Forum Jump :

Author Message


Posts: 4
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#406 Posted at 2010-03-23 13:48        
     
I also have a ruck question. I am using the init command
this addMagazine "magname_PDM"

I am trying to add ammo to a ruck that my player is equipped with. I am using the PDM version of the magazine, but although the weight of the ammo shows, the mag does not appear in my list of packed ruck items. I am sure I am missing something simple (much more simple than the above ruck question). In fact I found a thread about this very problem. But the only solution offered was a link to the ACE forum which appears to no longer exist, and then the OP figured out the solution he was looking for and didnt bother posting what it was. Grr.

Here is the init code I am trying to use:

removeAllWeapons this; 
this addWeapopn "ACE_Rucksack_Alice";
this addMagazine "ACE_20Rnd_762x51_B_HK417_PDM";
this addMagazine "ACE_20Rnd_762x51_B_HK417_PDM";
this addMagazine "ACE_20Rnd_762x51_B_HK417_PDM"

As you can see, the pack is empty, but the mags are being carried, as they are reflected in the weight:


When I double-click the ruck then I can see the mags:


And then grab the ruck again:


But as soon as I pick up the mags they disappear again. I have them, they are there, but cannot be used.

What am I doing wrong?

PS I have tried changing the order and assigning the ruck ammo before the ruck itself. No dice.

help!


Author Message


Posts: 4
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#407 Posted at 2010-04-02 03:48        
     
After a few days of fiddling with other things and becomming more familiar with the scripting commands for this game, I came to understand how this works :) :)

Other noobs have solved it and then not posted their solution, but I am not one of them!

add to the init line of your soldier the following two commands

this addWeapon "RucksackName"; [this,"MagazineName_PDM",amount] call ACE_Sys_Ruck_AddRuckMagazine;

So, as an example, put this in the init line of your soldier:
this addweapon "ACE_Rucksack_Alice"; [this,"ACE_15Rnd_9x19_B_M9_PDM",4] call ACE_Sys_Ruck_AddRuckMagazine;

Man, I feel silly posting all that as the solution was pretty simple, but I was on about day 2 of learning to script for arma - the learning curve is steep but I am well up the slope now!

Great mod ACE team!


Advertisement


Author Message


Posts: 48
Rank:


Level: Member

Country: be
Location: Belgium
Occupation: Dispatching
Age: 41
In-game name: KBourne

 
#408 Posted at 2010-04-06 18:34        
     
Hi as i'm playing n the ace mod i encountered some issues when i'm playing the both main and bonus campaigns also on the seal team six community made ones i get every time a time out error black box with a discription of the script that isnt working.

most of the time it says variable in expression or something like that.

now it could be on my end on not installing the mods correctly but as i'm only using the six updater i cant find anything doing realy wrong then folowing the steps for installing the mod ok.

i run the updater to cheqeu if it is updated but it says all updated correctly, can i do something because it gives me like a headage, if i play a campaign i dont want a black box in the middle thats something is not working its just irritating and messes up my nice view :p

so by all means HELP !! :eek


Author Message

Darkhorse  

I pown brains


Posts: 482
Rank:


Level: Member

Country: us
Location: Tennessee
Occupation:
Age:
In-game name:

 
#409 Posted at 2010-04-06 22:18        
     
^ Wrong forum. This is the ArmA 1 A.C.E. They didn't have the Six Updater back then.



"Dulce et decorum est pro patria mori, sed dulcius pro patria vivere, et dulcissimum pro patria bibere. Ergo, bibamus pro salute patriae"


Walter, John & Jane. Traitors then and traitors now.

Author Message


Posts: 48
Rank:


Level: Member

Country: be
Location: Belgium
Occupation: Dispatching
Age: 41
In-game name: KBourne

 
#410 Posted at 2010-04-06 23:05        
     
Darkhorse : ^ Wrong forum. This is the ArmA 1 A.C.E. They didn't have the Six Updater back then.

so sorry problem already solved doh ;-)

it was just in the target shortcut line what caused the script errors lol

now everything is working fine ;-)


Author Message

Uunko  



Posts: 5
Rank:


Level: Member

Country: au
Location:
Occupation:
Age:
In-game name:

 
#411 Posted at 2010-04-14 03:53        
     
Hi guys,

I have Six-Updater installed and the latest ACE ACEX PA and SM installed.

I don't have time always to go online and as such I start my own server and run 1.03 ACE Training grounds and just single player the town nearby. I grab a tank or Cobra and take out the armour, then swap to a sniper and take out the ground forces etc.

Well I use to do this until recently I have not had any options to enter any vehicle not even a quad bike. I was a few weeks back able to be a driver or commander but not have the option of changing to the gunner position. As I say that was a few weeks back and now today there are no options for vehicles.

