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#376 Posted at 2009-11-28 15:35        
     
Dirtiej:

Bug reports should be made to issues area for ACE on dev-heaven.net. There still is some background work going on in ACE1, although we are largerly focused on ACE2 these days.

As part of the config for a unit, there are values to describe the cost ( expensive items are held in reserve ) and the threat levels to infantry, tanks, air vehicles, etc. Ordinary infantry is not as interesting to AT gunners as light armor is. While a LAW is mighty handy vs a troop concentration if you are good with it, an APC or truck would be better thing to shoot at it. Naturally you can script around this as you have. Use a loop with a short delay in it to move your "targeting recticle" to track those troops.

henrique_rp:
At 38 kilos you are way overloaded, 25kg is about the limit you can haul reliably, although some soldiers are fitter than others. The thing to remember is you are also carrying 20kg of innate gear - body armor, boots, helmet, etc.

As I say in the ACE FAQ on the BI wiki, if you must overload, either move in short bursts and rest a lot, or better yet get a ride from some vehicle. A lot of players forget that even a ATV can carry ammo for you and serve as a small resupply crate if it's nearby. It certainly can carry enough javelin reloads to make a heavy AT soldier happy.

For documentation, check out the BI wiki ( BIKI ). http://community.bistudio.com/wiki/Main_Page

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#377 Posted at 2009-11-28 20:33        
     
Hello Mr Evil_Echo,

Thank you for your explanation on the soldier loadout.

I was looking for some documentation for ACE, as the links that come with the mod and point to http://www.maddogx.de and the ACE Wiki appear to be all dead. Is there a wiki page for ACE?

Thanks again for all the help.


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#378 Posted at 2009-11-30 02:27        
     
Evil_Echo : FCS for ACE2 has been discussed. I can't go into much detail there right now.

Someone would have to come up with a new map for tank duals, ChenRus does not have that much open ground.


Sorry i just want to return to a previous comment from a while ago.
Are you saying that it is technically possible to incorporate the previous Arma Fire control sys mod for armour into ace2 but its not worthwhile due to its useage on close terrain maps?

firstly, surely there will be many many maps over time including desert maps and open terrain maps that will come along.. 'theres no maps' argument seems kinda flawed because in time there would certainly be many maps coming out. Sure u can decide that and give that reason but to me it just seems to be based on flawed reasoning.


secondly, even if that was the reason and it was legit, i would have to say that an FCS overhaul for armour in arma2 would do much more for the realism and effectiveness of armour vehicles in arma2. Arma, and now arma2, have been their weakest in AFV modelling,. particularly their systems and their damage model, any improvement in here would be a major upgrade to the arma simulation. From a technical perspective, the Firecontrol system is more than just the ability to hit a target at range, its still important and relevent to armour vehicle modelling irrespective of the maps available in my opinion.

I hope you guys can find time and reason to include an improved and realistic fire control system , to me it's one of main things that have been neglected over the history of arma.


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#379 Posted at 2009-11-30 15:42        
     
henrique_rp:
If you go to the BI wiki link I mentioned earlier, and search for ACE you will find plenty of documentation.

chappy:
I did not say we would not work on a FCS because of the default maps. Just that the default maps are not good "tank country" in many places. For long-range tank duals you would want custom maps.

Our time is limited - can't do everything at once. So we team up with other groups like the Community Armor Systems Project - which is researching things like a FCS.

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#380 Posted at 2009-12-04 01:04        
     
ACE2 news.

http://www.armaholic.com/forums.php?m=posts&q=8943

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#381 Posted at 2009-12-12 05:05        
     
Bug: ACE group units replace 3rd party units in the Editor

When I first got only the 1st division mod which added a group under BLUFOR called 1st division, I could click "groups" "blufor", "1st division", "assault team" and there would be a preset squad waiting at the cursor on the editor.

Now, I downloaded ACE mod and the 1st division groups are gone. They've been replaced by a bunch of ACE-groups. I can still select the 1st division from going to "Units" "Blufor" "1st division" and insert 1 unit at a time but it's getting annoying.

