks don't blow up? They just burn like any other vehicle. I remember there used to be a huge explosion but I cant recall if this was vanilla ARMA or a special effects mod.........


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#341 Posted at 2009-09-19 16:08        
     
I will say though that the machine gun teams are great and even in single player work well with just a little human help. Ive made some cool missions using those. All I really want is for ACE. to make some M4s and M16s with Eotechs. Idk one idea I had that I thought was cool was well Ill explain it. atleast now last 10 years or so US and other western soldiers have had the ability to equip their rifles with optics that they like, I know canada only has elcan but other places youll see m4s/m16s with acogs, aimpoints, and eotechs, I suppose it would be randomized as its each soldiers preference. I dont know if it would be possible to integrate random weapons into groups loadouts, but I suppose it would add a element of realism that would otherwise be achieved by having to select their loadout via scripting or other. I guess its so that not everyone has aimpoints on their rifles and look like robots.


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#342 Posted at 2009-09-20 02:48        
     
Dirtiej : Thanks Jones,

I guess I'll have to wait on that stuff, no big deal. Hey does anyone know why ACE ammo and fuel trucks don't blow up? They just burn like any other vehicle. I remember there used to be a huge explosion but I cant recall if this was vanilla ARMA or a special effects mod.........

Secondary explosions were an ACE1 feature. ArmA2 actually added some features from ACE1 into the vanilla version.

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#343 Posted at 2009-09-20 02:53        
     
jones9470 : ...
Idk one idea I had that I thought was cool was well Ill explain it. atleast now last 10 years or so US and other western soldiers have had the ability to equip their rifles with optics that they like...

If I understand what you are asking about - it's the abilility to take a standard rifle and customize it with a selection of sighting systems, etc.

It's been discussed - no real way to do this on ArmA. ArmA2 not sure, but hard to do at best.

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#344 Posted at 2009-09-20 03:14        
     
Oh nah thats not what I meant but that would be awesome. what I meant and I suppose it wouldnt even need a script or additional stuff but basically making default loadouts for each units atleast in ACE. different. so you could start with two different riflemans in same group and say ones got m4 eotech and other has aimpoint minus forward grip, sorry about that I guess i made it sound like something bigger then it is, of course you can do it your self I guess i just like to play more then write loadouts lol.


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#345 Posted at 2009-09-20 03:59        
     
Evil_Echo : [quote]jones9470 :
...
Idk one idea I had that I thought was cool was well Ill explain it. atleast now last 10 years or so US and other western soldiers have had the ability to equip their rifles with optics that they like...

If I understand what you are asking about - it's the abilility to take a standard rifle and customize it with a selection of sighting systems, etc.

It's been discussed - no real way to do this on ArmA. ArmA2 not sure, but hard to do at best.
[/quote]

Btw..i 've seen it happen to ArmA 1 before.
The rifleman had a M16 (ironsight) ,and with "action menu" was a something like "Acog optics" and..voila. (and vice-verse)
The trick (as easily understandable) was the game via action menu replaces the str8 M16 with one +Acog.
NOW...
The problem to put an "elcan" or other optics demands a HUGH weapons pack with different optics for EACH weapon..
and Personally..i dont have problem for a ACE2 7 or 10GB of space in my HD..
:)