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#421 Posted at 2010-07-07 13:56        
     
This thread is for ACE for ArmA1 - you want the ArmA2 thread.

But to answer your question. ACE supports multiple action modes.

Vanilla has just the weapons select ( 'F' ) and action menu ( middle mouse button ).

ACE adds interaction with self ( apps button ) and interaction with others ( right windows button ).

Deploying mines is via the self-interaction menu. Some you need to aim, all need arming.

Recommend reading up on this stuff - either at the official ACE wagn system http://ace.dev-heaven.net/Home
or the FreeACE wiki http://freeace.wikkii.com/wiki/Main_Page

I am fear.

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#422 Posted at 2010-07-23 13:16        
     
My ACE wont update it keeps saying

Mod is tagged 'Disabled' in the configuration file. skipping...

i tried deleteing all my files and it still didnt work heres what the website said..

To be checked:
Mod Current Latest Remote Changelog Type Fits edition?
@CBA none 115 Info Changelog Arma2 true

To be skipped:
Mod Current Latest Remote Changelog Type Fits edition?
@CBA_A2 2 2 Info Changelog Arma2St true

Disabled:
Mod Current Latest Remote Changelog Type Fits edition?
@ACE 371 380 Info Changelog Arma2Oa false
@ACEX 251 257 Info Changelog Arma2Oa false
@ACEX_SM 47 50 Info Changelog Arma2Oa false
@CBA_OA none 2 Info Changelog Arma2OaSt false

Arma2Oa false ? does that mean i need OA to play ace now??

Played this game as a child, best times of my life.

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#423 Posted at 2010-07-23 15:18        
     
You can not update your ACE with the Six updater. Use the release for Armed Assault which you can download from our download section here:
http://www.armaholic.com/list.php?c=arma_files_modules

I am sure you are going to tell me thats the wrong ACE version. If so.......please post your question in the correct ACE topic. Thank you.

Visit my family webshop desteigerhoutshop.nl.

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#424 Posted at 2010-07-23 15:56        
     
oh, sorry foxhound didnt see this was an arma1 ace topic that post was suposed to be for arma 2 Ace 2

Played this game as a child, best times of my life.

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#425 Posted at 2010-12-07 08:34        
     
Hi guys. I need a script compatible with ACE 1.09 that takes into account a rucksack and it's content on respawn.

I've used Xeno's wepaon respawn script in the past with great sucess, only now in ACE with the rucksack it just doesn't cut it anymore.

Is there already such a script available, or is it possible to mod the existing script?

This is what the script looks like at the moment:

while {true} do {
    waitUntil {!alive player};
    _p = player;
    _weapons = weapons _p;
    _magazines = magazines _p;
    waitUntil {alive player};
    _p = player;
    removeAllWeapons _p;
    {_p addMagazine _x;} forEach _magazines;
    {_p addWeapon _x;} forEach _weapons;
    _primw = primaryWeapon _p;
    if (_primw != "") then {
        _p selectWeapon _primw;
        // Fix for weapons with grenade launcher
        _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles");
        _p selectWeapon (_muzzles select 0);
    };
};

// Call from init with: [] execVM "weaponspawn.sqf"
// Script by Xeno



If there is a solution, please PM me so we don't clutter up this thread with OT...?!

Thanks in advance guys. You're the best! =)

"Do, or do not. There is no try!" - Yoda
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#426 Posted at 2011-01-26 17:32        
     
HI armaholics
I´ve got some questions about rucksacks and back weapons:

1.How can I give my soldier a weapon on the back in the init.sqs of my missions?
2.Can I give my soldiers magazines in the rucksack when defining new units for arma? If yes, how?
3.Can I gibe my soldier weapons on their back when defining new units for arma? If yes, how

Thanks for answers *THUMBS UP*


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#427 Posted at 2011-01-27 10:27        
     
I was supposed to post this here so here it goes:

I am kinda having trouble running a dedicated server.

The problem is that when users connect with a specific module/mod it crashes. What I wanna do is only not allow for that specific module/mod, in this case ACE. I do wanna allow for other mods but not that one.

I read all the dedicated server pages, documents and files. It runs fine, only when someone connects to it with that module it crashes.

I tried using "checkonfiles" which works, only it doesn't kick the user like it should. It does say and notice that a user has that specific file/mod running. But it doesn't kick like it says on the armaholic dedicated server howto by AsRock.

I also tried Doolittle's anti cheat and than disable that pbo (a few), but it only kicks after a user has connected and "spawned". It uses "Spawn" in its script. I was hoping it could be made into check onuserconnect and "then" kick them, rather than have them load the game, start and than the damage is done.

Maybe Doolittle can help me out or clarify on that? Or someone else...


Thanks.


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#428 Posted at 2011-04-05 05:40        
     
HI armaholic!! I´m from Argentina, so first forgive my awful English.

I where having troubles with default ArmA missions as well as many players including from this site. I´m refering to chopper involving missions like the pilot training mission or "The grate battle". The bug makes the mission to fail after trying to start engine.

So I tried the older version of ACE (1.07) and the bug wasn´t there. But, using this version you miss all other fixes like performance enhancement or parachute fix. Then discovered that the problem was only the addon file "ace_sys_engine.pbo", so replacen the new one wiht the 1.07 version file solve the problem and you can play those mission using ACE.

I want to share this with you.

Also uploaded this file so you dont have to download ACE version 1.07!!!!

Paste the file on your @ACE/Addons folder. Make backup first!!!!

ACE mod - Engine start FIX

This post was edited by ivan_dksd (2011-04-06 02:59, ago)


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#429 Posted at 2011-07-26 23:07        
     
is there a way to bring back the regular SLA infantry?

"you don't want a game any more, you want Real life on a screen"

DeltaForce :Posted at 2011-10-28 11:46

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#430 Posted at 2012-06-11 01:51        
     
Anyone wanna play? Arma 1 only.


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#431 Posted at 2013-03-07 11:22        
     
Hello,

i found this in a very very old post regarding the unit join player group problem (http://forums.bistudio.com/showthread.php?71436-unit-join-player-group), i think its related to the ACE Mod because of the ACE_NET_fSend thing, thats why i ask here for help ...


Its said to put it in the init line, i tried but its not working maybe there is something missing ... can somebody tell me how to use this or explain how to get it to work?

[-2, { [_this select 0] join (_this select 1) }, [test1, player]] call ACE_NET_fSend;

Where can i find the ACE_NET_fSend, where is it located?


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#432 Posted at 2013-03-07 11:37        
     
Ohhh, you found my old post in the biforum!?!
Yes, you have to put this sentence into the init line of the soldier, which you have spawend ingame with the RTE.

I used this in the "Battlecenter" maps so every player was able to control an AI unit for backup. Medic ...

The bad thing, i got this code from Sickboy back in 2010 and i think there is a part missing saying join or something like that but maybe sombody else can also help you and complete this code line.

If it helps, i created a post yesterday in the ArmA forum with a join group script maybe this helps you too. It is working now :D

If you ned more help let me know ... hope i can help a bit.


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#433 Posted at 2013-04-16 15:40        
     
Hi all, I have a problem.
Is there any way to use both A.C.E. and NWD TankFCS?
Or maybe there is other mod which is adding Fire Control System to tanks in Arma 1?