jonpas 294 Posted November 14, 2017 On 10/19/2017 at 7:17 AM, code34 said: hello a user of my mission (combat assault) report this bug: do you knwo where it can come from ? At the die of player, and respawn , all the inventory is load as before he died. Is there a special command for acre radio ? for more informations, you can check the load and save function on this object: https://github.com/code34/combat_assault.altis/blob/master/client/objects/oo_inventory.sqf Make sure you don't assign radios with IDs (eg. "ACRE_PRC_343_ID_5"), but use base class (eg. "ACRE_PRC_343"). You can use an API function to get a base radio from a unique radio ("["ACRE_PRC148_ID_5"] call acre_api_fnc_getBaseRadio;"). Share this post Link to post Share on other sites
code34 248 Posted November 15, 2017 13 hours ago, jonpas said: Make sure you don't assign radios with IDs (eg. "ACRE_PRC_343_ID_5"), but use base class (eg. "ACRE_PRC_343"). You can use an API function to get a base radio from a unique radio ("["ACRE_PRC148_ID_5"] call acre_api_fnc_getBaseRadio;"). Normaly all the equipment is retrieve through the arsenal, and save after this. They are restored when the player die through a generic load function. load & save functions are avalaible at this place: https://github.com/code34/combat_assault.altis/blob/master/client/objects/oo_inventory.sqf Share this post Link to post Share on other sites
jonpas 294 Posted November 17, 2017 On 11/15/2017 at 1:25 PM, code34 said: Normaly all the equipment is retrieve through the arsenal, and save after this. They are restored when the player die through a generic load function. load & save functions are avalaible at this place: https://github.com/code34/combat_assault.altis/blob/master/client/objects/oo_inventory.sqf My statement stays. Arsenal will save radios with IDs, which will cause the issue for you. In your inventory load script you can replace unique radios for their base classes. if ([_item] call acre_api_fnc_isRadio) then { private _baseRadio = [_item] call acre_api_fnc_getBaseRadio; }; In next update, we are rolling out full Arsenal compatibility, which will alleviate those issues on any newly saved loadouts. 2 Share this post Link to post Share on other sites
b.a.verrecus 16 Posted November 22, 2017 i have a quick question. we are trying out acre for some time now and have one problem. our streamers like to mute themselves in teamspeak when they talk to someone via the stream. this seems to not be possible, as acre automatically unmutes the players. i have not found a solution for this. is there any solution or have out streamers to deal with it and find another way to talk to the stream? Share this post Link to post Share on other sites
ownedarg 13 Posted November 30, 2017 On 22/11/2017 at 12:39 PM, b.a.verrecus said: i have a quick question. we are trying out acre for some time now and have one problem. our streamers like to mute themselves in teamspeak when they talk to someone via the stream. this seems to not be possible, as acre automatically unmutes the players. i have not found a solution for this. is there any solution or have out streamers to deal with it and find another way to talk to the stream? I second this would love to be able to mute mic and not having to mute speaker in TS3. Share this post Link to post Share on other sites
Crielaard 435 Posted November 30, 2017 1 hour ago, ownedarg said: I second this would love to be able to mute mic and not having to mute speaker in TS3. Just assign a hotkey to "away" Share this post Link to post Share on other sites
ownedarg 13 Posted November 30, 2017 2 minutes ago, Crielaard said: Just assign a hotkey to "away" I don't wanna go away from TS, just be able to mute the mic just in case I dont want something to be heard by the others (ie: Sneeze). Besides in my clan if I go "away" I get automatically dragged to AFK channel. Share this post Link to post Share on other sites
Crielaard 435 Posted November 30, 2017 Away status IS your sollution. It forces you into a muted state and your mic remains active. Besides. TS has an away feature for that purpose. Having an AFK channel is redundant. Can't ask devs to add features to circumvent a community policy. Share this post Link to post Share on other sites
jonpas 294 Posted December 1, 2017 17 hours ago, ownedarg said: I don't wanna go away from TS, just be able to mute the mic just in case I dont want something to be heard by the others (ie: Sneeze). Besides in my clan if I go "away" I get automatically dragged to AFK channel. Use push to talk? 1 Share this post Link to post Share on other sites
