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Advanced Combat Radio Environment 2 (ACRE2)
soldia replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As this part of muting is completely handled by the TS Plugin, it can't be changed without a huge effort.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
soldia replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You already gave part of the answer. The second part is: We provide a tool for converting *.wav files to *.b64 files. This is in every ACRE2 Build as an *.exe. Take an empty wav, convert and replace the corresponding sound. Then repack the sys_sounds.pbo to provide it to your community. This would be the best solution for an entire community IMHO.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
soldia replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
While it is true that the specific function needs to be optimized on our side: I can assure that even 80+ players do not represent an actual threat on that. In conclusion, it is not perfect but working- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
soldia replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As snippers said, the best way to track this down is to put an issue on our issue-tracker. And to have a basis for analysis, we need .rpts plus a video or anything like that Common pitfalls for the plugin-errors are: - Missing rights on arma/teamspeak -> start both as NON-Admin - Your virus scanner has deleted .dll files of acre in the @acre2 folder (there must be both acre.dll and ACRE2Arma.dll)- 896 replies
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Is it possible to make a custom attribute run globally?
soldia replied to headswe's topic in ARMA 3 - EDEN EDITOR
Agree, that would be a huge improvement of eden in terms of modding it. Current situation isn't ideal, especially for communities with a high player count, as the total amount of overhead, like snippers said, will increase drastically. -
Pete's Re-Textures (EUROFORCE, CSAT Snow Tigers)
soldia replied to IndeedPete's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you aware that the snow version of the titan is not working as intended with ace's javelin module? It isn't able to lock on any target. Reason lies in this issue on ACE Github: https://github.com/acemod/ACE3/issues/2854 Hope it helps. -
They are in the acre_sys_sounds pbo
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Pitch&Bank would be a great addition :) Looking forward to that. So far, X-Cam is a superb tool for building all kinds of stuff (from a missionmaker POV: Bases, Compounds, etc.)
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RHS Escalation (AFRF and USAF)
soldia replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It seems that certain CfgMagazines are affected. M200 and M855A1 are definitely not working. And of course mod versions are all the same, other Magazines and all Vanilla Weapons are working fine. Distance doesn't matter, you can't hear (and see) any gunshot while standing 1 meter away from the shooter.- 16577 replies
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RHS Escalation (AFRF and USAF)
soldia replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No. Same here. With only Vanilla and RHS -> No sounds from other ppls weapons- 16577 replies
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To correct my statement from earlier. It is much easier with the "acre_api_fnc_setPresetChannelField" and "acre_api_fnc_getPresetChannelField" functions. And they are both 1-N based (so channel 1 is channel 1).
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Assuming you want a new backpack-class which is also a radio: No, it is not. And why would you do that in the first place? As we're breaking with the old backpack == radio design, there is no need for tons of different backpacks just for a new camo texture. As long as the radio fits in, every backpack can be used. Vanilla, 3rd Party, doesn't matter. What you can do, of course, is: Create a model with an antenna. But you still need to put radio in it. Antenna's are coming, don't worry :) ---------- Post added at 07:53 ---------- Previous post was at 07:30 ---------- As we strictly commited ourselfes to a component based design, it is most likely there will be single components as different objects (no magic-backpacks) which need to be assembled. The command you're looking for is: acre_api_fnc_setPresetChannelData In order to use that you need to alter the PresetData Hash, which is requested by: acre_api_fnc_getPresetChannelData The work-flow is as follows: Get the PresetData Hash Alter the frequencies in that hash (first two parameters) Reassign the Data But be extra careful. All Clients+Server need to receive the new data. Otherwise ACRE might be broken on ALL clients after that. Thx for information. I'll have a look into it.
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Under which circumstances does this occure? Mission setup, etc.? For better tracking, please file an issue in our feedback tracker. Do you want to create a complete new preset? Or do you want to alter frequencies of specific channels? Not at the moment, but it is definitely planned.
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@Tester Communities: It isn't a Release Candidate and therefore not in the OP, but please use the latest version of ACRE2 for your tests, which would be .811: Download We've hunted several bugs between RC6 and .811, some of them are: Obsolete functions have been replaced correctly Changing Volume on 152/117F doesn't produce errors on remote clients anymore Detaching/Re-Attaching the PTT Handle on the 343 doesn't mute the player Improved Volume-Settings (with the goal to annihilate clipping) Correct handling of Spectator Function Basic Mission Setup Module should initialize Babel correctly now Ability to toggle Spectators in Spectator-mode (same key as toggle headset, look at your key bindings) As always: If you find any bug, please follow this link and file an issue: ACRE2 Feedback
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Tophe's Arma Dedicated Server Tool (TADST)
soldia replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Let me guess, your admin PW is longer than 5 letters? -> http://feedback.arma3.com/view.php?id=23594