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noubernou

ACRE2 Public Beta Release

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Great news Nou ! Think we might try climbing back from the dark side... :-)

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Hi , nice update but we still got the fps drop when using radios is it possible to block the ID check in anyway ?

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Thanks for the latest release! :) Stability issues seem to be fixed.

The volume of radio and direct are very soft in comparison to the overall game volume. We have the ingame volumes turned down to about 5% and direct voice is still barely audible. Direct Voice is also way too quiet at point blank. If the volume is turned up to make direct voice a natural speech volume, then radio becomes eardrum-bustingly loud.

I would suggest using the volumes of A2 ACRE as the benchmark. That had it perfect!

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The Hint which shows who messed up ACRE appears randomly. Even when not a single player is in the Arsenal or using his radio the Hint appears. Also Acre just works as it should after the hint is displayed. Is there a way to turn it off or can you bring a Hotfix asap?

If that hint appears then there is something wrong in the mission. It is a pretty foolproof test that actually has nothing to do with ACRE in how it does the test, so really you need to check your missions for anything related to the bug that causes it.

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If that hint appears then there is something wrong in the mission. It is a pretty foolproof test that actually has nothing to do with ACRE in how it does the test, so really you need to check your missions for anything related to the bug that causes it.

Some information on how YOU think we should be adding the radios would help to be honest.

Rather than a general statement of there are multiple ways this will work.

Setting up a looping message blaming Arma3 or the mission doesn't help anyone that wants to just add one of your radios to a player.

Do you want us to use addItem, linkItem, or just place all _crate addItemCargoGlobal ["ACRE_PRC343",100]; _crate addItemCargoGlobal ["ACRE_PRC148" ,100]; ???

A direct answer with the method you would prefer mission makers to use would be nice.

Edited by BL1P

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It's not a radio adding thing. You can add radios however you want, you just can't trip this bug: http://feedback.arma3.com/view.php?id=19829

This bug breaks Arma 3. Not just ACRE. ACRE is just a very symptomatic system to this bug because it relies on the server and the clients knowing the same thing, but this bug will eventually cause your missions to start experiencing all sorts of unintended effects, and possibly server/client crashes.

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It's not a radio adding thing. You can add radios however you want, you just can't trip this bug: http://feedback.arma3.com/view.php?id=19829

This bug breaks Arma 3. Not just ACRE. ACRE is just a very symptomatic system to this bug because it relies on the server and the clients knowing the same thing, but this bug will eventually cause your missions to start experiencing all sorts of unintended effects, and possibly server/client crashes.

Thank you.

That makes more sense now thanks for clarifying we can use any addItem system.

That also explains why using BIS Virtual Arsenal was breaking ACRE I think :)

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Thank you.

That makes more sense now thanks for clarifying we can use any addItem system.

That also explains why using BIS Virtual Arsenal was breaking ACRE I think :)

Please get people to vote this bug up by the way, it is really frustrating!

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Hello , my English is not very good so .... I quickly ask a question

my teamspack3 Version is 3.0.16 but ACRE2 Tip Different versions Screen flicker

Game show: plugin version and addon version do not match

Edited by TWRoach

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Tips for anyone else having troubles with radios dissappearing.

Make sure there`s enough space in the inventory for the radio because the ID system cycles the radio trough your inventory.

We used to have radios in the linked items trough configs and it resulted in some loadouts not having the space to get a new radio.

Situation was confused even more by when grabbing a radio from a box, you need to close the container to get the new radio even if it looks like it dissappeared.

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Did you do something with babel in a new update? Before update it worked normally but now it says:

Error in expression <elect 0;
_ret = false;
{
if(_x select 0 == _languageKey) exitWith {
ACRE_CURRENT>
 Error position: <== _languageKey) exitWith {
ACRE_CURRENT>
 Error ÐžÐ±Ñ‰Ð°Ñ Ð¾ÑˆÐ¸Ð±ÐºÐ° в выражении
File idi\clients\acre\addons\sys_core\XEH_pre_init.sqf, line 126

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Please get people to vote this bug up by the way, it is really frustrating!

I will and yes it fucking is :)

---------- Post added at 10:43 PM ---------- Previous post was at 08:47 PM ----------

Getting this error in mission atm.

Error in expression <ta = (acre_sys_data_radioData select 1) select ((acre_sys_data_radioData select >

Error position: <select ((acre_sys_data_radioData select >

Error Zero divisor

File idi\clients\acre\addons\sys_data\fnc_processSysEvent.sqf, line 22

WARNING: Radio event handler function :getOnOffState is not defined!

Error in expression <a = (acre_sys_data_radioData select 1) select ((acre_sys_data_radioData select >

Error position: <select ((acre_sys_data_radioData select >

Error Zero divisor

File idi\clients\acre\addons\sys_data\fnc_processRadioEvent.sqf, line 13

Not sure why, seems respawn related... probably because of our revive system, but unsure so posted here :)

We do this in initPlayerLocal.sqf

//--- check for acre mod on Client

acre_enabled = isClass(configFile/"CfgPatches"/"acre_main");

We do this when people are incapacitated in our Medic revive scripts :-

//--- stop acre when player set as uncon

if (acre_enabled) then

{

_ret = [true] call acre_api_fnc_setSpectator;

};

Then we do this when revived in our Medic revive scripts :-

//--- acre when player revived

if (acre_enabled) then

{

_ret = [false] call acre_api_fnc_setSpectator;

};

And we do this on respawn in onPlayerRespawn.sqf

//--- restart acre when respawned

if !(isNil "acre_enabled") then {

if (acre_enabled) then

{

_ret = [false] call acre_api_fnc_setSpectator;

};

};

Error happens when players respawn it seems.

Reason I am posting so much is we can't play without ACRE its an integral part of how we play, so would love to help fix any bugs we can.

Love your mod thank you very much for it.

Edited by BL1P

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Did you do something with babel in a new update? Before update it worked normally but now it says:

Error in expression <elect 0;
_ret = false;
{
if(_x select 0 == _languageKey) exitWith {
ACRE_CURRENT>
 Error position: <== _languageKey) exitWith {
ACRE_CURRENT>
 Error ÐžÐ±Ñ‰Ð°Ñ Ð¾ÑˆÐ¸Ð±ÐºÐ° в выражении
File idi\clients\acre\addons\sys_core\XEH_pre_init.sqf, line 126

What does that Cyrillic say?

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Our group has encountered what appears to be a bug where the radio will occasionally beep multiple times in rapid succession (seemingly 4) if 2 or more individuals try to transmit at the same time. The sender will not hear it and but some receivers will hear it (as in not every listener will experience it for a given occurrence).

Teamspeak issue?

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Bug... That's a feature right ?

:)

Proper comms protocol, you should not all be trying to transmit at the same time...

Edited by serjames

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plugin version and addon version do not match

How can I do? teamspack Already 3.0.16

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Our group has encountered what appears to be a bug where the radio will occasionally beep multiple times in rapid succession (seemingly 4) if 2 or more individuals try to transmit at the same time. The sender will not hear it and but some receivers will hear it (as in not every listener will experience it for a given occurrence).

Teamspeak issue?

Same here, appeared after update. Pretty annoying, lol.

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plugin version and addon version do not match

How can I do? teamspack Already 3.0.16

How about updating the TS plugin dll and the addon to the latest version?

Btw NouberNou, is it intentional that when you have multiple radios with the same channel and you transmit you`ll transmit over all of the radios at the same time?

Edited by eRazeri

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TWRoach, I recommend you deleting @ACRE2 folder and TS3 plugin and then copying it again.

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