Is this as per design or a bug?

Basically this has destroyed me being able to enjoy ARMA / ACE. Any feedback appreciated.

Cheers.


Author Message

Darkhorse  

I pown brains


Posts: 482
Rank:


Level: Member

Country: us
Location: Tennessee
Occupation:
Age:
In-game name:

 
#412 Posted at 2010-04-14 05:23        
     
Wrong thread and forum. If your using ArmA 1 ACE you can't use the six updater, if your using ArmA 2 ACE you need to check the section your in before posting. http://www.armaholic.com/forums.php?m=posts&q=8943&n=last#bottom



"Dulce et decorum est pro patria mori, sed dulcius pro patria vivere, et dulcissimum pro patria bibere. Ergo, bibamus pro salute patriae"


Walter, John & Jane. Traitors then and traitors now.

Author Message


Posts: 4
Rank:


Level: Member

Country: be
Location:
Occupation:
Age:
In-game name:

 
#413 Posted at 2010-05-16 18:08        
     
Hello,

I just installed ArmA 1 after a long time with (too) low_spec computer, and I tried this A.C.E. (1.09) which seems to be great but I have some questions :

- Was it intended for Single player games ? It seems that the driving and shooting of vehicle seems not to be SP "friendly", since weapon switching is via action menu... How to switch from rocket (as a pilot)to missile for example in AH1Z ?

- More generally, since the site is down, where could I find doc ?

- Is it me or the mod comes with a graphic tweak by default that is completely wonderful ? I couldn'y obtain such a nice reflection on SLA helmet, but with ACE, it's seems a brand new graphic engine ? Is there anyway to have it in vanilla ArmA ?

Thanks for Help and Reply

Have a nice evening

GF


Author Message


Posts: 429
Rank:


Level: Member

Country: us
Location:
Occupation: Retired
Age: 60
In-game name:

 
#414 Posted at 2010-05-17 13:14        
     
ACE1 documentation - what is left, can be found on the BI wiki. It's been frozen for over a year now since the team moved on to ArmA2.

ACE1 is SP friendly, it's just the mission has to be ACE-aware and that is something a number of missions that ship with ArmA1 just were not designed for. Usually it was AI pilots that gave you grief. Custom missions designed with ACE1 work fine in SP.

There was no graphics tweek. Some models were added and some improved, but no changes to the graphics engine.

I am fear.

Author Message


Posts: 4
Rank:


Level: Member

Country: be
Location:
Occupation:
Age:
In-game name:

 
#415 Posted at 2010-05-17 14:45        
     
Hello,

Thank you very much for your answers, I just saw the information on the Wiki, and the Ctrl + F was said to allow weapons switching with AI gunner.

So basically, I assume that if I design the missions from scratch with A.C.E, as I did with vanilla, It "should" work fine. I'll try :)

Thank you very much !

Have a nice day !


Author Message


Posts: 1
Rank:


Level: Member

Country: sk
Location:
Occupation:
Age:
In-game name:

 
#416 Posted at 2010-05-29 15:57        
     
hey guys i really need help ... i got some missions with a chopper when i am a pilot and i cant control the gunner and whenever i press Q for engine start .... the fuel tank pops from full to none and the choper says it has been destroyed so the gunner steps out but after 10 seconds engine starts fuel is again full but i cant get the gunner back ... how can i fix this ?


Author Message


Posts: 3
Rank:


Level: Member

Country: ph
Location:
Occupation:
Age:
In-game name: thefirewarriors

 
#417 Posted at 2010-06-01 14:54        
     
First of all, my thanks to the ACE team for delivering such an epic mod!

I have a question though. It seems that replacers like those for Cameron's 1st Infantry Div. and 173rd Airborne do not affect the BLUFOR Medic. No matter which replacer I use, it always ends up using the stock BIS model. Is there any way to fix this? If so, what do I need to do and what tools will I need?

Once again, much thanks! ^^


Author Message


Posts: 57
Rank:


Level: Hidden

Country: be
Location:
Occupation:
Age:
In-game name:

 
#418 Posted at 2010-06-08 13:52        
     
cool :)

[url=http://www.bigkahunaclicks.com/index.php?ref=radicalatheart][/url]

Author Message


Posts: 138
Rank:


Level: Member

Country: de
Location:
Occupation:
Age: 44
In-game name:

 
#419 Posted at 2010-06-13 12:55        
     
Hello m8s from the ACE team,

i have a problem deploying units with parachute while running the ACE mod for Arma 1 ...

i ve run into this problem after running the ACE mod on my pc, first i was able to deploy airborne units from a plane, they jumped out and a parachute opens!

Now i installed ACE, after the AI units jump out of the plane ( using Mando scripts ) they fall down to the ground and die because they have NO chutes anymore.

