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04-21-2008, 07:38 PM
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#46 (permalink)
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Join Date: Apr 2007
Posts: 19
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Re: ACE - Advanced Combat Environment
Can you even jump in ArmA?
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04-21-2008, 08:00 PM
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#47 (permalink)
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Join Date: Jun 2007
Location: Seattle
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Re: ACE - Advanced Combat Environment
Quote:
Originally Posted by Ken Hagler
I'd rather see a "climb obstacle" action (VBS2 has just introduced a "climb through window" feature, so it's possible). That way people could climb fences without opening the door to the ridiculous "hop around your enemy in circles" tactic I've seen in other games.
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That would be quite nice.. Imagine they could do that for ArmA2, Climb through window, blow hole through wall for breaching, etc. etc. Would be awesome.. Would be tight if you could crawl under houses also and set up MG nests.
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04-22-2008, 09:44 AM
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#48 (permalink)
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Join Date: Apr 2008
Location: Quebec, Canada
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Re: ACE - Advanced Combat Environment
I'm still waiting for my ArmA copy to come in and im already hyped for this modification.
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04-22-2008, 11:52 AM
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#49 (permalink)
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Join Date: Mar 2006
Location: Houston, TX
Age: 27
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Re: ACE - Advanced Combat Environment
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Adjustable sights? Will ace include that. As it stands long distance shooting is a real pain because sights cant be adjusted to suite the appropriate distance (that and binocs don't come with a range finder!)... I know theres a separate mod out for that, but I think most people would perfer one complete package to adding a bunch of individual add ons.
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If so, it will only be for specific weapons - certain scoped weapons, some machineguns, crew-served weapons, and some kind of functionality for sight adjustments on high-drop weapons like the AT-4, M203, etc. Your average rifleman will not be adjusting his sights in ACE.
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What types of static defenses will ACE come with? Catwire? Dragon's teeth?
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Aside from things that have been ported over from OFP/WGL, there is nothing new here currently as far as I know. More details on this later. I assume that by "catwire" you mean concertina wire.
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And for the love of god, would it be possible to introduce a new action 'Jump Obsticale'
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Probably not. ArmA already compensates for this in many situations. There are not any clear methods that I know of that would make a "Jump Obstacle" feature possible in a fashion that wasn't easily exploitable or excessively buggy.
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I'd rather see a "climb obstacle" action (VBS2 has just introduced a "climb through window" feature, so it's possible). That way people could climb fences without opening the door to the ridiculous "hop around your enemy in circles" tactic I've seen in other games.
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VBS2's "climb through window" feature is something that would have to be configured on every single building in ArmA. It's unlikely to happen anytime soon, primarily because it does not add a great deal to the experience compared to the amount of effort that is required to implement it for a mod team. Last I checked, this is only possible in one very tiny (a few hundred meters on a side) proof-of-concept terrain set with a few select buildings. Note that that terrain set has glass that can be broken, too - something you don't really see in ArmA structures. Actually, there are several other things that can happen in that terrain in 1.19, but since it's VBS2, it has little relevance to ArmA, at least from a modding standpoint.
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04-25-2008, 06:43 AM
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#50 (permalink)
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Join Date: Jan 2008
Location: Ontario, Canada
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Re: ACE - Advanced Combat Environment
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I assume that by "catwire" you mean concertina wire.
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Yep. Would be perfect if the BIS "Wire" object could be used, just get rid of the AT traps on each side and voila! Well, almost, it needs to be able to get knocked down by a tank ... the joys of modding.
Seeing some of the stuff being trickled onto the BI forums, its really looking great (that M2 interface looks great!). Here's hoping a public beta isn't too far away ... keep up the good work!
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04-25-2008, 09:55 PM
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#51 (permalink)
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Join Date: Jan 2007
Location: Kris Kringle's Midwest Vaction House
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Re: ACE - Advanced Combat Environment
Quote:
Originally Posted by Switch
And for the love of god, would it be possible to introduce a new action 'Jump Obsticale'
I'm sick of a tiny stone wall or a 2 board horizontal fence stopping my army of one special forces from crossing a field.
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Well if they're special forces they should be loaded up with pipe bombs anyhow. When in doubt just blow a hole through it!
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04-26-2008, 11:03 AM
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#52 (permalink)
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Join Date: Dec 2006
Location: Massachusetts
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Re: ACE - Advanced Combat Environment
Either that or bring a Mk19 Fence Dispatcher with you.
