whiztler 137 Posted October 5, 2015 (edited) RELEASE INFORMATION Version: 1.13 Release date: 03 September 2022 ARMA III version: 2.10 ABOUT The Two Sierra campaign follows a NRF VJTF platoon during three tours of duty. Each tour takes place in a specific ‘Armaverse’ driven by a storyline loosely based on historical facts. The campaign missions support up to 36 players (30 + 6 JIP).FEATURES 3 tours of duty, 12 missions + 3 warmup missions offering challenging and Immersive gameplay in a lively area of operations; Each mission is accompanied with a detailed operations order (OPORD’s in-game and PDF/TXT for forum briefings), AO map and additional intel; Pre-configured TFAR for quick game start. Media (PDF, images) to be used with forum postings (mission cover image, AO map, objectives, etc.). Optimized for dedicated server play; Challenging opponents; Automatic detection of ACRE2/ TFAR, cTab and ACE3 add-ons. Optional mod compatibility (RHS/Project Opfor/3CB Factions -or- CUP/CFP) for BluFor & OpFor MISSION BALANCER Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Mission balancer setting can be overruled using the mission params at mission start. Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer. DOWNLOAD INFORMATION Download Two Sierra ALL-IN-ONE via Mega: https://mega.nz/file/sdJjFJIa#7k1vAazsHbZvLlP2A0OmzbF4YUs2RDx7rLRRvakxBQA [v 1.13] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.13] Facebook: https://www.facebook.com/two.sierra.arma/ REQUIRED ADD-ONS Community Based Addons ARMA 3 (CBA_A3) CUP Terrains RECOMMENDED ADD-ONS To enhance game play, the following (optional) client add-ons are recommended: Advanced Combat Radio Environment (ACRE) -or- TaskForce Arrowhead Radio (TFAR) Advanced Combat Environment 3 (ACE3) Commanders Tablet (cTAB) RHS + Project Opfor and/or 3CB Factions --OR-- CUP Units and Community Factions Project CHANGELOG Note: Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a '2Sierra_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.13 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. Spoiler Version 1.12 Fixed: Turret gunners. Updated: Various performance improvements. Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.25 framework. Version 1.11 Fixed: Invulnerable vehicle gunners. Updated: Performance improvements. Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.22 framework. Version 1.10 Fixed: Attempt to fix the occasional invincibility of OpFor. Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.19 framework. Version 1.09 Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor Fixed: Vehicle service points working as they should. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (Project Opfor/3CB Factions/CUP/CFP). Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.15 framework. Version 1.08 Fixed: Convoy’s. Attempt number 612 to fix AI convoys. Fixed: Para’s. AI para’s perform as ordered. Fixed: Mission ending day 3 & 4. Fixed: MOTS progress speed in day 4, 7 & 8. Fixed: Spelling in briefings/high command. Fixed/removed: last slithers of legacy code. Updated: Moved all mission logic to server init. HC only managed AI spawns. Updated: Further refining of mission balancer values. Updated: Most mission objects for increased performance. Updated: Applied ADF 2.13 framework. Version 1.07 Added: Vehicle service points throughout the area of operation. Added: Woodland kit for tour 2. Fixed/removed: Legacy code Fixed: End mission is no longer activated for late joiners (JIP). Fixed: Locked buildings due to disabled simulation are now enterable. Updated: Mission balancer values in most missions. Thanks for feedback! Updated: Most mission systems and triggers Updated: Attempt to fix patch/insignia and texture issues Updated: Applied ARMA 3 Encore update. Updated: Applied ADF 2.10 framework. Version 1.06 Fixed: Teleport flagpole tour 1 warmup mission Fixed: Mission balancer did a full reset when a player JIP-ed. Fixed: initPlayerServer bug caused issues for JIP players Fixed: Service point refueling issues. Fixed: TFAR radio channel pre-set. Updated: ORBAT, now slotting per squad instead of team Updated: Mission balancer setting can be overruled using the mission params at mission start. Updated: Applied ADF 2.06 framework. Version 1.05 Fixed: Various script issues. Fixed: RPT spamming of various functions Added: Mission balancer: Less players = less OpFor and v.v. Added: 2 additional JIP slots (instead of 3 HC slots now only 1 HC slot). Updated: Mission Objective Test Scripts (mots.sqf) Updated: AI Skill is controlled by ASR-AI/vComAI/bCombat if enabled Updated: Mission files updated in line with 3Den. Updated: Code base. Completely re-written in line with ARMA 3 1.82. Updated: Multiplayer optimization. Updated: Applied ADF 2.03 framework. Version 1.03 Hotfix: Sensor function did not update information through the network. Version 1.02 Tour 3 released 4 new missions + warmup mission. Fixed: Vehicle loadout. Fixed: CAS support. Pilots now RTB as ordered. Fixed: various bugs. Thanks for reporting! Added: Additional debug and performance reporting. Added: Additional command frago/information. Updated: Patrol and Garrison functions. Increased rooftop placements Updated: MOTS. Test script performance. Updated: Warmup mission spawn occurrence. Updated: Mission balance on all missions. Updated: ADF Framework 1.43 applied. Updated: Briefings and Forum Media files Version 1.01 Tour 2 released 4 new missions + warmup mission. Fixed: Day 1: Bearclaw should now be responsive to orders after being rescued. Fixed: Day 2-4: End mission directives and messages. Fixed: Added ample medical supplies to medical facilities and medical vehicles. Fixed: Mission Objective Test Script (mots.sqf). Added: Additional debug and performance reporting. HC's report individually (RPT). Added: Additional command frago/information. Updated: Patrol and Garrison functions. Removed CBA dependencies. Updated: Warmup mission player spawn and active AO marker. Updated: Mission balance on all missions. Updated: (Advanced) ACE3 settings removed. Missions now use server settings. Updated: ADF Framework 1.42 applied. Updated: codebase updates to ARMA 3 1.54. Updated: Briefings and Forum Media files Version 1.00 Initial release If you have a VIDEO or SCREENSHOTS of your community playing a Two Sierra mission, please let me know. With your permission I'll post the content on the Two Sierra Youtube Channel. Edited September 3, 2022 by whiztler Updated to 1.13 5 1 Share this post Link to post Share on other sites
SavageCDN 231 Posted October 6, 2015 oooh... new missions from Whiztler!! Thanks for these. How's the South American farming life treating you? 1 Share this post Link to post Share on other sites
whiztler 137 Posted October 6, 2015 Thanks buddy! Interested in 85 tons of quinoa? 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 6, 2015 Cool stuff... looking forward to tryingu 1 Share this post Link to post Share on other sites
malcom86 33 Posted October 6, 2015 Interesting !! I'll need to find some friends to play this !!!! The uniforms in the picture...Which mod are they from ? I love also the resting gun position of the guy on the left... 1 Share this post Link to post Share on other sites
whiztler 137 Posted October 7, 2015 The uniforms in the picture...Which mod are they from ? I love also the resting gun position of the guy on the left... It is a real-life picture. Share this post Link to post Share on other sites
654wak654 25 Posted October 7, 2015 Had the same "Which mod are those units from" thing in armaholic too (link), I think it's the tone of the grass that gives the picture an arma feeling. 1 Share this post Link to post Share on other sites
malcom86 33 Posted October 9, 2015 @654wak654 Thanks for the answer. I'm pretty sure there must be a filter in that photo, and I agree with the grass !! It's like a RL SweetFX XD Share this post Link to post Share on other sites