How can i delete useless (ones I don't use) group presets set by ACE and get the 1st division groups back into the selectable list?

Thanks.

Other than that, I really love this mod.

I use it in conjunction with numerous weapon mods, the 1st division mod, some sound mod that I forgot the name of, and a few AI improvement mods. Good work and I hope you guys keep developing ACE for ARMA 1.


PS. Where is the XAM mod? I've heard about it but it's not in the ARMAholic downloads? And how can i make it so that troops wont pass out every like 2 seconds. It's unrealistic for a guy to get up, then fall down, then get up again just to fall again. I remember seeing something that says something like "bleed effect--false" "blood effect--true" kidna thing. Not sure where it is

This post was edited by Jak170 (2009-12-12 08:47, ago)


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#382 Posted at 2009-12-12 09:35        
     
Jak170 : PS. Where is the XAM mod? I've heard about it but it's not in the ARMAholic downloads? And how can i make it so that troops wont pass out every like 2 seconds. It's unrealistic for a guy to get up, then fall down, then get up again just to fall again. I remember seeing something that says something like "bleed effect--false" "blood effect--true" kidna thing. Not sure where it is


XAM is in our download section, in modules (Extreme ArmA Mod).

Visit my family webshop desteigerhoutshop.nl.

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#383 Posted at 2009-12-12 16:21        
     
gotcha. Didn't know it stood for Xtreme Arma Mod


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#384 Posted at 2009-12-12 19:10        
     
Jak170 : Bug: ACE group units replace 3rd party units in the Editor

When I first got only the 1st division mod which added a group under BLUFOR called 1st division, I could click "groups" "blufor", "1st division", "assault team" and there would be a preset squad waiting at the cursor on the editor.

Now, I downloaded ACE mod and the 1st division groups are gone. They've been replaced by a bunch of ACE-groups. I can still select the 1st division from going to "Units" "Blufor" "1st division" and insert 1 unit at a time but it's getting annoying.

How can i delete useless (ones I don't use) group presets set by ACE and get the 1st division groups back into the selectable list?

Thanks.

Other than that, I really love this mod.

I use it in conjunction with numerous weapon mods, the 1st division mod, some sound mod that I forgot the name of, and a few AI improvement mods. Good work and I hope you guys keep developing ACE for ARMA 1.

Not a bug, on purpose. Discussed in the ACE1 FAQ on the BI wiki, along with how to override if you wish.

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#385 Posted at 2009-12-21 02:43        
     
I tried that whole clientside_config.hpp edit, and I still cannot seem to get my other groups/units to appear in the editor. Is there any other way to override ACE's group hiding?


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#386 Posted at 2009-12-21 04:35        
     
Yes you can. Details in the ACE1 FAQ on the wiki.

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#387 Posted at 2010-01-07 08:14        
     
Ok. Well, is there any way where I can simply use specific parts of the ACE mod in conjunction with other mods?

More specifically, I just want:

-weapon resting
and
-sight adjustments (for snipers)
and
-jumping (with a key, not action menu)


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#388 Posted at 2010-01-07 17:40        
     
The core ( ACE+CBA ) is all or nothing. You can use various software switches to turn off parts of ACE, but do have to install the entire package. ACEX, ACEX_SM, ACEX_PLA are completely optional.

It's not that hard to be ACE compatible. Using the CBA XEH ( eXtended Event Handlers ) is the biggest thing. Then adding
size and weight info to your items you wish to be usable with the ruck system. One or two other things perhaps.

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#389 Posted at 2010-01-10 14:29        
     
Evil_Echo : The core ( ACE+CBA ) is all or nothing. You can use various software switches to turn off parts of ACE, but do have to install the entire package. ACEX, ACEX_SM, ACEX_PLA are completely optional.

Hi, I was wondering if it is OK to use VOP and ACEX_SM together. Is there any conflict with that?

Thanks for your reply.


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#390 Posted at 2010-01-11 01:13        
     
Sorry, but what do you mean by "various software switches"?