jaynus
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Everything posted by jaynus
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1. Radio preset is per-player. So that means if a radio is *initialized* on any given player (system), it will use the presets assigned on that system (this includes the server). 2. *Radio data* persists with a radio after it has been initialized, and it is never re-initialized by default. It is initialized once at its creation (when hte server changes it from ACRE_PRC152 to ACRE_PRC152_ID_XXX). This will persist for the remainder of the mission - meaning if someone else picks it up (other team?) they will see the settings which were on that radio; all the way up to if you died mid-programming, they'll see the step you were at. 3. There are no configuration functions for presets that need to be run on the server; it is all initialized on the client-side when that person receives a "fresh radio".
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hit me up on skype username walterpearce and we'll figure it out.
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You could try adding To that function I suppose? That would allow acre and cba ---------- Post added at 03:48 PM ---------- Previous post was at 03:47 PM ---------- Our build script automatically uploads to our archive folder on every new build we have. I was actually finalizing some new features for UO to play with over the weekend :) Omnibus is on my radar for investigating over the weekend to determine what 1.38 introduced to mess up our launching method. As far as the daily changes, I generally just don't update it. Since I know now that is being watched though, sure, I'll include logs in the packages and the start-up popup ;)
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ACRE2 does in fact have a setGlobalVolume function and has for a while. Documentation error on our part! It has been updated. http://acre.idi-systems.com/api/api_general.html#acre_api_fnc_setGlobalVolume
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I have no idea what kind of "anti-cheat" stuff wasteland has, but that would definitely cause the issue. seems its blocking CBA (not even ACRE2) from checking server vs. client version. EDIT: From some googling, it looks like you need to add ACRE2 and CBA to some sort of whitelist. Apparently you have to do this with any mod you use with the anti-hack stuff.
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ACRE2 removes the radio slot and does not use ItemRadio. The radios are replaced with an ACRE_PRC343 which should be in your inventory. If this was not automatically placed in your inventory, and the players only have ItemRadio, that means @acre2 is not running on the server. At a minimum, ACRE will replace ItemRadio with ItemRadioAcreFlagged, and also give you an ACRE_PRC343. So - check your server RPT's, and confirm @acre2 and @cba_a3 are loading. The new mod reports in the RPT should help a lot with this. Remember, it has to be @cba_a3.
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This would be gear script related, it is somehow initializing the radios incorrectly for sync. Best to just give them back the same radio, or give them a completely new radio. We recommend re-gearing units on respawn be done with fresh radios the majority of the time (the base ACRE_PRCXXX) instead of an ID'ed radio (ACRE_PRC343_ID_XX)
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1) This is usually caused by permissions issues. He'll need to double check that he is either running both TS+A3 as admin, or both not as admin. One or both setups will work, but he needs to confirm he is doing them *both as the same permissions* 2) This should already work; give it whirl :)
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There are no beeps in ACRE2 for about 2 months now - your running either an older release, or ACRE1. Please upgrade :)
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You can view the names via getPresetData. You'll see the field names at the first array in the preset data. We have not documented these fields yet, as we plan on adding another level of indirection on top of these API's later. These we added just to meet requests for API's.
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Known issue at the moment with the 1.38 arma update. We are working to fix it. You can also use JVON launching manually at the moment (defeats the purpose, obviously).
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Its happening! 2.1 Stable is almost here! https://www.youtube.com/watch?v=GbutvraTgiI&feature=youtu.be
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The next release will include a version compatible with teamspeak 3.0.11 to help communities with this; so they can use ACRE1 in arma2, and ACRE2 in arma3. This build has been tested and is confirmed working in 3.0.11 We have worked on a backport of ACRE2 to ArmA2OA - its lacking because of A3 features used. we are torn between continuing work on it.
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As was stated before, we have supported these options since Day 1, 5 years ago this coming may - actually. Again, ACRE has always performed well since day 1. As Nou stated, at UnitedOperations.Net we play with anywhere between 60-120 players every single weekend day. We have consistently capped 30+ players every day, and Friday/Saturday/Sunday sees 100+ every single weekend. We have no issues, and ACRE runs into absolutely no issues. You will see the server desync and die before you will ever notice a problem with ACRE. It has been like this for approximately 3 years. ACRE1, for the record, also never had issues with high player counts any time after our initial discovery of per frame handlers which we contributed to the community over 4 years ago. ShackTac and UO ran 100+ player missions regularly every weekend without issue. UnitedOperations.net runs our test builds of ACRE2 for 1-3 weeks prior to us releasing here on the forums. So you can already be rest assured that the latest builds have been used and stress tested under 100+ player circumstances, every single build.