sarakgaming 15 Posted October 18, 2015 Hello, We have play Bearclaw last friday. And we have noticed very low enemy spawn. We have play with 21 people, 3 HC launch, no fps problem. And we having problem to take control of bearclaw for bring them back to razor. The video -> https://youtu.be/1ubR3g3l09Q Thanks ! 1 Share this post Link to post Share on other sites
whiztler 137 Posted October 18, 2015 Hello, We have play Bearclaw last friday. And we have noticed very low enemy spawn. We have play with 21 people, 3 HC launch, no fps problem. And we having problem to take control of bearclaw for bring them back to razor. The video -> https://youtu.be/1ubR3g3l09Q Thanks ! Thanks for the feedback! I have added the video to the Two Sierra channel (https://www.youtube.com/channel/UCpwA8IGkJAiP1cmdcUW2hPg) The low enemy spawn was due to a bug in CBA which has now been fixed with the latest update of CBA (released yesterday, CBA_A3 v2.1.2.151016). Could you please advice what issues you had with taking control of Bearclaw? Edit: I noticed from the video that you modified the mission. From what I could see, custom vehicles, loadout, startup process was altered. This might be the reason why you experienced issues with Bearclaw. 1 Share this post Link to post Share on other sites
sarakgaming 15 Posted October 18, 2015 Hello, When we have play the addaction Bearclaw are moving out and it's not possible to take command. Watch the fun moment we run after bearclaw -> https://youtu.be/1ubR3g3l09Q?t=3h3m 1 Share this post Link to post Share on other sites
whiztler 137 Posted October 18, 2015 LOL, like watching a slapstick. Although very unfortunate. Seems that Bearclaw was drugged by The Pashtun. Made sure that he receives enough detox upon rescue. Will be fixed in 1.01. Thanks for the report! 1 Share this post Link to post Share on other sites
whiztler 137 Posted October 23, 2015 Please note that tje latest version of CBA_A3 (2.1.2.151016, released 16 OCT 2015) is required. The previous CBA version has a bug that breaks the missions. Share this post Link to post Share on other sites
whiztler 137 Posted December 13, 2015 Tour 2 released! Two Sierra campaign updated to v. 1.01 Tour 2 released 4 new missions + warmup mission. Fixed: Day 1: Bearclaw should now be responsive to orders after being rescued. Fixed: Day 2-4: End mission directives and messages. Fixed: Added ample medical supplies to medical facilities and medical vehicles. Fixed: Mission Objective Test Script (mots.sqf). Added: Additional debug and performance reporting. HC's report individually (RPT). Added: Additional command frago/information. Updated: Patrol and Garrison functions. Removed CBA dependencies. Updated: Warmup mission player spawn and active AO marker. Updated: Mission balance on all missions. Updated: (Advanced) ACE3 settings removed. Missions now use server settings. Updated: ADF Framework 1.42 applied. Updated: codebase updates to ARMA 3 1.54. Updated: Briefings and Forum Media files Updated: Two Sierra website: 2sierra.com 1 Share this post Link to post Share on other sites
Spoor 23 Posted December 14, 2015 Thanks for Tour Nr 2 Mister 1 Share this post Link to post Share on other sites
Ironman13 13 Posted December 19, 2015 In Bearclaw:For some reason ACRE is simply not working. Let me be clear.I fully waited for mission to initialize and the 343 that is in my inventory wont transmit when I press CAPS LOCK. When the mission is "Initializing" if I use Caps lock I see that I can transmit on a 343 even though it says not to touch radio. After initializing is done I still have a 343 in inventory and it doesn't work. I tried dropping it and picking it back up, that didn't work. Also the 148 wont work. I can't switch between 2 radios. It is like it recognizes the mod before initializing but then after initializing it just turns it off.I am not sure what is causing this problem but maybe you guys know.I am assuming that if it is doing this in one mission it will do it in all the other ones. 1 Share this post Link to post Share on other sites