ownedarg 13 Posted December 1, 2017 18 hours ago, Crielaard said: Away status IS your sollution. It forces you into a muted state and your mic remains active. Besides. TS has an away feature for that purpose. Having an AFK channel is redundant. Can't ask devs to add features to circumvent a community policy. I understand, unfortunately I can't implement that solution. 3 hours ago, jonpas said: Use push to talk? I could definitely use that too! I could also mute my mic from my headset, or take an anti-allergic, or tell the people in my house to shut up if I want to play ArmA with my mates. What I mean by this is that it would be a cool feature to have and I don't see why we need to be unable to mute the microphone while playing. Does this serve any technical purpose in the mod? Maybe you could allow the user to mute it, and un-mute it automatically if he tries to use the radio. Just a suggestion. Cheers. Share this post Link to post Share on other sites
jonpas 294 Posted December 4, 2017 On 12/1/2017 at 4:19 PM, ownedarg said: I could definitely use that too! I could also mute my mic from my headset, or take an anti-allergic, or tell the people in my house to shut up if I want to play ArmA with my mates. What I mean by this is that it would be a cool feature to have and I don't see why we need to be unable to mute the microphone while playing. Does this serve any technical purpose in the mod? Maybe you could allow the user to mute it, and un-mute it automatically if he tries to use the radio. Just a suggestion. Cheers. Because it is easier to handle that way and not worth adding extra complexity for such a small use case. I don't understand what you have against PTT (or any of the other solutions you listed) compared to muting your mic in TS, one is pressing a keybind to speak, the other is pressing a button to mute. Share this post Link to post Share on other sites
ownedarg 13 Posted December 5, 2017 3 minutes ago, jonpas said: Because it is easier to handle that way and not worth adding extra complexity for such a small use case. I don't understand what you have against PTT (or any of the other solutions you listed) compared to muting your mic in TS, one is pressing a keybind to speak, the other is pressing a button to mute. It's a shame then, it would be a cool addition. I have nothing against PTT or the people that use it, I don't like using it myself and that's all. Thanks for reading. Share this post Link to post Share on other sites
jonpas 294 Posted December 5, 2017 6 minutes ago, ownedarg said: It's a shame then, it would be a cool addition. I have nothing against PTT or the people that use it, I don't like using it myself and that's all. It might happen if that part ever gets restructured, but that's highly unlikely for ACRE2. Share this post Link to post Share on other sites
RG-Stabcon 30 Posted December 5, 2017 small update today? Share this post Link to post Share on other sites
ACRE_Team 207 Posted December 5, 2017 ACRE2 Release 2.5.1 This update mainly focuses Vanilla and upcoming ACE3 Arsenal support, TeamSpeak Channel Switching improvements, bug fixing and optimisations. Arsenal Vanilla Arsenal is now fully supported by ACRE2, radios will temporarily be swapped for base radios, which will make them visible and removable in the Arsenal. Additionally Arsenal will not include them in any newly saved loadouts or exports! In addition, upcoming ACE3 Arsenal is also fully supported, displaying all radios with their channel names (as seen on picture). TeamSpeak Channel Switching TeamSpeak Channel Switching got improved with ability to set a Channel Password, allowing automatic switching to a pasworded channel. Thanks to CBA 3.5.0 that text is also hidden in-game! Channel name check has been improved to now compare full channel name, then words and characters at the end. Size Reduction Tanoa PBO, which housed height data for signal processing and was also the majority of ACRE2's size, is now removed, as map is decrypted with Arma 3 Version 1.78. ACRE2's package size went from 86 MB to 40 MB archived, resulting in over 50% reduction! API Custom spectator systems or other custom displays can now enjoy new API function to assign ACRE2 keybinds to that display on load. Currently only "Toggle Spectators" key is passed through, however more keybinds will be added if deemed meaningful. Complete Changelog and Download 3 Share this post Link to post Share on other sites
rekkless 240 Posted December 5, 2017 16 hours ago, ownedarg said: It's a shame then, it would be a cool addition. I have nothing against PTT or the people that use it, I don't like using it myself and that's all. Thanks for reading. If you don't want people to hear the background of your mic because people are talking or because you are eating then mute your mic. If you have a mic from the last 10 years then this usually can be achieved by lifting the boom mic up above your ears. It doesn't get much simpler than that. Share this post Link to post Share on other sites
ownedarg 13 Posted December 5, 2017 22 minutes ago, rekkless said: If you don't want people to hear the background of your mic because people are talking or because you are eating then mute your mic. If you have a mic from the last 10 years then this usually can be achieved by lifting the boom mic up above your ears. It doesn't get much simpler than that. I can't, that's the whole point of this exchange. I know what I can and cannot do with the equipment I have. Congrats on the release Share this post Link to post Share on other sites
