flipped 11 Posted May 2, 2017 Hey guys, my group's recently returned to using ACRE. Only thing we can't seem to get to work at the moment is players in the unconscious state being able to talk to each other (using ACE). We're using the new CBA ability to set settings serverside so no modules are placed in the mission itself, wondered if this might have something to do with it? Cheers for all the hard work on the mod ACRE team. Share this post Link to post Share on other sites
jonpas 294 Posted May 3, 2017 13 hours ago, flipped said: Hey guys, my group's recently returned to using ACRE. Only thing we can't seem to get to work at the moment is players in the unconscious state being able to talk to each other (using ACE). We're using the new CBA ability to set settings serverside so no modules are placed in the mission itself, wondered if this might have something to do with it? Cheers for all the hard work on the mod ACRE team. You want players to be able to talk to each other when unconscious? If that is so, ACE3 mutes unconscious players in the medical system, I do not think there is a setting for this currently, you should make a feature request here at ACE3. Share this post Link to post Share on other sites
rekkless 240 Posted May 3, 2017 18 hours ago, flipped said: Hey guys, my group's recently returned to using ACRE. Only thing we can't seem to get to work at the moment is players in the unconscious state being able to talk to each other (using ACE). We're using the new CBA ability to set settings serverside so no modules are placed in the mission itself, wondered if this might have something to do with it? Cheers for all the hard work on the mod ACRE team. I can only assume you mean you want players to be able to talk to one another when they are dead. Having players talk with one another when they are unconscious is a very strange request. But if it is for when they are dead ACRE doesn't work so well with the Vanilla End Game spectator mode. My recommendation is the ACE Spectator mode, it works a treat with that and unlike TFAR you can still hear the players on the battlefield which makes for spectating much more enjoyable. If you are indeed asking for players to be able to communicate whilst they are unconscious you'll have to follow jonpas lead and request the feature. Share this post Link to post Share on other sites
gunman666 10 Posted May 5, 2017 Hey Guys, does ACRE2 support virtual zeus entitys which means can I use all radios in zeus window? I tried it but I don't have radios and when I switch into a unit and out of it I get the short range functionality as zeus but no long range and I can't change frequencys. Greets Gunman Share this post Link to post Share on other sites
rekkless 240 Posted May 5, 2017 2 hours ago, gunman666 said: Hey Guys, does ACRE2 support virtual zeus entitys which means can I use all radios in zeus window? I tried it but I don't have radios and when I switch into a unit and out of it I get the short range functionality as zeus but no long range and I can't change frequencys. Greets Gunman No it doesn't, to me it is one of the biggest lacking features of ACRE that Zeus's can't communicate between each other or they can't hear players on the battlefield in the Zeus interface. It really is strange since ACE spectator allows players using ACRE to hear players on the battlefield and to communicate with other spectators. Zeus can however communicate with other players on the battlefield if they remote control AI on the battlefield, but only within the proximity of that AI, They can also use that AI's radios but only on that AI's frequencies there is no way to switch between Opfor and BluFor frequencies for example without spawning in another AI. Share this post Link to post Share on other sites
magnetar 78 Posted May 5, 2017 37 minutes ago, rekkless said: No it doesn't, to me it is one of the biggest lacking features of ACRE that Zeus's can't communicate between each other or they can't hear players on the battlefield in the Zeus interface. It really is strange since ACE allows players using ACRE to hear players on the battlefield and to communicate with other spectators. Zeus can however communicate with other players on the battlefield if they remote control AI on the battlefield, but only within the proximity of that AI, They can also use that AI's radios but only on that AI's frequencies there is no way to switch between Opfor and BluFor frequencies for example without spawning in another AI. Feel free to rise an issue on Github: https://github.com/IDI-Systems/acre2/issues Share this post Link to post Share on other sites
rekkless 240 Posted May 5, 2017 1 hour ago, magnetar said: Feel free to rise an issue on Github: https://github.com/IDI-Systems/acre2/issues I have, twice over the past 12 months. But no one seems to be interested implementing these features. Share this post Link to post Share on other sites
magnetar 78 Posted May 5, 2017 2 hours ago, rekkless said: I have, twice over the past 12 months. But no one seems to be interested implementing these features. OK, maybe it was in the old system? Share this post Link to post Share on other sites
Periodic_Chicken 0 Posted May 6, 2017 Do you plan on adding discord support? Share this post Link to post Share on other sites
sargken 286 Posted May 6, 2017 23 minutes ago, Periodic_Chicken said: Do you plan on adding discord support? I'm pretty sure that discord doesn't support it. Share this post Link to post Share on other sites
marc defranco 8 Posted May 6, 2017 58 minutes ago, sargken said: I'm pretty sure that discord doesn't support it. The Discord Gamebridge program is in its's early stages at the moment. I haven't researched it a ton but it seems to be moving towards a more open platform. https://discordapp.com/gamebridge Share this post Link to post Share on other sites