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04-28-2008, 01:09 AM
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#53 (permalink)
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Join Date: Jul 2006
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Re: ACE - Advanced Combat Environment
this mod has been in the pipe for ages
not moaning but any idea of a release date on it?
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04-28-2008, 02:40 AM
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#54 (permalink)
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Join Date: Mar 2006
Location: Houston, TX
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Re: ACE - Advanced Combat Environment
Quote:
Originally Posted by Predator19
this mod has been in the pipe for ages
not moaning but any idea of a release date on it?
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It's not too far away.
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04-28-2008, 08:06 PM
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#55 (permalink)
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Join Date: Aug 2007
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Re: ACE - Advanced Combat Environment
will FOV be tweaked?
will there be a suppression effect on npcs and players?
will ballistics be tweaked?
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04-28-2008, 10:12 PM
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#56 (permalink)
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OFP Admin
Join Date: Jun 2007
Location: Myrtle Beach, SC
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Re: ACE - Advanced Combat Environment
Will the SD ammo for the m4 be removed? AFAIK subsonic ammo cannot cycle the bolt properly, then again i may be wrong. However if this is true it would be nice to have the supersonic crack at the muzzle and a slightly reduced report over distance, not what is in the game now.
Also will there be any new weapons/models introduced? It would be nice to see the M14 make an appearance in one form or another for SF use. Inclusion of more 7.62 platforms and possibly a 6.8 would be nice although they aren't really widespread afaik. A suppressed sniper/designated marksmen rifle would be nice as well for SF use.
Also do 203's now arm after traveling or do they still arm intantly.
Random jam's would be cool as well with a low occurrence so it wouldn't be completely annoying.
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Last edited by Fiddlestx; 04-28-2008 at 11:44 PM.
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04-29-2008, 05:20 PM
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#57 (permalink)
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Join Date: Mar 2006
Location: Houston, TX
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Re: ACE - Advanced Combat Environment
Yes. It's pretty close to 1.12's values, except it uses the concept of having two discrete levels of zoom and no variations - you have the ironsight/non-ironsight zoom level, and then the zoomed-in/zoomed-in-ironsight zoom level. It works very nicely.
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will there be a suppression effect on npcs and players?
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AI, yes. Players, to a very limited extent. Suppression on players is primarily accomplished via making them think they're about to get shot, not by arbitrary game mechanics.
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will ballistics be tweaked?
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For AT weapons, yes. For rifles/MGs/etc, no. The ballistic values in 1.12 are pretty much spot-on for rifles and such.
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Will the SD ammo for the m4 be removed? AFAIK subsonic ammo cannot cycle the bolt properly, then again i may be wrong. However if this is true it would be nice to have the supersonic crack at the muzzle and a slightly reduced report over distance, not what is in the game now.
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Nothing has been discussed about this at present. There are bigger fish to fry for the moment.
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Also will there be any new weapons/models introduced? It would be nice to see the M14 make an appearance in one form or another for SF use. Inclusion of more 7.62 platforms and possibly a 6.8 would be nice although they aren't really widespread afaik. A suppressed sniper/designated marksmen rifle would be nice as well for SF use.
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There are a number of weapons included. The M14 is one of them, as are the SCAR-L and SCAR-H and a number of variations of them. I don't see much point in putting in any 6.8mm rifles, aside from the novelty of being able to say "Hey, this is a 6.8mm rifle!" which would then be met with a "So what?" reply.
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Also do 203's now arm after traveling or do they still arm intantly.
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They arm at the same ranges as in reality (there's a bit of variance each time).
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Random jam's would be cool as well with a low occurrence so it wouldn't be completely annoying.
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If jamming ever shows up, it will be in a future release. I'm not currently convinced that it will add much of substance. We'll see.
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04-29-2008, 07:32 PM
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#58 (permalink)
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Join Date: Jun 2007
Location: Seattle
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Re: ACE - Advanced Combat Environment
Damn.. Thats about to be one hell of a mod..
Edit: You guys should redo a RPG skin also, along with a RPG iron sight skin and warhead..
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04-30-2008, 05:01 AM
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#59 (permalink)
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Join Date: Mar 2008
Location: Oregon
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Re: ACE - Advanced Combat Environment
Looking forward to this. I missed WGL for OFP and never got to play it.
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04-30-2008, 06:45 AM
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#60 (permalink)
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Join Date: Feb 2008
Location: right behind you
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Re: ACE - Advanced Combat Environment
*hops up and down*
I cant wait, i cant wait, i cant wait!!!
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