How can i make it possible for these AI units to get a chute???
Is it possible to assign it to em or something else???

this is the script i am using btw ...

 case "CALL_PARAS":
   {
      _group = createGroup (_side);

      switch (_side) do
      {
         case west:
         {
            _utype = "ACE_SoldierGPilot";
         };
         case east:
         {
            _utype = "SoldierEPilot";
         };
         case resistance:
         {
            _utype = "SoldierGPilot";
         };
         case civilian:
         {
            _utype = "Civilian2";
         };
      };

      if (mando_airsupport_type_pa isKindOf "Helicopter") then
      {
         _range = mando_airsupport_range_he;
      }
      else
      {
         _range = mando_airsupport_range;
      };

      _jump = mando_airsupport_jump;

      _spawnpos = _startpos;

      _plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"];
      _speed = speed _plane;
      _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1));
      _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100];
      _plane setDir _ang;
      _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; 


      _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
      _driver setskill 0.5;
      _driver setCombatMode "BLUE";
      _driver setBehaviour "CARELESS";
      _driver setRank "CORPORAL";
      _group selectLeader _driver;
      _driver moveInDriver _plane;
      _plane flyinHeight mando_airsupport_bomb_alt max 100;
      
      if (!isNil "mando_missile_init") then
      {
         _plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf""";
         [_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf";
         processInitCommands;
      };

      _wp = _group addWaypoint [_targetpos, 0];
      [_group, 1] showWaypoint "NEVER";
      [_group, 1] setWaypointSpeed "FULL";
      [_group, 1] setWaypointType "MOVE";

      _group_i = createGroup (_side);
      _i = 0;
      {
         if (_i == 0) then
         {
            _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"];
            _unit setCombatMode "RED";
            _unit setBehaviour "AWARE";
            _unit setRank "CORPORAL";
            _group_i selectLeader _unit;
         }
         else
         {
            _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"];
            _unit setCombatMode "RED";
            _unit setBehaviour "AWARE";
            _unit setRank "PRIVATE";
         };
         
         if (_side == civilian) then
         {
            _unit addMagazine "30Rnd_545x39_AK";
            _unit addMagazine "30Rnd_545x39_AK";
            _unit addMagazine "30Rnd_545x39_AK";
            _unit addWeapon "AK74";
         };
         _unit setskill 0.5;
         _unit moveInCargo _plane;
         if (mando_airsupport_ab_switchable) then
         {
            addSwitchableUnit _unit;
         };
         _i = _i + 1;
      } forEach mando_support_infantrytype;

      _wp = _group_i addWaypoint [_targetpos, 0];
      [_group_i, 1] showWaypoint "NEVER";
      [_group_i, 1] setWaypointType "SAD";
      _wp = _group_i addWaypoint [_targetpos, 0];
      [_group_i, 2] showWaypoint "NEVER";
      [_group_i, 2] setWaypointType "HOLD";

      [_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way.";
      
      [] exec "scripts\callpam.sqs";

      Sleep 4;
      waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)};
/*
      if (alive _plane) then
      {
         {
            _x action ["EJECT", vehicle _x];
            unassignVehicle _x;
            Sleep 0.75;
         } forEach units _group_i;
      };     
*/
	
      if (_jump) then
      {
         if (alive _plane) then
         {
            {
               if (alive _x) then
               {
                  _x action ["EJECT", vehicle _x];
               };
               unassignVehicle _x;
               
               Sleep 0.75;
            } forEach units _group_i;
         };     
      }
      else
      {
         _plane flyinHeight 0;
         _plane doMove _targetpos; 
         Sleep 3;
         waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)};
         Sleep 2;
         if (alive _plane) then
         {
            {
               if (alive _x) then
               {
                  _x action ["getOut", vehicle _x];
               };
               unassignVehicle _x;
               Sleep 1;
            } forEach units _group_i;
         };
         _plane flyinHeight mando_airsupport_bomb_alt max 100;
      };
      
      Sleep 2;
      _group move _spawnpos;
      Sleep 4;

      waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)};

      {
         if (alive vehicle _x) then
         {
            deleteVehicle vehicle _x;
         };
      } forEach units _group;

      {
         if (alive _x) then
         {
            deleteVehicle _x;
         };
      } forEach units _group;

      deleteGroup _group;
   };


would be awesome if somebody can help me with this

thx for help m8s!


Author Message


Posts: 2
Rank:


Level: Member

Country: ar
Location:
Occupation:
Age:
In-game name:

 
#420 Posted at 2010-07-06 20:59        
     
hey how come when i try and use stuff like the SLAMs and bouncing mines (theres more but im lazy) i just cant. theres no action for it in the menu. and and when i go through the fire modes, they still dont appear. HELP