jonpas 294 Posted May 6, 2017 17 hours ago, rekkless said: No it doesn't, to me it is one of the biggest lacking features of ACRE that Zeus's can't communicate between each other or they can't hear players on the battlefield in the Zeus interface. It really is strange since ACE spectator allows players using ACRE to hear players on the battlefield and to communicate with other spectators. Zeus can however communicate with other players on the battlefield if they remote control AI on the battlefield, but only within the proximity of that AI, They can also use that AI's radios but only on that AI's frequencies there is no way to switch between Opfor and BluFor frequencies for example without spawning in another AI. It is not strange at all. ACE Spectator and remote control effectively switches your "player" to another entity. When Zeus support was added to ACRE it was added so player still speaks through own avatar, if anything we'd want a toggle between that and speaking to other Zeuses. As said, make an issue on GitHub, GitLab ones are no longer active. 1 Share this post Link to post Share on other sites
blackburnrus 31 Posted May 9, 2017 I'm using acre+ace, In spectator I cant hear alive players through my camera, I can hear them only when they close by my dead body, What's a problem? Share this post Link to post Share on other sites
rekkless 240 Posted May 9, 2017 2 minutes ago, blackburnrus said: I'm using acre+ace, In spectator I cant hear alive players through my camera, I can hear them only when they close by my dead body, What's a problem? You have to use the ACE Spectator Mode not the Vanilla End Game Spectator Mode Share this post Link to post Share on other sites
blackburnrus 31 Posted May 9, 2017 Just now, rekkless said: You have to use the ACE Spectator Mode not the Vanilla End Game Spectator Mode but I place ace_spectator module in eden before that Share this post Link to post Share on other sites
rekkless 240 Posted May 9, 2017 1 minute ago, blackburnrus said: but I place ace_spectator module in eden before that You need to set it in the Respawn settings, You can do that either in the editor under respawn settinga or put this in your description.ext respawn = 3; respawnOnStart = -1; respawnDelay = 9999999; respawnTemplates[] = {"wave","ace_spectator"}; 1 Share this post Link to post Share on other sites
blackburnrus 31 Posted May 9, 2017 does acre supports underwater missions? Share this post Link to post Share on other sites
Alex2k 13 Posted May 9, 2017 2 hours ago, rekkless said: You have to use the ACE Spectator Mode not the Vanilla End Game Spectator Mode Not true, we've used End Game Spectator for a long time with ACRE. onPlayerKilled.sqf [true] call acre_api_fnc_setSpectator; ["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator; Share this post Link to post Share on other sites
rekkless 240 Posted May 9, 2017 11 minutes ago, Alex2k said: Not true, we've used End Game Spectator for a long time with ACRE. onPlayerKilled.sqf [true] call acre_api_fnc_setSpectator; ["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator; OK so hold on here. If I put: [true] call acre_api_fnc_setSpectator; ["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator; Into a onPlayerKilled.sqf that will make it so ACRE Spectators can chat among themselves and still hear players on the battlefield as they move the camera around? Share this post Link to post Share on other sites
Alex2k 13 Posted May 10, 2017 That's what it does for us. You might want the reverse for onPlayerRespawn.sqf if you plan on respawning people. ["Terminate"] call BIS_fnc_EGSpectator; [false] call acre_api_fnc_setSpectator; Share this post Link to post Share on other sites
rekkless 240 Posted May 10, 2017 2 hours ago, Alex2k said: That's what it does for us. You might want the reverse for onPlayerRespawn.sqf if you plan on respawning people. ["Terminate"] call BIS_fnc_EGSpectator; [false] call acre_api_fnc_setSpectator; Awesome man, I just tried it out and it worked a treat. We run permadeath on our server so no need for the respawn script. However I do have one more question for you: Do you have any idea what all the true and falses mean in the script line ["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator; In particular I'd like to get rid of the information box that appears when you select a player. You know the one that says all the statistics of a player when you select them to spectate them. Share this post Link to post Share on other sites
jonpas 294 Posted May 10, 2017 16 hours ago, blackburnrus said: does acre supports underwater missions? Yes, for now radios will work underwater, until proper underwater radio simulation is implemented, if ever. Share this post Link to post Share on other sites
Alex2k 13 Posted May 10, 2017 11 hours ago, rekkless said: Awesome man, I just tried it out and it worked a treat. We run permadeath on our server so no need for the respawn script. However I do have one more question for you: Do you have any idea what all the true and falses mean in the script line ["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator; In particular I'd like to get rid of the information box that appears when you select a player. You know the one that says all the statistics of a player when you select them to spectate them. https://community.bistudio.com/wiki/EG_Spectator_Mode That should tell you all you need to know. Share this post Link to post Share on other sites
blackburnrus 31 Posted May 13, 2017 trying to add radios thrue description.ext. and nothing happends. I'm using items[]={}; weapons[]={}; magazines[]={}; etc. to add uniforms, weapons etc. And all works fine except acre radios. When I ussed tfar I can add tfar radios like this Share this post Link to post Share on other sites
jonpas 294 Posted May 13, 2017 8 minutes ago, blackburnrus said: trying to add radios thrue description.ext. and nothing happends. I'm using items[]={}; weapons[]={}; magazines[]={}; etc. to add uniforms, weapons etc. And all works fine except acre radios. When I ussed tfar I can add tfar radios like this Give an example of what you are doing. Share this post Link to post Share on other sites