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#391 Posted at 2010-01-11 09:22        
     
Please post all questions related to ACE2 in the ACE2 topic. Mixing ACE1 for Armed Assault and ACE2 for ArmA2 will only cause confusion.

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#392 Posted at 2010-01-28 05:17        
     
Hello,

I was wondering if there was a complete list of ACE 1 vehicle magazines. The documentation that came with the mod is not complete. I need the main gun ammo types for the t-72 so I can control what kind of shells it fires. As far as I know there is no way to do this without knowing the name of the magazine.... Also, is it possible to use a Trigger to create one of Ace's "tank explosions"? In other words, can I make an ammo create blow up like a tank, with fire and flying metal. I want to make an "ammo dump" that blows up nice and big, but i don't like using the usual GBU_12 explosion. Any help would be greatly appreciated.


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#393 Posted at 2010-01-28 16:05        
     
The explosion scripts are in sys_destruction, ugly code never meant for outside use. You might be able to adapt them for your own use, but it's going to take some work.

T-72 ammo

ACE_3BM32            3BM32 APFSDS-T
ACE_3BK21B           3BK21B HEAT-FS-T
ACE_3OF26            3OF26 HE-FRAG-FS-T
ACE_T72CoaxBox_2000  7.62mm coax MG
ACE_LVOSS_Magazine   Smoke grenades

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#394 Posted at 2010-01-29 08:46        
     
Thanks Echo! Once again you come through for me.... Do you know of any good ways to get a large explosion (like the one when a "Shnell" Gas station blows up? I hate using the GBU explosion for a fuel truck....any ideas?


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#395 Posted at 2010-01-30 00:43        
     
I'd search for an explosion script in your case. Should be some good ones out there for you.

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#396 Posted at 2010-01-30 05:02        
     
Thanks, searching now... One quick question.... Does ACE remove the big explosions from Fuel and Ammo trucks? Before I installed ACE these trucks would blow up real big and could destroy houses nearby. Now with ACE installed they just catch on fire like a normal car....Was the explosion removed or is something messed up with my game...?


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#397 Posted at 2010-01-30 12:10        
     
It's been a while since I toyed with ACE1, but it did modify a number of vehicle damage effects. Most likely that is what you ae seeing.

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#398 Posted at 2010-01-30 12:53        
     
Well at least now I know I didn't break my game somehow, aside from ACE I use about 12 other mods so things can get a little complicated.....I think I'll just hide Gas stations in the ground and Trigger them to blow up when a Fuel truck gets an RPG ups it's tailpipe! :D


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#399 Posted at 2010-02-12 14:59        
     
Oh and one more thing.... when using the ACE AK-47 and AK-74 I hear a very loud metallic "Clink!" after every shot. When the shooter is far away I only hear the "clink" without much "bang". Is this the way the sound is supposed to be or is it just me that hears this? Tried updating sound drivers but same result.


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#400 Posted at 2010-02-15 03:56        
     
Hello guys.

Sorry if I am naive in asking this, but is there a reason I cannot add other addons that have units... for example Canadian Forces that aren't showing up?

They only show up when I disable acemod.

Why is this? How can I edit these unit addons to make them ACE compatible?


EDIT; Nevermind I figured it out. went into the ace config.




EDIT: Another question... I'm trying to add the switzerland mod weapons to be able to fit into the ace packs. I read this description...

How To Define New Magazine for ACE: 1. Define a new class that inherits from ACE_PackDummyMag, define the ACE_EndUseMag value as the name of the EUM this PDM should unpack to. Also define the ACE_Size value as the number of cubic centimeters this item takes inside the rucksack. 2. Define ACE_PackDummyMag on the EUM as the name of the PDM you just created. 3. Add the PDM from step 1 to the magazines array of ACE_Rucksack, if you don't the PDM won't be dropped when the rucksack is dropped. 4. Add the EUM from step 2 to the magazines array of ACE_MagChecker, if you don't you won't be able to pack this magazine if there are any partially used magazines of this type in inventory.


But don't fully understand it. Can somebody help me out? I am a programmer so I'll understand what needs to be done if somebody can elaborate a little bit more. I don't quite know how to create the class that is required.



EDIT: I figured it out.