whiztler 137 Posted December 19, 2015 Thanks for the report. I must admit that I haven't tested with ACRE in a while. Could you upload the RPT @ pastebin.com and post/PM the link? Thanks Share this post Link to post Share on other sites
Ironman13 13 Posted December 19, 2015 There is literally nothing in the RPT error related to ACRE. As I said, I can see the two different radios in the mission. They just simply don't work. 3:57:49 No owner 3:57:49 Starting mission: 3:57:49 Mission file: CO37_two-sierra-tour1-day01 3:57:49 Mission world: Zargabad 3:57:49 Mission directory: C:\Users\Ironman\Documents\Arma 3\missions\CO37_two-sierra-tour1-day01.Zargabad\ 3:57:50 Attempt to override final function - bis_functions_list 3:57:50 Attempt to override final function - bis_functions_listpreinit 3:57:50 Attempt to override final function - bis_functions_listpostinit 3:57:50 Attempt to override final function - bis_functions_listrecompile 3:57:51 Attempt to override final function - bis_fnc_missiontaskslocal 3:57:51 Attempt to override final function - bis_fnc_missionconversationslocal 3:57:51 Attempt to override final function - bis_fnc_missionflow 3:57:51 Attempt to override final function - rhs_fnc_findangle 3:57:51 Attempt to override final function - rhs_fnc_calcbalistic 3:57:52 [667569,32540.4,0,"XEH: PreInit Started. v2.2.0.151130. MISSINIT: missionName=CO37_two-sierra-tour1-day01, worldName=Zargabad, isMultiplayer=false, isServer=true, isDedicated=false"] 3:57:52 ACRE2 Library Loaded 3:58:07 [667569,32555.9,0,"XEH: PreInit Finished."] 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:08 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_HeavyGunner_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:09 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:12 No owner 3:58:12 "ADF RPT: Init - executing init.sqf" 3:58:13 "ADF RPT: Init - executing ADF_init_pre.sqf" 3:58:13 "" 3:58:13 "" 3:58:13 "--------------------------------------------------------------------------------------" 3:58:13 "ADF RPT: SERVER" 3:58:13 "--------------------------------------------------------------------------------------" 3:58:13 "" 3:58:13 "" 3:58:13 "ADF RPT: Init - executing ADF_init_config.sqf" 3:58:14 [667588,32562.7,0,"XEH: PostInit Started"] 3:58:14 [667588,32562.9,0,"CBA_VERSIONING: cba=2.2.0.151130, "] 3:58:14 [ACE] (common) INFO: ACE is version 3.4.1.0. 3:58:14 [ACE] (common) INFO: Extension version: ace_break_line: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_parse_imagepath: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_clipboard: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_fcs: 3.2.0-bf4e95e 3:58:14 [ACE] (common) INFO: Extension version: ace_advanced_ballistics: 3.2.0-bf4e95e 3:58:14 [ACE] (nametags) INFO: ACRE Detected. 3:58:15 ACRE: Loading Map: \ca\zargabad\zargabad.wrp 3:58:15 [ACRE]: AI Detection Activated! 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_BaseAntenna [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_14IN_UHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_14_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_120CM_VHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_120CM_VHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\VHF_1.2m_whip_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_13IN_UHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_13_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_2HALFINCH_UHF_TNC [\idi\clients\acre\addons\sys_antenna\binary\UHF_2.5_inch_gain.aba]: 1 3:58:15 ACRE: Loaded Binary Antenna Data for ACRE_OE303_VHF_BNC [\idi\clients\acre\addons\sys_antenna\binary\oe303_gain.aba]: 1 3:58:15 [667588,32564.3,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=3, _level=0, _timeOut=false, _game=3, BIS_functions=<NULL-object>, group=<NULL-group>, player=INF_PC, _playerType="B_officer_F", _playerGroup=B gCO_1"] 3:58:15 [ACE] (common) INFO: Settings received from server. 3:58:15 [ACE] (common) INFO: Settings initialized. 3:58:16 [ACE] (common) INFO: 176 delayed functions running. 