magnetar 78 Posted May 16, 2016 I'm going to swoop right in here to ask a question. It might sound a bit stupid because I don't even play Arma 3 and what I'm about to ask might already be in ACRE2, but I run an Arma 2 unit and we will be switching to A3 soon enough, so I'd rather ask now. So the question is: is there a way to force the speakers on TS3 to mute when someone dies? So if a teammate is dead, he can't hear his mates talking near his dead body. I don't think this is possible with ACRE1 anyway, but perhaps with ACRE2? If it's not there yet, then consider this as a kind and very hopeful request for the future! :) Yes, it is possible. There is the function acre_api_fnc_setSpectator that does exactly this. More information can be found inhttp://acre.idi-systems.com/api/api_general.html#acre_api_fnc_setSpectator 1 Share this post Link to post Share on other sites
K.Hunter 32 Posted May 19, 2016 Yes, it is possible. There is the function acre_api_fnc_setSpectator that does exactly this. More information can be found inhttp://acre.idi-systems.com/api/api_general.html#acre_api_fnc_setSpectator Thanks for the answer. I had a look at the API and saw that already but I just wasn't sure what "spectator" meant in this case. Now I see I hadn't read all of it before. I guess dead guys are moved to a "dead" channel automatically anyway by the looks of it and they can't hear anyone. This is nice. Share this post Link to post Share on other sites
ironhawx 15 Posted May 29, 2016 OK i may be dense in asking this, but im seeing a few recent posts of talks switching over to acre, and was curious as i have very little knowledge of the inner working of these mods, what exactly is difference b/w Acre and TFR? like what some differences b/w the two that are making people considering switching over to Acre? Share this post Link to post Share on other sites
magnetar 78 Posted May 29, 2016 OK i may be dense in asking this, but im seeing a few recent posts of talks switching over to acre, and was curious as i have very little knowledge of the inner working of these mods, what exactly is difference b/w Acre and TFR? like what some differences b/w the two that are making people considering switching over to Acre? ACRE has a much more simulation approach than TFAR. You can check the documentation of ACRE 2 in the wiki: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/home Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 4, 2016 Hum wrong version name it's 2.1.0.811 not 898. Share this post Link to post Share on other sites
Max255 59 Posted June 5, 2016 898 is a development version and has issues (though it also has many fixes), but I don't think ACRE team wants that to be hosted publicly anywhere. It's by no means an official release version. Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 5, 2016 898 is a development version and has issues (though it also has many fixes), but I don't think ACRE team wants that to be hosted publicly anywhere. It's by no means an official release version. Playwithsix is still at 811 when they say it's 898. That's what i mean with my last message. Share this post Link to post Share on other sites
Max255 59 Posted June 5, 2016 I was referring more to the PW6 update message. Share this post Link to post Share on other sites
GieNkoV 30 Posted June 5, 2016 I assume changelog is not available ATM? Wysłane z mojego Moto G 2014 przy użyciu Tapatalka Share this post Link to post Share on other sites
Max255 59 Posted June 5, 2016 This is not a public build so no public changelog. It has a lot of debug stuff included, this particular one has 152s broken and recent builds have issues with signal cutting out. Development changelogs are available on the ACRE Team Slack. As for access to that, last time I checked it was only available to those invited/approved by Nou/Snippers/team. 1 Share this post Link to post Share on other sites
i3r4ndon 16 Posted June 8, 2016 Bug in stable where if you try and set a freq, whenever you add 1 number it sets like 8 numbers after it. Also, I'm getting no radio squelch noises. :unsure: My error messages below. [23:48:45.103] Error querying microphone input status: client library not initialized[23:48:45.103] Error toggling microphone enabled: client library not initialized Worked out the squelch issue by just re-installing TS3. Share this post Link to post Share on other sites
i3r4ndon 16 Posted June 10, 2016 Is there any fix to the frame rate degradation whilst someone is transmitting on a radio? :unsure: Share this post Link to post Share on other sites
Nichols 243 Posted June 15, 2016 Is there any fix to the frame rate degradation whilst someone is transmitting on a radio? :unsure: Been having that issue with ACRE for a long time now. I know it was reported but haven't seen it fixed ever. Share this post Link to post Share on other sites
