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03-16-2009, 08:14 PM #16
Re: Advanced Combat Environment - Patch 1.05 released
The Meek shall inherit the earth..... after we're through with it!
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03-16-2009, 08:35 PM #17
Re: ACEMod Patch 5 Released
Thanks loads BigC.
BarnacleofDoom
ArmA Admin | TG Pathfinder
One shot - One miss!
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03-16-2009, 08:36 PM #18
Re: ACEMod Patch 5 Released
That was quick. Don't you just love to be a server admin with the pace of ACE updates

Big thanks!
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03-16-2009, 09:03 PM #19
- Join Date
- Aug 2008
- Location
- Paris/Berlin
- Posts
- 133
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03-16-2009, 09:34 PM #20
Re: ACEMod Patch 5 Released
And is it 1.05 that the FN FAL has been added in? Or did I miss it off an earlier version?
BarnacleofDoom
ArmA Admin | TG Pathfinder
One shot - One miss!
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03-16-2009, 09:48 PM #21
Re: ACEMod Patch 5 Released
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03-17-2009, 01:33 AM #22
Re: ACEMod Patch 5 Released
the first thing i want to say is ACE is awesome. i haven't even figured out how to make a halfway decent mission and you guys have made the game so much better than it was stock. i can't imagine how much time all of you guys have in to the whole deal. thank you.
the second thing i want to say is i agree with the big c on his "what a pain in the balls" statement.
i spent an hour updating on sunday because i hadn't played since early jan. got everything working that night and played for a few hours and it was a blast. got on mon and played for a while till the game crashed on me. i decided to take a break and when i got on later that evening the game kept crashing on me while loading the mission for server 1. tried to get on server 2 and it worked but it was telling me i was running 1.04 and i needed 1.06.
i think there needs to be a dedicated "what you need to play on the servers and how to do it" forum. it took me a while to figure everything out and i am still not sure if i have everything right. just an idea.
just finished updating to 1.06 so i will try to get back into the game now that i think i have everything up to date.
i really enjoy playing on the TG servers, when i can. there is just a lot of stuff to keep up to date on lately and it's honestly a little confusing.
all that being said, i don't mean to anger or offend anyone. i think what goes on here is great and there is really no other way to play this game. i just feel a little lost sometimes.
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03-17-2009, 10:40 AM #23
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03-18-2009, 04:37 AM #24
Re: ACEMod Patch 5 Released
I wish there was the ability to load "dead" players into vehichles..make it so that in order to respawn..your dead body must be brought back to base ..dead body disappears and you respawn
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03-18-2009, 06:24 AM #25
Re: ACEMod Patch 5 Released
If you could do that to the medi-nook....man I would be happy! The tension of thinking the area is clear enough for the extract....nice!











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03-18-2009, 12:20 PM #26
- Join Date
- Aug 2008
- Location
- Paris/Berlin
- Posts
- 133
Re: ACEMod Patch 5 Released
That kind of "conditional respawn" would probably be a very good way to stop people from lone-wolfing. And if they do so nonetheless, then their body will be so far off that people won't bother the find and evac it. Could be a very nice addition. I wonder if that is not even possible on a script base per mission ... actually, it quite probably is.
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03-18-2009, 01:04 PM #27
Re: ACEMod Patch 5 Released
I'm with you guys! That's a very nice idea, I think beta was working on something like that some time ago.
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03-18-2009, 02:22 PM #28
Re: ACEMod Patch 5 Released
You can actually load wounded into vehicles in ACE 1.06. Not dead though.
But why have respawn at all? Stay close to your buddies, stay tactical, and in most cases you should be fine.
You should value your life, something that you wont with a respawn mission.
Playername Sparks444 in BF2
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03-18-2009, 03:08 PM #29
- Join Date
- Aug 2008
- Location
- Paris/Berlin
- Posts
- 133
Re: ACEMod Patch 5 Released
Even though I like the missions that don't have respawn, because it puts a value to ones life, as you said, I do not always want to wait one hour or more when I die (due to whatever reason) for the mission to be finished. Therefore, having a respawn that will put an extra burden on your buddies (they need to evac you) and penalizes your death with a long timeout (i.e. the time until you have been brought back to base), would be a good compromise between no respawn and instant (or delayed) respawn. Players who obviously played in a stupid way (running in front of the group) may not even be picked up and thus won't get a respawn. This may be a major learning element for people as well, if they are deliberately not picked up.
For short missions, no respawn may be acceptable though, but not for missions that are layed out to last one or more hours, imho.
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03-18-2009, 03:14 PM #30
Re: ACEMod Patch 5 Released
Sparks that is a over discussed problem, and that's why you have missions with respawn and without respawn. I could give you the same amount of reasons, to why we should have respawn, that you can give me, to why we shouldn't.
The fact is that we have missions with respawn and this is a feature, that some of us, would like to see in them.
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