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About Alex2k

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  1. We've really enjoyed JSRS with support for RHS and NIARMS for many months now. Do you plan to cover the MG3 and MG42 in NIARMS and/or the new MG42 in RHS as well? Also, the 3-burst mode on the AEK from NIARMS seems to have its default sound. Thanks for the great work, it really adds something!
  2. Alex2k

    Mission name issue

    Thanks, I had no idea that was a thing! On that note, is it generally recommended to binarize mission files?
  3. Names of missions on the dedicated server list seems to randomly change between the mission name from the editor and the folder name. Like this: https://imgur.com/a/8Vy4sXF Anyone have a similar experience, and/or know what the issue is here?
  4. Been having some fun with the new stuff recently introduced, but I can't get the boat rack to recover any boats. I have a rack placed on one side of the USS Liberty, when I drive up to it in a boat, it gives me the scroll-menu option, but nothing happens when I press it. Anyone else had any luck? EDIT: Turns out I just had to hold the button for a while.
  5. Alex2k

    RHS Escalation (AFRF and USAF)

    There still seems to be some sort of sound occlusion issue with the PKM/PKP in particular. It seems to happen when the AI shooter is partially concealed/behind bushes etc. I see tons of green tracer flying towards me, hear the snaps, but no actual sound from the weapon until the shooter moves. Can't reproduce it consistently though, anyone else? v.0.4.3
  6. https://community.bistudio.com/wiki/EG_Spectator_Mode That should tell you all you need to know.
  7. That's what it does for us. You might want the reverse for onPlayerRespawn.sqf if you plan on respawning people. ["Terminate"] call BIS_fnc_EGSpectator; [false] call acre_api_fnc_setSpectator;
  8. Not true, we've used End Game Spectator for a long time with ACRE. onPlayerKilled.sqf [true] call acre_api_fnc_setSpectator; ["Initialize", [player, [], true, true, true, false, true, false, true, false]] call BIS_fnc_EGSpectator;
  9. We're not adding radios with IDs. ACRE2 classnames are being stored in a local variable and then added with addItem and addItemToBackpack. Basically this: _PRR = "ACRE_PRC343" _p addItem _PRR; The gear script distributes everything, including radios, perfectly without errors. It's just that our radios will break down during a mission. Thanks for the suggestion though!
  10. Hello! We've been having some issues lately with 30-40 player coops. Basically our comms seem to randomly break down during a mission. We add radios with addItem and addItemToBackpack. We get quite a few of these in the server .rpt: - 22:58:12 13136.5 ACRE WARNING: Unacknowledged key not found in masterIdTable (acre_prc343_id_74) - 19:45:31 1575.62 ACRE WARNING: Id object relation created independently of unique ID creation process (acre_prc343_id_8) - 21:15:51 8765.19 ACRE Warning: Radio ID acre_prc343_id_38 was returned for a non-existent baseclass (ACRE_PRC343) in inventory, possibly removed by a gear script while requesting ID: ["ACE_VectorDay","hlc_rifle_osw_GL","ACE_CableTie","ACE_Flashlight_XL50","ACE_fieldDressing","ACE_packingBandage","ACE_morphine","ACE_tourniquet","ACRE_PRC343_ID_5", "ACE_MapTools","ACRE_PRC152_ID_1","ItemMap","ItemCompass","ItemWatch","ItemRadioAcreFlagged","ACE_VectorDay"] The number of warnings regarding ACRE2 in the server .rpt was up to over 11k for the latest mission. We really like ACRE2, anyone have any idea what our issues are all about? Is it just us?
  11. Alex2k

    ACRE2 Stable Release

    We're experimenting with ACRE2( now, and it's great, but we're having issues with JIP not being able to use radios, or even get into the radio interface, and a variation of not hearing direct voice, or not transmitting in direct voice. Any thoughts on what this might be?
  12. It seems the "pond issue" is there when introducing fog, at least on Chernarus. It goes from being a little dark to pitch black when adding fog and looking towards a pond. The colors on the pond also goes weird. Tested with @CUP_Terrains only. Thank you so much for the hard work! Looking forward to more!
  13. Alex2k

    Werthles' Headless Module

    I also see editor-placed AI get a waypoint maybe 120m away from where they start once they're moved to the HC by WHM. I do a mix of editor-placed and scripted AI, and those who are scripted directly on to the HC works just fine and get no waypoint.
  14. roleDescription seems to be broken in Singleplayer with the Eden update. Still working in Multiplayer and on Dedicated server. Tested without any mods. Can anyone confirm?
  15. Sounds great! Something else came to mind while doing a ~30 player coop session. An option to hide group markers for groups with < X amount of players, or groups with just 1 soldier. Is that feasible and something you'd ever consider? We've enjoyed the flexibility of this system so far, and look forward to the next release!