Alex2k 13 Posted June 16, 2016 We're experimenting with ACRE2(2.1.0.811) now, and it's great, but we're having issues with JIP not being able to use radios, or even get into the radio interface, and a variation of not hearing direct voice, or not transmitting in direct voice. Any thoughts on what this might be? Share this post Link to post Share on other sites
hg2012trigger 13 Posted June 22, 2016 lives this project yet? For over a year, no more update :( 1 Share this post Link to post Share on other sites
noubernou 77 Posted June 25, 2016 We have been in active development this whole time, it is just that there are significant changes in the next version and we really want to flesh them out. That being said though, things have been hectic with real life the last few months for everyone on the ACRE team. Luckily all good news for everyone, but still busy busy busy. We've been on the verge of a public release for 6 weeks now, we just need to get a couple more tests out and done. Also my real life stuff is that I am now working on programming real life radios. 11 Share this post Link to post Share on other sites
noxx99 1 Posted June 28, 2016 Hey, first of all: Well done with this mod. But sadly i run into a huge problem when it comes to ACE integration. I've seen a video on how you can manage your radios via the ACE self interact menu. But after installing both mods and starting up in multiplayer I simply just can't get the "Radios" menu in my self interact menu. Can someone please help me...? Greetings from Germany! noxx Share this post Link to post Share on other sites
Max255 59 Posted June 28, 2016 The ACE integration module is only supposed to work with ACRE versions newer than 827 (afaik?) which is a development version thus not publicly available and the module itself wasn't officialy released. Other than that, it should work "out of the box". Share this post Link to post Share on other sites
noxx99 1 Posted June 29, 2016 The ACE integration module is only supposed to work with ACRE versions newer than 827 (afaik?) which is a development version thus not publicly available and the module itself wasn't officialy released. Other than that, it should work "out of the box". Thank you for the fast reply! So you are saying, that I have to wait for the ACE integration? Or is it possible to get a version with ACE integration anywhere? =) Greetings from Germany! noxx! Share this post Link to post Share on other sites
O.Languedoc 67 Posted July 1, 2016 When the next official Acre release happens you'll be able to work with ACE3. Share this post Link to post Share on other sites
mrkibblesworth 20 Posted July 4, 2016 So my group is having the weirdest issue with ACRE currently, Everyone sounds as if they are talking over radio 5km away, even thought they're right next to me. Here is a video of the issue: Also we believe it might be ALiVE, but we haven't tested that yet. We also have to send one guy in to load the mission first (ACRE will not work for the first one in) then after the first guy loads in everyone joins and the first guy disconnects and reconnects. Then it will work for the group. But this is the closest to "working" we can get currently. EXTREMELY BIG UPDATE: I am an idiot. I had Babel turned on in the mission, so sorry for wasting some persons time. 1 Share this post Link to post Share on other sites
magnetar 78 Posted July 5, 2016 I have been trying to access the gitlab webpage, but I get: 502. Whoops, GitLab is taking too much time to respond. in the following links posted on the first page: - http://gitlab.idi-systems.com/idi-systems/acre2-public/issues - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/home Share this post Link to post Share on other sites
TAC0117 0 Posted July 8, 2016 Having some issues with acre, mainly being is that for some reason while in game I can hear everyone's radios (every single channel) no matter if I have a radio in my inventory or not. This happens all the time no matter where I am at and it is extremely annoying as I cannot hear my other group mates at all in local proximity chat. Is there a known fix for this? Share this post Link to post Share on other sites
lordprimate 159 Posted July 8, 2016 just a quick question ... to get this to run properly it needs to be installed on the Teamspeek server as well right... and by that i mean the Plugins.. i need to install the acre plugins onto my server?? correct?? Share this post Link to post Share on other sites
Moon_chilD 200 Posted July 8, 2016 just a quick question ... to get this to run properly it needs to be installed on the Teamspeek server as well right... and by that i mean the Plugins.. i need to install the acre plugins onto my server?? correct?? Client: Arma 3 Mod + TS3 Plugin Server: Arma 3 Mod The TS3 Plugin does not need to be installed on the server Share this post Link to post Share on other sites