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ACE 2 For OA 1.6 stable!


JackSeven
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I am working on a tdomi54b for takistan

 

I moved alpha squad deeper into the hangar, if people still spawn on the roof I will dump the hangars and add sandbag walls

 

Should have fixed the disappearing side mission chopper

 

added a Wildcat and Apache

 

added 3 M1A1 Tusks CSAMM

 

Added 3 M1127 striker RVs (these have an M2, can carry the squad and can laze tarrgets, however they are not in desert cammo)

 

Delta MH6 chopper and MV22 have markers and the MV22 can lift

 

When we iron out the bugs in takistan I will port it to chernarus

 

I am thinking of moving delta squads initial spawn to the centre of the map so they can recon most AOs faster, what do you think?

I am thinking of modifying the boxes so that only blufor weapons are in them and adding one ammo box at the spawn pole for opfor weapons, ammo drops will only be blufor, is this worth the effort?

 

Bugs to look out for

 

Can MG gunners build nests

Can medics build mash tents and heal people

Can Engineers repair

Can squad leaders call drops

Can mission commander and 2iC call drops and arty

Note any chopper that respawns at base if left unattended

Note any attack craft or humvees/strikers that dont respawn when destroyed.

Can the pilots be revived

Are there any weapons for which the ammo is missing

Are there Ace weapons or ammo you have heard of or read about that is not in the Box

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Very quick questions:

 

1 - about the Sound pac - actually I am using aces_sm, csm2 and csm2baf. Do I have to disable these addson when i use ACE 1.5 or not?

 

2 - DC and STHud - the team HUD and DC should workk with CBA, do I have to disable the CBA addon when using ACE1.5 ?

 

 

In meanwhile I get an answer, i ll play around with the settings and I ll see what happens, thx

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Very quick questions:

 

1 - about the Sound pac - actually I am using aces_sm, csm2 and csm2baf. Do I have to disable these addson when i use ACE 1.5 or not?

 

2 - DC and STHud - the team HUD and DC should workk with CBA, do I have to disable the CBA addon when using ACE1.5 ?

 

 

In meanwhile I get an answer, i ll play around with the settings and I ll see what happens, thx

 

1). You can use CSM2 and CMS2BAF in conjunction with ACE, in fact this will produce the best result. Be sure to add the tracked sounds as well from Tango Romeo, found HERE.

 

2). ACE 1.5 requires CBA and you can use DC and STHud without issue.

 

Hope this helps!

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I'm ready for Tacdom with ACE :banana:

 

OK working on map tools I can draw freehand and straight lines in multiple colours but I cannot delete any of the lines. At dev heaven they say select line using mouse button (this works) then use \ key to delete line this ain't working for me any ideas?

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You still spawn on the roof of the buildings if you join the mission in progress. I noticed both times when i started out it put us inside but after the mission was going you were up on the roof. And Jet service doesn't seem to work and can't be rebuilt by engineers when its destroyed. I'm unsure if the other buildings are the same when destroyed.

 

One other weird thing I noticed was when the lift chinook respawned after being destroyed it didn't have a marker for it anymore.

 

Peter said he could not call in drops only arty when he was mission commander tonight.

 

 

Loving the map and AO's though even if I have to swan dive off a rooftop to start the mission. :thumbsup_anim:

Edited by Frenchie
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It is interesting.

 

I didn t "play" too much, I was mostly 'testing" stuff.

 

Spawnrd on the roof... I was lucky there was a chopper taking off from base at the same time, he gave me a lift picking me up from the roof, that was funny :)

 

Testing weights and body reactions, I noticed you should be able to carry up to about 35 Kg without problems. I don t know if depends on the role you choose.

 

I chosen AT Spec and then I loaded MAAWS with 2 rockets, MK16 GL and 2 100rnd clips, 8 grenades (GL), 1 satchel. I wsa around 34 - 35 Kg and I was able to run around for sustained amont of time with no issues.

 

Probably I should have taken at least the simple Rangefineder version. It is a couple of Kg more but definetely useful.

 

SOFLAM Would be better of course due to better magnification and laser pointer capability, but hey... did u notice the weight of that thing?? lol..

 

Very interesting so far....

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Something weird happened today while testing

 

I was not too close to the AO and I deployed the MHQ. Then I was badly attacked by a Mi24, so i sused the Stinger from the MHQ ammobox to defend my self

 

After getting the stinger and launching the first rocket I was not able to access the ammobox anymore

 

Everything was there, MHQ and ammobox perfectly fine and deployed, but there was no way to have the ammobox to open.