rekkless 240 Posted December 5, 2017 53 minutes ago, ACRE_Team said: API Custom spectator systems or other custom displays can now enjoy new API function to assign ACRE2 keybinds to that display on load. Currently only "Toggle Spectators" key is passed through, however more keybinds will be added if deemed meaningful. Can someone just clarify in layman's terms what this means?? Share this post Link to post Share on other sites
Guest Posted December 5, 2017 The Armaholic mirror has been updated with the new version: ACRE2 v2.5.1.980 Share this post Link to post Share on other sites
cuel 25 Posted December 5, 2017 40 minutes ago, rekkless said: Can someone just clarify in layman's terms what this means?? An API function was added so that other spectator systems can call ACRE API if they block keybind events. In this case, to mute other spectators. 1 Share this post Link to post Share on other sites
jonpas 294 Posted December 5, 2017 2 hours ago, rekkless said: Can someone just clarify in layman's terms what this means?? What @cuel said, if you don't do SQF it's of no interest. If you do, it's just an easy way to make the keys available that otherwise aren't in custom displays, so all those mods don't have to apply the keys using our internal functions which might change without notice. Share this post Link to post Share on other sites
hizOdge 0 Posted December 7, 2017 After the latest update I have an issue with the TS channel switching and hopefully someone can help me out. When spawning in, TS does't not auto switch. If I manually switch into the "designated" ACRE channel I will be auto switched out of the channel back to my original channel when leaving the server. In addition, sometimes when entering zeus or the arsenal, I will be switched out of the ACRE channel after having joined the channel manually because of the above issue. Any help is greatly appreciated. I should also add that I'm on TS v3.1.6, latest CBA, ACRE2 as well as the server. Share this post Link to post Share on other sites
FoxhoundBC 13 Posted December 7, 2017 Does the 303 antenna function? Share this post Link to post Share on other sites
jonpas 294 Posted December 7, 2017 13 hours ago, hizOdge said: After the latest update I have an issue with the TS channel switching and hopefully someone can help me out. When spawning in, TS does't not auto switch. If I manually switch into the "designated" ACRE channel I will be auto switched out of the channel back to my original channel when leaving the server. In addition, sometimes when entering zeus or the arsenal, I will be switched out of the ACRE channel after having joined the channel manually because of the above issue. Any help is greatly appreciated. I should also add that I'm on TS v3.1.6, latest CBA, ACRE2 as well as the server. I have forwarded that to the contributor who is continuously improving TS Channel Switching. 6 hours ago, FoxhoundBC said: Does the 303 antenna function? No, it is just a model at this time. Share this post Link to post Share on other sites
rekkless 240 Posted December 7, 2017 Hey guys I just want some advice with setting up Babel. I am making a Team Vs Team Vs Team Spy mission. Where each faction has one spy in it from an opposing faction in it. The Spy needs to be able to speak 2 languages and they goal is to communicate the whereabouts and tactics of the other team. I just want to know is this the most efficient way to set the languages? I copied and pasted this from an old Reddit post. Pasted this in the INIT f_available_languages = [ ["en", "English"], ["ru", "Russian"], ["ar", "Arabic"] ]; { _x call acre_api_fnc_babelAddLanguageType; } forEach f_available_languages; [] spawn { if (!hasInterface) exitWith {}; if (player != player) then {waitUntil {player == player};}; if (!alive player) then {waitUntil {alive player};}; _languagesPlayerSpeaks = player getVariable ["f_languages", []]; switch (playerside) do { case west: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["en"];}; }; case east: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["ru"];}; }; case independent: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["ar"];}; }; case civilian: { if (_languagesPlayerSpeaks isEqualTo []) then {_languagesPlayerSpeaks = ["ar"];}; }; }; _languagesPlayerSpeaks call acre_api_fnc_babelSetSpokenLanguages; }; then in the INIT BOX for the SPY who will be able to speak to BLUFOR and INDI I have posted this this setVariable ["f_languages",["en", "ar"]]; The reason I ask is this code while similar to the ACRE documentation is quite different also. Is this the best way to set up 3 languages with select players able to speak 2 languages. Share this post Link to post Share on other sites