Jump to content

rekkless

Member
  • Content Count

    900
  • Joined

  • Last visited

  • Medals

Community Reputation

233 Excellent

3 Followers

About rekkless

  • Rank
    First Sergeant

core_pfieldgroups_3

  • Interests
    ArmA

Profile Information

  • Gender
    Not Telling

Contact Methods

  • Youtube
    channel/UCP21fsbt_f0byjkhqc7QUmA
  • Steam url id
    groups/FMSA3

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thank you Keelah for your continued support. As much as I love FAST2 it has some breaking bugs that haven't been addressed. FASTER just works.
  2. Any idea if those amazing new sounds are going to conflict with players running JSRS?
  3. I'm not sure if this mod is still supported, but apart from what Mickeymen said I too love this mod, but my unit hates it, mostly because they get their night vision and helmets shot off all the time. Any chance on having a CBA setting where it is set for AI only?
  4. Awe that's a shame. is it complicated is it something I can put into my mission? or is it more of a config that need to be incorporated into the mod itself?
  5. Thanks for the script but I'm looking for the default CUP Terrains snow script, the one that works by default on Chernarus Winter as it doesn't have much affect on FPV and performance on a large scale mission.
  6. Can anyone give me the quick and dirty script to make it snow on maps that are not officially supported by CUP terrains? For example I know on Charnarus Winter all I have to do is make it overcast and rainy and it will automatically make it snow instead of rain. But I'd like to also make it snow on maps like Abramia or Namalsk. Can anyone tell me what script or piece of code I need to use to make it so.
  7. So I've found out that the issue is not actually mod but in our mission framework (initialization scripts and mission settings), I've updated my post with the thought process, however I'm not sure how to proceed with the framework, could you please take a look and see what is in there that could be causing the issue with ACRE 2. Our framework is pretty concise The mission where ACRE worked fine we had all the modules still present, the problem is clearly coming from our scripting. https://github.com/IDI-Systems/acre2/issues/741
  8. I've made a post with as much information as possible for now. I can't seem to enable my own RPT files for some reason even though I do not have -nologs enabled. I'll work on it and get my RPT uploaded.
  9. Ok I'll see what I can do, but all our missions now, when most of the players spawn in they can't hear other players via proximity chat and have to quit back to the lobby to get it to work. And No radios work for anyone. We did some extensive testing yesterday, I can't for the life of me work out if it is our mission framework (which is pretty basic) or it is a conflict with another mod. Either way the previous version of ACRE worked flawlessly. Does anyone know of a location I can download the previous version?
  10. How do I post a RPT on here, everytime I try and put it in either CODE or Spoiler when I hit Submit reply, the browser just craps the bed and nothing happens. Here is the acre_dll.log if it helps from today
  11. Can anyone give me any insight to this. The only variable in this video that has changed is ACRE 2 updating to 2.7 nothing else has changed since ACRE 2 working perfectly fine, we ran this mission two weeks ago with 26 players flawlessly. The issue I'm referring to at the start of the video is this is the second mission we were checking out, the first mission whenever we would spawn in we could not hear each other or operate the radios - this is a similar bug that was present quite a few versions ago, maybe around 2.4 or something like that. We haven't seen this problem in a long time. Anyway although the mission was very bare bones with just some RHS units and a few Arsenals we loaded up "The Brothers Grim" mission we played just 2 weeks ago, it worked perfectly then and our two missions we ran on Friday and Saturday worked perfectly fine then too. Now all of a sudden with 2.7 the radios aren't working at all. https://www.youtube.com/watch?v=ECZzcfNJWk0
  12. Holy Smokes - what an update right out of the blue. Does this new Zeus update mean what I think it means? Zeus will now be able to hear players on the ground? can they communicate via radio as well or just hearing proximity chat for now?
  13. Make sure NONE of your mod names or folders have SPACES in them. For Example: If your server uses GRAD Trenches make sure you rename the mod from @Grad Trenches to either @GradTrenches or @Grad_Trenches
  14. rekkless

    Disabling Lobby Kick Timout

    Thanks Dedmen
  15. Fantastic, its awesome to see some updates. Might I make a request request though? If you're going to support and update this. Could you write it so keys are automatically copied to the servers KEYS folder when a mod is updated or installed for the fist time. This was an amazing feature in FAST that sadly never made it to FAST2. Also allowing the program to update it itself (Settings > Update Faster doesn't seem to work) Also don't forget to update your first Post with the most recent download link. *EDIT^ No links in the Github page are working as a download.
×