 

I died 3 times in the attempt to re open the ammobox to get another rocket for my stinger while under fire..

 

I don t know if is a graphic glitch or whatever, but i do invite you to test this issue.

 

I had to disconnect then and I still was unable to open that ammobox.

Edited by Batwing~SPARTA~
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Halli in your case

(1)

this file @SPARTAACEv1.5

 

goes here

 

C:\Program Files (x86)\Steam\steamapps\common\Arma2 Operation Arrowhead

 

(make sure this address is correct you should find arma2OA .exe in here)

(2)

Userconfig goes in the same place

(3)

In order for you to be able to join combined ops servers launch your steam combined ops shortcut edit it to include the ace mod (not sure how, sorry)

 

otherwise

 

(3a)

copy addons from here

 

C:\Program Files (x86)\Games\Bohemia Interactive\ArmA 2

 

to

 

C:\Program Files (x86)\Steam\steamapps\common\Arma2 Operation Arrowhead

you should not have to overwrite anything, if it asks you to you have done something wrong

(3b)

create a new shortcut off of arma2oa.exe

 

click on properties, go to the end of the Target line and add

 

-mod=@SPARTAACEv1.5

 

do not forget the space before -mod

(4)

go here

C:\Program Files (x86)\Steam\steamapps\common\Arma2 Operation Arrowhead \userconfig\ace

 

open

 

ace_clientside_config.hpp in notepad

 

scroll down to this

 

/*//////////////////////////////////////////////

CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS

--------------------

FEATURES: Disables/Reduces crosshairs

---------

 

Possible selections as documented in ACE2 Wiki

//////////////////////////////////////////////*/

 

#define ACE_NOCROSS

 

^^ change above line by adding 2 foward slashes (this allows the reticule)

 

//#define ACE_NOCROSS

then scroll further down

////////--E D I T below THIS LINE--//////////*/

class Identity {

name = "John Doe";

};

 

and change John Doe to your exact ingame name

 

otherwise talk to me on TS

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Version 54c will be used on the server tonight for tacdom

 

M203 smoke

 

HE = M433 HEDP

yellow = M716

Green = M715

Red = M713

Purple = M701

 

I cant find non coloured smoke though.

 

EMT reported that he could service the plane at jet service

I joined as mission commander and could call arty and drops when I had a radio backpack

 

I have replaced an F35 with an AV8B

 

I have added an EASA (untested)

 

I have eliminated the hangars and replaced them with sandbag walls

 

Working on adding russian ace weapons

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Played on the ACE 1.5 server for a while yesterday, and overalll is quite interesting.

 

I have a couple of requestes, if possible:

 

1 - Having Attack aircrafts is very Nice, being able to CHANGE the payload is GREAT! May we have an A-10 instead the F35 ?

- May we have this on the other standard server, with the option to change payload as well?

 

2 - Yesterday was a common feeling from ppl playying the AI here is way too much accurate. I know this is a new server and so probably work in progress. On the Standard server the "killer accuracy" was solved and the engagement was giving the AI the same of the difficulties we can have around 300 mt distance. Can this be done here too?

Besides the infantry accuracy at long range, vehicle accuracy is very high as well. Yesterday I was "sniped" by a BMP2 in movement, one shot one kill and I was offering a very low profile. I know I have some difficulties to hit a target at about 180 - 200 mtrs when i m a gunner on a moving armor. It would be nice the same sense of "dispersion" foa AI as well.

 

My overall feeling is that there are many new toys and limitation, making the ROE different now.

 

Difficult to be Sniper and Assault at the same time, due to the weight limits. Impossible being Sniper, Assault and AT at the same time, this is good.

 

Limited understading of distances makes the engagement more unpredictable and interesting.

 

If AI will be affected by our same impredictability, this will be a great way to play.

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Why would you want an A10 in Takistan. The EASA is an ACE feature so it cannot be on a stock server I'm afraid. It is nice though.

 

The AI skill varies from 40% to 70% when they are at 70% they detect you pretty quickly and are pretty accurate, the dispersion mod is running on all servers

 

ACE emphasizes specialisation, only pilots can fly without blacking (or redding) out, but a pilot only few ammo slots. Its difficult to carry 2 weapons

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