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noubernou

A.C.R.E - Advanced Combat Radio Environment for Arma 3

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However, if you know what you are doing, it is possible through configuring an object to have an externally accessible vehicle rack.

Whether or not such an item is worth the time and effort of an addon I'll leave up to you.

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Or you can script it so that you are temporarily given a radio while looking at the object in question.

Easy job and does the trick too.

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Run TS as Admin

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Is there a reason why A.C.R.E. for ArmA3 is not avaliable on Play withSix?

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Is there a reason why A.C.R.E. for ArmA3 is not avaliable on Play withSix?

Because its not been officially released yet.

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Hi guys,

After some help if i may, recently rented a server and i've installed most of the mods that we use, only problem we have is with ACRE, CBA_A3, ACRE and JayArmA3Lib are on there server, but for some reason, when we change the launch parameters to include ACRE, our server can't be found in the Arma 3 server browser :(

This is our first time running a server so it's all a little new, could anyone point me in the right direction to solve it or perhaps give some advice, it would be really appreciated.

i've had a decent look around google but nothings really helped.

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Hi guys,

After some help if i may, recently rented a server and i've installed most of the mods that we use, only problem we have is with ACRE, CBA_A3, ACRE and JayArmA3Lib are on there server, but for some reason, when we change the launch parameters to include ACRE, our server can't be found in the Arma 3 server browser :(

This is our first time running a server so it's all a little new, could anyone point me in the right direction to solve it or perhaps give some advice, it would be really appreciated.

i've had a decent look around google but nothings really helped.

So as soon as you add -mod=@CBA_A3;@JayArmA3Lib;@ACRE its stops showing ?

Is your folder structure for @acre correct ? is it @acre\addons NOT @acre\@acre\addons or something bizarre like that ?

Does your server launch with just -mod=@CBA_A3 ok ?

only things i can think to ask atm

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So as soon as you add -mod=@CBA_A3;@JayArmA3Lib;@ACRE its stops showing ?

Is your folder structure for @acre correct ? is it @acre\addons NOT @acre\@acre\addons or something bizarre like that ?

Does your server launch with just -mod=@CBA_A3 ok ?

only things i can think to ask atm

Hiya,

It appears the second i put @ACRE; into the lauch parameters, the game can't be found in the browser, CBA_A3 runs fine and the server is visible.

Folder is : @ACRE

and it's contents all looks the same as per my working ARMA3 root folder.

rsync 5/21/2014 7:39:14 PM 5/21/2014 7:39:15 PM

addons 5/21/2014 7:40:35 PM 5/21/2014 7:44:28

keys 5/21/2014 7:44:30 PM 5/21/2014 7:56:29 PM

plugin 5/21/2014 7:44:32 PM 5/21/2014 7:44:32 PM

userconfig 5/21/2014 7:44:32 PM 5/21/2014 7:44:32 PM

version.txt 3 bytes 5/21/2014 7:39:14 PM 5/21/2014 7:39:14 PM

FIXED!

Issue was with userconfig folder integrity.

Edited by uksoldier

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How can I lower the PTT/Squeak volume? It's so loud it's causing pain to my ears.

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Yes!

Closed-alpha file of ACRE2 for ARMA3 just appeared on IDI's site. I couldn't figure how to use it yet. When you connect to a TeamSpeak server with the .dll, it tells you that the server is not allowed to test this file but you can ignore the message and keep using TS. However, when I got in-game, ACRE didn't work and I had a long (0.5s) stutter every few seconds.

But at least we're getting closer to release!

Btw, URL here: http://tracker.idi-systems.com/projects/acre2/files

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It does say "Private" so you're probably not allowed to post this info here even if it can be found "easily" by others. And I don't see the point of doing so if it doesn't work anyway.

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....and?

That's not the point of my post. The question was whether there are news about ACRE2 and the answer is yes.

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stop typing shit...

I watch this thread for info on when its released not if you can run some private version of the un-released pre-alpha shit !

:)

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I just checked the dev site, the muted clients issues is listed as resolved.. Thats good. Although its still listed as unresolved in the roadmap. The only other error is the windows 8 permissions issue. there was a new version posted today. hopefully testing goes well and we will see a release soon! One bug down, one left. Good Luck Dev Team!!!!

Edited by Lordprimate

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There are a couple other unlisted bugs at the moment that are holding things back. :) Also the muting issue needs to be marked as unresolved again, it still happens in some cases. It's an annoying issue where you don't want to be overly broad in unmuting people nor can you miss people haha, it's all about finding the right balance (though I might just go with unmuting everyone on the server and saying screw it to people that selectively mute others).

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Hi Nou, i want just to remember the unattended channel switching in the 343 radio. In my past post some months ago i wrote that it happened during coop session in INvade & Annex but as a clan we played ONLY Invade & Annex. Now i can confirm this bug also in basic missions generated with MCC Sandbox so i guess this is not a bug related to a particular mission.

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ACRE2 has a new system for managing potential ID collisions. I honestly do not know how they happen in the first place if it is ACRE's fault, the code is so amazingly simple for what it needs to do I don't see how it can ever give out two of the same ID.

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I'd say it's an issue with how VAS and similiar scripts handles the saving of the ACRE radio. IIRC if you take a brand new radio from the normal crate it's a blank item which then get's replaced by radio with specific ID, then if you save it in the VAS it saves this specific radio (ID). If you did the save in SP, just as everybody else in the group, everybody has the set with ID1 radio saved... Go into MP, everyone loads their sets and there's the issue...

At least that's my explanation for this, if everyone takes a brand new radio from physical crate every time it does not happen.

So I guess it would need (if one doesn't already exist) another check if the ID is duplicated for a radio with already attached ID (eg. one saved in VAS).

Edited by Max255[PL]

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I've always attributed most collisions to be because of gear scripts. The new system should help fix that, but honestly it really needs to be the gear script writers that pay attention to breaking ACRE. It really shouldn't be ACRE's responsibility to have to handle potentially dozens and dozens of slightly different gear scripts. I believe ACRE is popular enough that it warrants people attempting to be compatible with it. The unique radio ID system has been around for 4 years now in ACRE, and it is also in TFR and I imagine other mods will begin to use it over time since it provides a fairly simple way to make specific items with retained properties.

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What is the "correct" way to deal with ACRE, I have always just used the generic class names (like ACRE_PRC152 or w/e) to give them to units. Is this right?

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