3:58:16 ACRE: Map Load Complete: \ca\zargabad\zargabad.wrp 3:58:16 [CBA Keybinding] WARNING: United Operations=>Admin Console called CBA_fnc_registerKeybindToFleximenu is no longer a valid function and has been replaced with CBA_fnc_addKeybindToFleximenu. Contact the developer of mod United Operations to change the code to use the new function. 3:58:16 [CBA Keybinding] WARNING: United Operations=>Admin Console called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod United Operations to change the code to use the new function. 3:58:16 "Converted _defaultKeybind => [221,false,false,false]" 3:58:16 "ADF RPT: Init - executing taw_vf\fn_tawvdInit.sqf" 3:58:18 "ADF RPT: Init - executing briefing.sqf" 3:58:18 "ADF RPT: Init - executing ADF_HC.sqf" 3:58:18 "ADF RPT: Init - executing initServer.sqf" 3:58:18 3:58:18 3:58:18 3:58:18 #################### CO37_two-sierra-tour1-day01 #################### 3:58:18 3:58:18 "ADF RPT: Init - executing initPlayerLocal.sqf" 3:58:18 "ADF RPT: Init - executing initPlayerServer.sqf" 3:58:20 Error in expression <tance _prevPos > 100) || (CUP_lampState != _pre_st)) then { _pre_st = CUP_lampSt> 3:58:20 Error position: <!= _pre_st)) then { _pre_st = CUP_lampSt> 3:58:20 Error !=: Type Bool, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location 3:58:20 File ca\structures_c\Misc_Powerlines\emmisiveLights.sqf, line 45 3:58:21 acre_sys_data_radioData: Location NameVillage at -10000, -10000 3:58:22 "ADF RPT: HC - NO Headless Client detected, using server" 3:58:22 "ADF RPT: Init - executing ADF_fnc_presets.sqf" 3:58:23 "ADF RPT: Init - executing ADF_clientLoadout.sqf" 3:58:23 "ADF RPT: Init - executing ADF_GM.sqf" 3:58:23 "ADF RPT: ZEUS - No GM units active. Terminating ADF_GM" 3:58:23 "ADF RPT: Init - executing Scr\init.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_Loadout2S.sqf" 3:58:23 "ADF RPT: Init - executing ADF_clientPreset.sqf" 3:58:23 "ADF RPT: Init - executing ADF_init_post.sqf" 3:58:23 "ADF RPT: Init - executing Scr\init_server.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_position.sqf" 3:58:23 [ACE] (interact_menu) INFO: All compile checks passed 3:58:23 "ADF RPT: Init - executing ADF_fnc_distance.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_vehiclePatrol.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_defendArea.sqf" 3:58:23 "ADF RPT: Init - executing ADF_fnc_objectMarker.sqf" 3:58:23 "ADF RPT: Init - executing ADF_redress_Pashtun.sqf" 3:58:23 "ADF RPT: Init - executing ADF_redress_CSAT.sqf" 3:58:23 "ADF RPT: Init - executing xray_server.sqf" 3:58:24 "ADF RPT: Init - executing bearclaw_server.sqf" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: BEARCLAW spawned and set" 3:58:24 "-----------------------------------------------------" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: Spawning CSAT + Pashtun CP's, Patrols" 3:58:24 "-----------------------------------------------------" 3:58:24 "-----------------------------------------------------" 3:58:24 "TWO SIERRA: XRAY spawned and set" 3:58:24 "-----------------------------------------------------" 3:58:25 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:25 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:27 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:27 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 3:58:34 "-----------------------------------------------------" 3:58:34 "TWO SIERRA: ZEBRA support group activated" 3:58:34 "-----------------------------------------------------" 3:58:34 "ADF RPT: Init - executing Scr\init_client.sqf" I will try adding radios via the soldier's init lines and see if that works properly. =================================== Possible problems might be found in ADF_fnc_presets because all I see are TFAR radios being set. It is weird that _ADF_preset = "2SIERRA" because in the ADF_fnc_presets there is no "2Sierra" defined, not sure where this is being defined. ===================================== Pretty much everywhere I only see TFAR stuff being defined. I don't see anywhere where ACRE things are being defined. Also, when I turn off the custom loadout option I can use my ACRE radios perfectly. This is just a work around and I am sure you would want to fix it since you advertise it is good to go with ACRE. Share this post Link to post Share on other sites
