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Posts posted by Heaney
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uuhm errr, *scratches head*, hmmmm hm, well ... uhm, hmm, ... maayybeee?Seems not :(
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This is an excellent mod!
One request though, my community is very focused on realism and the global markers for the raven are a bit annoying.
Could you make the marker all localMarkers for the operator only?
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rocko would I be correct in assuming that there will be an ACE update this Friday?
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I would pay a serious amount for this.
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Third person.
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Another Friday without ACE update pushing to SIX Network :(
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Is there a way to stop players pressing ESC and re spawning ? as i have found instead of getting healed that is what they are doing and i need to stop it , or at least give the a long wait ! -
He's right.
Repro'd.
ACE with CBA_CO, latest beta on PwS, all scripted grenades are overhead throws.
I'll post on dev heaven.
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@Qazdar and others some simply not realize you can use cluster of HC within shard or whole datacenter ...it's not limited to just 1 computer with some CPUs ...
plus separated process which can start as needed or/and terminate separately to the server binary
has much more uses than you can see ...
Why not both? Build the HC technology directly into the server exe, running on another CPU core, and then allow for expansion through separate HCs.
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V2 sigs needed. It won't let me do it myself as the pbos are messed up.
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Microphone quality, volume etc all factor into how 'loud' a person is, turning off the teamspeak auto balance and using the curve model will lead to a lot of people constantly shouting(while they're talking quietly) and others having to shout to be heard more than 3m.That's not how volume works. Microphones have been able to detect volume (you know, in decibels as well as in arbitrary values) for decades.
TeamSpeak auto-balance makes someone who is shouting loud have a lower volume so as not to annoy people, or talking to quiet it will increase them.
By turning this off, you can get a decently accurate idea of the volume at which someone is speaking, and with this, you can increase the speaking range based on the dB value returned.
I play with this setting on EVERY DAY on my server and in every Operation.
There are anomalies with some microphones, but for 90% of people it works. I've tested it over and over. You whisper in the corner of a room and you aren't heard in the next building. You shout as loud as you possibly can and everyone in the town can hear you.
I realise there is a lot of controversy around this: but for my group, it works.
---------- Post added at 02:02 ---------- Previous post was at 01:57 ----------
I would be happy with some russian radios....They could be used by all OPFOR factions
Well there aren't squad level radios for any "OPFOR" nation (excluding special forces), so just a manpack is needed.
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I will tell you your problem here.
YOUR VIDEO SETTINGS.
For ACE reticles, you need to have interface size to NORMAL, your 3D and interface resolution at the MONITOR'S NATIVE, and the aspect ratio correct.
... or some combination of these. Not sure. But if you do all that, ACE reticles will be fixed.
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Will we see an update this Friday? Haven't for a while, yet there've been changes on the git.
Mostly I just want the GMG CSW fixed :P (it already is, just not released on SU/PwS)
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ace_sys_wounds_noai = true
I as well as many others use this on dedicated server.
But does anyone know whether it actually results in noticeable performance increases? Or would I lose only a little performance by turning it on?
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Features/fixes I hope will be in 2.0:
* Easy to use way to have different frequency nets for different factions
* Fix the bug where if you disconnect while using vehicle radio, no-one else can use that vehicle's radio for the session
* Vehicle intercomms
* ACRE setting to remove "Lower Headset" from action menu
* Fix the radio manipulation functions
* Fix [this JayArma2Lib script error](http://tracker.idi-systems.com/issues/294)
* Function to return the user's channel ID
* Easier to make custom radios
* Better, CURVE_MODEL_AMPLITUDE, and have it as the default mode again (so that people realise that ST volume adjustment is redundant)
* Cell phones for Insurgents. Use the ACE cell phone model if needed.
Beyond 2.0:
* Unique aircraft vehicle radios
* Command radio station (basically, static vehicle you can get in and use very powerful radio)
* Static radio on a table, usable (for civillians/insurgents)
* Signal extenders for same channel
* Interference
* More variety of backpack models for manpacks
Just thought I'd post here as the tracker is... very messy.
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Might be on Sixupdater but i dont see it on playwithsix.Click ACE.
In the bottom right, search "JSRS" and then "JSRS_ACE".
Click add.
Untick the box for ACEX_SM in the modset, and tick JSRS.
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or even VON over TS3 any day.Well then, that concludes this discussion.
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ACRE for Mumble?Mumble sucks.
IMHO TS3 is overratedIMO mumble is overrated.
poor codec qualityHow? With a good mic TS3 users sound crystal clear. Mumble sounds aritificial.
and it hits performance badlyNever been above 1% CPU usage. Ever. RAM is tiny too, client and serverside.
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Does this support UKF weapons?
They don't seem the same as BAF weapons.
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Hahaha this is a really old version of the thing I was using!
Start from scratch. That's terrible and probably doesn't work.
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Amazing work mate!
Thank you sincerely for the hours of your life that you have poured into this. I will be donating as soon as I check this out :D
DLing now, have already pestered Sickboy about uploading to SU/PwS.
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Icon top left, no plans to turn that off.
Hmm. How about having it on the radios themselves, such as many addons put their icon on a weapon or a vehicle?
I wouldn't mind the icon on the radio, it's just floating at the top left is very distracting and immersion-breaking.
For example on the 325, replace the Union Flag with the top left icon maybe?
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Amazing! Will be using this immediately. :)
Btw, you say "realistic pack capacities/weights for man pack radios", but what about the UK/PRC-354 (an item, not man pack). It shows up as 1kg, while in reality it's about 2.5 kg with all equipment attached. Small detail but important.
Also, will you add a mission variable to turn the icon in the top left off? I appreciate the work, but that's a bit annoying.
Thanks again for the great mod!
ACE for OA 1.13
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
So many great updates on the repo, yet none pushed to SIX?
Please rocko, push an update tomorrow :)