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#1. The volume issue was resolved partially about 2 months ago, and has now been completely solved by providing in-plugin settings for players to adjust their volumes to correct it appropriately. I assume by "breaking", you mean this same evident volume issue (we call it the surround volume bug). Anyone who STILL gets it after our fixes, or does not like the volumes, can tweak their volumes via Settings->Plugins->Acre2->Settings, and tweak their volume. I'd say the plugin has also stabilized greatly since 4 months ago; UnitedOperations is playing daily now with 80+ players with no issues. I just played for 10 hours yesterday with 60-110 people on the server and things worked just fine and dandy. #2. What does ACRE do that TFAR does not? A lot, I'd think. I know this is always a hotly contentious subject so please everyone, try not to make this a flame war like everyone always does when I list ACRE features. These are strictly the features I can think of off the top of my head that we have implemented that people are usually not aware of, that other radio mods have never done. I suppose I'll compile a list without trying to make this seem like a dick swinging contest. * ACRE2 allows direct speaking at over 100 meters away, TFAR cuts out at 20 * Buildings/objects obstruct your voice in direct chat. This has been smoothed out from the original version 4 months ago, and is very mature and great sounding now. * ACRE2 does realistic ITU and Signal calculations to determine radio ranges; TFAR does arbitrary distance checks. We really do calculate terrain and power and determine the radio signal in a very realistic manner (http://en.wikipedia.org/wiki/ITU_terrain_model) * ACRE2 has the babel system, so in TVT sides can have different languages * We aim to affect gameplay, not just apply radio comms. Signals, setup, and languages can all become key components of a misssion. Maybe you rescue a player that speaks a different language, how do you coordinate? * ACRE2 is simpler to use, as you only need to know 2 hotkeys and 2 knobs per radio. You do not NEED to know anything else. We added tooltips to help that. There is not a lot of keybinds to set. * ACRE2 provides vastly easier to use yet more in-depth APIs now. See http://acre.idi-systems.com/api/ * ACRE2 has modeled the menus of the radios (if people are interested, it is not required to use them) correct to the real radios. * AI can hear you talking, and this is also realistically modeled * ACRE2 provides per-vehicle attenuantion (who can hear who) based on teh model specifications and configs * ACRE2 provides vehicle intercoms the same as above for vehicle crews * ACRE2 Radios have speakers that you can turn on, for everyone to listen to the radios. * ST ACRE volume integration (whisper/talk/shout) will be going into stable most likely Upcoming ACRE2 features over the next 3 months that will not be in our stable release, but will make it into the next beta: - Radio racks and components - Modeling antenna's on ALL THE THINGS - Russian Radios (the 123 is our first goal to get the system in place) * I'm sure I'm leaving some out here, but these are the highlights of our core features that we realistically model to affect gameplay. We are working on documenting all of this better, which will be at http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/basic-concepts as we fill it out. #3. Yes, this is perfectly possible, and we have Zeus's do it all the time at UO.
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Some fun numbers showing ACRE consistently and easily supporting 60+ players with no issues.
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They'll need to continue working on a combination of volumes (game volume, ACRE volume control and windows mixer volumes) until things are appropriately set to how they want it.
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CBA - Community Base Addons - ARMA 3
jaynus replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Addons cannot access mouse key bindings. -
Yes, we've had multiple communities run test operations for us utilizing JVON.
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It was made up and in no way reflected any actual real life radios, military or otherwise. We literally pulled it out of our ass for ACRE1 and it just stuck. The new clicks still need some tuning, but are much closer.
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It does show a popup, in the bottom right hand corner when you cycle radios.... Have you used ACRE2 before? I recommend you try it. ---------- Post added at 06:46 PM ---------- Previous post was at 06:45 PM ----------
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You are not, in fact, running all of the latest ACRE2 then. Delete your @ACRE2 folder and re-syncronize/download or however you have it installed. It is missing a PBO which was added in these latest RC's.
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Thanks for your opinion, if you have any constructive feedback it would be welcome.