whiztler 137 Posted December 19, 2015 Mods (ACE3, TFRA, ACRE, etc) are auto detected. If TFAR is not present that the TFAR settings are NOT used. If ACRE is present than radio's are automatically added to the players loadout. There is no radio plan for ACRE, no presets defined for ACRE. ACRE uses default settings, except: if (ADF_mod_ACRE) then { // ACRE2 detected _ADF_ACRE_init = [] call acre_api_fnc_isInitialized; waitUntil {_ADF_ACRE_init}; [_ADF_ACRE_fullDuplex] call acre_api_fnc_setFullDuplex; [_ADF_ACRE_interference] call acre_api_fnc_setInterference; [_ADF_ACRE_AIcanHear] call acre_api_fnc_setRevealToAI; if (ADF_debug) then {["MOD - ACRE settings initialized",false] call ADF_fnc_log}; }; Thats the only ACRE config in the framework. I'll do some testing tonight. Try spawning an ACRE radio box with Zeus. Edit: I noticed you tested in the editor. Have you tried testing on a dedicated server as the framework is intended for dedicated coop. I just did a quick test and ACRE was working fine with 1 client. Share this post Link to post Share on other sites
Ironman13 13 Posted December 19, 2015 Yea I did test it on a dedicated server too and it still didn't work.I play with the UnitedOperations community and have a more updated version than most. It is possible that is the cause since you had no problems. I am at version 2.1.0.860 Share this post Link to post Share on other sites
whiztler 137 Posted December 19, 2015 Yea I did test it on a dedicated server too and it still didn't work. I play with the UnitedOperations community and have a more updated version than most. It is possible that is the cause since you had no problems. I am at version 2.1.0.860 It shouldn't. The only thing the loadout script does is add ACRE radios to the players loadout. The preset client applies settings as mentioned above. TFAR is not applied when TFARis not active. It should work. On my test I hit capslock and get the transmit window. ACRE radio plan together with a presetClient re-write is on my todo list, but won't be finished this week. Share this post Link to post Share on other sites
Ironman13 13 Posted December 22, 2015 All I know is that Acre works when I disable the loadout. So I'll just make a custom loadout script Share this post Link to post Share on other sites
whiztler 137 Posted December 22, 2015 Alright buddy. Let me know how it turns out. Share this post Link to post Share on other sites
whiztler 137 Posted April 13, 2016 Tour 3 released! Campaign updated to v.1.02. Changelog: Two Sierra v. 1.02 - Tour 3 released 4 new missions + warmup mission. - Fixed: Vehicle loadout. - Fixed: CAS support. Pilots now RTB as ordered. - Fixed: various bugs. Thanks for reporting! - Added: Additional debug and performance reporting. - Added: Additional command frago/information. - Updated: Patrol and Garrison functions. Increased rooftop placements - Updated: MOTS. Test script performance. - Updated: Warmup mission spawn occurance. - Updated: Mission balance on all missions. - Updated: ADF Framework 1.43 applied. - Updated: Briefings and Forum Media files - Updated: Two Sierra website: 2sierra.com Planned for next release (ADF 2.00): - Automatic Mission balancer: Opfor numbers based on joined players so that small group communites and play the missions as well - Automatic detection and application of RHC, CUP, HLC. When an addon is detected the mission will automatically apply loadout / vehicles for both players and AI's. Can be configured/overriden in mission params. 1 Share this post Link to post Share on other sites
loopdk 92 Posted April 21, 2016 Hallo sir. Nice work. My GU is looking forward to playing it :D First off... when i trye the missions in 3den editor the enemyes dont spawn. 2 i get som errors , just for info: Share this post Link to post Share on other sites