This post was edited by Raziaar (2010-02-16 02:24, ago)


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#401 Posted at 2010-02-26 09:58        
     
hi guys ! i red all the topic and found only one post saying about problem concerning firing AGM missiles in chopper, i have this problem, i dont know how to lock a target then shoot it with missile from chopper like AH64 or AH1Z , it tells me no missiles left, but i've got 8 missiles i saw them on the choper !

did i forget to write a script or anything else ? thank you for helping ;)


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#402 Posted at 2010-03-05 15:02        
     
niquelarondel : hi guys ! i red all the topic and found only one post saying about problem concerning firing AGM missiles in chopper, i have this problem, i dont know how to lock a target then shoot it with missile from chopper like AH64 or AH1Z , it tells me no missiles left, but i've got 8 missiles i saw them on the choper !

did i forget to write a script or anything else ? thank you for helping ;)

Hi everyone!

I am wondering about the same thing. I am brand new to ArmA, so bear with me if I am asking something stupid. I have noticed that when running the Ace mod I am unable to fire missiles or cannon in manual mode in any helicopter with two pilots. In fact you can't even select the weapons just to direct your gunner which weapon to fire. I cannot find anything about it in the documentation, and have experimented with various changes to the ace_clientside_config.hpp to no avail. I have tried removing some of the .pbos related to air and missiles, and although this removed my mando missile keys, it failed to restore my weapon selection capability in tandem choppers.

Am I doing something wrong or is there a problem (or is it supposed to be this way?)

Any ideas?

Cheers

~S~


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#403 Posted at 2010-03-09 06:28        
     
Bumpiddy-bump.

Someone must know something about this, whether it is possible to fix or not. Two of us, one after the next, have had the same problem. I think that warrants a response from someone?

Or maybe no-on is playing arma 1 anymore...


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#404 Posted at 2010-03-09 14:08        
     
It's very true that few people are still playing A1 and ACE.

The issue with missile count is known, might even be fixed by zGuba. It did clear up on reloading via ammo truck. But I don't know if/when that patch will be released. We just got ACE 1.0 for A2 released, so there is a chance at least.

I thought you could direct the AI gunner to target items with action menu ( F2-6-... or something like that ), but it has been a long time since I played A1 as well.

As a human gunner you turn on the laser designator, targeting display and then use the optics view. Place the designator reticle ( white circle ) over your target and make sure of what launch mode your hellfire is in. Then fire away. :)

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#405 Posted at 2010-03-10 10:25        
     
Hello all,

Yesterday i have been searching for atleast 5 hours for a solution for maybe a simple problem.
So far my search has me ending up looking at the same forum posts over and over again where either the thread has been solved but no solution posted or someone beeing redirected to the ace wiki where no clear examples are to be found.
Also i have looked trough ace its weapon/magazines/rucksack bpo configs to see how it works but so far no results.

Now for my problem and a quick heads up my programming knowledge is minimal so bear with me,

The problem or should i say problems is i cannot seem to get my current addon ammo magazines to work with A.C.E its backpack(rucksack) system among other things.
Despite reading the ace wiki on the rucksack system (http://community.bistudio.com/wiki/ACE_Features#Rucksack_System) i still dont know for sure what i am suppose to be adding to the script to get the magazines to work.

config code so far (note: i took a existing arma 2 cheytac addon config for this and edited it so some code might be irrelevant to arma 1):
Code:
class CfgPatches {
class cheytac {
units[] = {""};
weapons[] = {"cheytacM200" , "cheytacM200_SD"};
requiredVersion = 1.03;
requiredAddons[] = {};
     };
};

class CfgAmmo {
class Default;	// External class reference
class BulletCore;	// External class reference
class BulletBase;	// External class reference

class cheytac_408 : BulletBase {
hit = 25;
indirectHit = 0;
indirectHitRange = 0;
visibleFire = 18;
audibleFire = 18;
visibleFireTime = 3;
airLock = 1;
cost = 20;
airFriction = -0.00035;
caliber = 1.88;
muzzleEffect = "BIS_Effects_HeavySniper";
ace_mag_type = cheytac;
};

                class cheytac_408_sd : BulletBase {
hit = 25;
indirectHit = 0;
indirectHitRange = 0;
visibleFire = 5;
audibleFire = 5;
visibleFireTime = 0.1;
airLock = 1;
cost = 20;
airFriction = -0.00035;
caliber = 1.88;
muzzleEffect = "BIS_Effects_HeavySniper";
ace_mag_type = cheytac_sd;
};

