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Arma2TS

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  Unit19 said:
I just wanted to say thanks to those people for what they did so far.

It is very much appreciated :)

I'll second that!

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  Unit19 said:
Unit 19, as a tank simulation group, has been using A2TS since it came out.

I have been following this thread closely since it was posted and can see, especially these last weeks, that some individuals here are really putting in alot of work in this project. I just wanted to say thanks to those people for what they did so far.

It is very much appreciated :)

I also very much thankful to all the people who developed Arma2ts and now make it more powerful and interesting. Thank you very much indeed! With arma2ts our squad missions and training became amazingly realistic and immersive. We even developed our own radio communication discipline and from now on it is a requirement for everyone in the squad.

:bounce3: :bounce3: Thanks again. :yay:

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  Sneaker-78- said:
hey guys !

i have the last version of arma ts and i have the latest ts3 version but i don`t see the plugin in teamspeak3 of arma.

anybody ?

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  Quote
anybody ?

Have you done the bold part. From first page. Also, look at the videos aswell, they well done.

  Quote

1) Download the addon

2) Extract the @a2t folder in your Arma base path.

3) Extract the TeamSpeak folder content into your Teamspeak 3 client plugins folder.

4) Activate the VOIP Arma 2 in your teamspeak 3 interface.

5) Launch.......

.....

Edited by SAbre4809

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An issue comes up when you don't have earplugs and you go deaf. You can't hear the other person even after you recover from the temporary deaf state. Is that a bug or?...

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  SAbre4809 said:
Have you done the bold part. From first page. Also, look at the videos aswell, they well done.

well yes i did that always

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  Sneaker-78- said:
well yes i did that always

TS3 Beta 21 is not backwards compatible with plugins.

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pluggin for ts3 beta 21 is 008 already released

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  jaynus said:

Sort of. Right now, you can use our custom objects *or* ACE radio objects. we do have full ace_compat; all ACE radios right now get the PRC119 GUI and settings. So - this means all missions which had just ACE radios on them will work just fine. The reason for this is we will be extending to far more radios above and beyond ACE, and we needed a way to do this.

So to answer your question: If people use our radio objects, its required; if they keep on using ACE objects (including base arma ItemRadio, we work with that too) then there will be no changes to requiredAddons.

I wanted to clarify the issue a bit so uninformed people do not appear as total trolls to server admins who know what we are discussing here. Or even to server admins that may currently think that the server side addon is a bad thing. First, why small required addons are bad in certain senarios, (very optional long explanation follows)..

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*Specifically, an addon that is required by the server (meaning the server forces the client to have it) falls under the following categories:

  • An addon which is used in the mission, non-optionally. It will be listed within the mission's requiredAddons list, in mission.sqm. ACE is an example, when playing an ACE mission. Any new island obviously, falls under this. When a player doesn't have this, he's immediately kicked off the server automatically.
  • An addon which in one way or another, prevents the player from being able to either load the mission after joining, or playing due to some features being missing that are core to the gameplay.

Now what you are describing Jay, does not sound like either of those. A player which does not have Arma2TS, should still be able to play the mission theoretically. He may get a popup on loading which says 'missing classname radioxyz' which would be the radio object. (if the custom radio is in use) But his presence (hopefully) should not break other people's arma2ts experience, nor should he really be prevented from playing, other than suffering some invisible radio objects. (his loss)

This has nothing to do with what the Arma2TS users require, the addon, jayarmalib, etc. It just has to do with how a client without arma2ts handles the situation, hopefully it wont affect anything on his end or on other clients, just like it didn't effect anything in the first version. Ie, it doesn't hurt anything if someone doesn't have it. Everything (including the server) keeps on truckin. Nobody has issue here with a server side plugin at all (I don't think, unless due to confusion), in fact I'm glad it's handling things instead of clients. :) The only issue I could see arising is, as you mentioned, if you have an editor placable object which a mission designer uses, thereby blocking people that don't have arma2ts from joining. But a competent server admin can always edit the mission to remove this requirement. (edit mission.sqm's requiredAddons) There is no way the arma2TS team can get around this without requiring some mod with radio objects in it. (ie, ace) And they have stated they don't wish to do that.

If you're still confused: To summarize, there shouldn't be an issue with the new arma2ts at all. It won't be forced. Biggest thing is you may have to do is edit a mission to remove the classname from requiredAddons if the mission designer put it in there.

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I had a dream last night... a dream where comms in Arma changed the way the game is played.

Will my dream come true today? :p

Great work on the mod so far, start commenting your code now, otherwise you are going to kill yourselves bug tracking this.

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it's possible to have a release in the week i think jaynus tomorow creat the documentation for A2ts

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  M1n1d0u said:
it's possible to have a release in the week i think jaynus tomorow creat the documentation for A2ts

M1n1d0u, you ask EVERYDAY! It will be done when it is. If I had the choice, every day you ask I would add another day to the release date. Actually, I'm going to bring that up now.

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what ? i say just it's smell a soon release ... because i see jaynus work on the documentation ....

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  h3killa said:
M1n1d0u, you ask EVERYDAY! It will be done when it is. If I had the choice, every day you ask I would add another day to the release date. Actually, I'm going to bring that up now.

He's eager to use it. What you've said, on the other hand, is simply spiteful. There's a big difference between the two.

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I agree with h3killa. We are all eager to use it, but asking each and every day if there's news, when it's gonna be released, etc. etc. has gotten very old, very fast.

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valley_signal_map_tn.jpg

Since we haven't a release, here is a new teaser signal map. :D

Ambush central!

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woow very low "dispertion" , very realist !

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  NouberNou said:

Since we haven't a release, here is a new teaser signal map. :D

Ambush central!

That looks really cool! Could you do another one of these but in the forests east of Msta? That area has a ton of high hills. (Between Three Valleys and Msta)

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I wonder how the signal map would look if the emitter was on the hill. It wouldn't look so obvious as in valley.

Anyways - this is just awesome! But in other hands means no compatibility with other maps than Charnearus?

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  sidhellfire said:
I wonder how the signal map would look if the emitter was on the hill. It wouldn't look so obvious as in valley.

Anyways - this is just awesome! But in other hands means no compatibility with other maps than Charnearus?

Good question :confused:

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  Tonci87 said:
Good question :confused:

The mod handles this per map I believe, this isn't a preset. It's just a broadcast test he did using the mod.

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