};

class CfgMagazines {
class Default;	// External class reference
class CA_Magazine;	// External class reference
class ACE_PackDummyMag; // External class reference

class CHEY_7Rnd_408 : CA_Magazine {
ACE_PackDummyMag = USSR_5Rnd_408_PDM;
scope = 2;
displayName = ".408 CheyTac";
ammo = "cheytac_408";
count = 7;
initSpeed = 1600;
picture = "\cheytac\data\408.paa";
descriptionShort = ".408 CheyTac";
};

class CHEY_7Rnd_408_SD : CA_Magazine {
ACE_PackDummyMag = CHEY_7Rnd_408_SD_PDM;
scope = 2;
displayName = ".408 CheyTac SD";
ammo = "cheytac_408_sd";
count = 7;
initSpeed = 1600;
picture = "\cheytac\data\408.paa";
descriptionShort = ".408 CheyTac Silenced";
};

class CHEY_7Rnd_408_PDM : ACE_PackDummyMag {
ACE_EndUseMag = "CHEY_7Rnd_408";
ACE_Size = 450;
displayName = ".408 CheyTac 7rnd mag";
picture = "\cheytac\data\408.paa";
};

class CHEY_7Rnd_408_SD_PDM : ACE_PackDummyMag {
ACE_EndUseMag = "CHEY_7Rnd_408_SD";
ACE_Size = 450;
displayName = ".408 CheyTac 7rnd mag";
picture = "\cheytac\data\408.paa";
};
};

class CfgWeapons {
class ACE_M110; // External class reference
class ACE_Rucksack;

class ACE_MagChecker : ACE_Rucksack {
type = 1;
primary = 1;
displayName = "ACE_MagChecker";
magazines[] = {"CHEY_7Rnd_408,CHEY_7Rnd_408_SD"};
};

class cheytacM200_Urban : ACE_M110 {
scope = 2;
type = 5;
model = "\cheytac\urbancheytac.p3d";
displayName = "Urban CheyTac M200";
descriptionShort = "Urban CheyTac M200 Intervention";
dexterity = 0.45;
modelOptics = "\cheytac\optics.p3d";
opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
optics = 1;
opticsZoomMin = 0.02;
opticsZoomMax = 0.12;
distanceZoomMin = 300;
distanceZoomMax = 300;
picture = "\cheytac\data\urban.paa";
UiPicture = "\CA\weapons\data\Ico\i_sniper_CA.paa";

magazines[] = {"CHEY_7Rnd_408"};
reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M21_reload_v4", 0.0316228, 1};
sound[] = {"\cheytac\sound\cheytac.ogg",10,1};
autoFire = 0;
reloadTime = 2;
dispersion = 3e-005;
minRange = 2;
minRangeProbab = 0.1;
midRange = 1200;
midRangeProbab = 0.7;
maxRange = 1800;
maxRangeProbab = 0.05;
recoil = "cheytacRecoil";
recoilProne = "cheytacRecoilProne";

ACE_magazines_compat[] = {cheytac};
ACE_bipod = 1;
ACE_WEIGHT = 7.2;


class Library {
libTextDesc = "Urban CheyTac M200 Intervention";
};

};
class cheytacM200_SD_Urban : cheytacM200_Urban {
model = "\cheytac\cheytacsd_urban.p3d";
displayName = "Urban CheyTac M200 SD";
picture = "\cheytac\data\urban_sd.paa";
descriptionShort = "Urban CheyTac M200 Intervention SD";
sound[] = {"\cheytac\sound\cheytacsd.ogg",10,1};
magazines[] = {"CHEY_7Rnd_408_SD"};

ACE_suppressed = 1;
ACE_magazines_compat[] = {cheytac_sd};


class Library {
libTextDesc = "Urban CheyTac M200 Intervention SD";
};
};


Problem 1:

Now the code runs fine gives me no errors when i go ingame. I run my custom ammo crate script to spawn the weapons ammo crate and backpacks.
First thing i notice is when i grab the backpack and then the sniper the backpack automaticly unequips and goes back into the crate. Now if i pick up the backpack again the sniper goes back into the crate along with the ammo. I have to pick up the sniper first put it on the soldiers back then grab the Backpack. If i do that all of a sudden my sniper ammo unequips and goes back into the crate. I then have to pick up the ammo manually and pull the sniper from the soldiers back to just be able to have the sniper, backpack and ammo all together. I have no idea why it does this.

Problem 2:

After i have the Sniper, the ammo and the backpack i open up the gear menu select the .408 magazine and the option to pack the ammo comes up so far so good. Now when i try and click on the pack button it shows a ingame Error message with the hint system saying. ACE_SYS_MAGAZINES: Invalid ACE_MagChecker defined for CHEY_7RND_408_PDM

From what i can tell of that is i havent defined the Dummy magazines in the MagChecker or Rucksack array.
Which is exactly the part i dont know how to do.

I have searched for examples of Addon Configs that are modified to work with the Ace rucksack system but found nothing.

So please if anyone can help me with these problems i would appreciate it.