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Everything posted by jonpas
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Interesting, shouldn't have happened, there is no reference to that file anywhere, only paths are here.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, what change of direction would cause it to be phased out? We didn't change any direction of ACE3. View restriction component is in ACEX though, and is simply using CBA Settings just like anything else, instead of deprecated modules. -
It was "cba_settings.sqf" since release, there was a brief time in development where it was "cba/settings.sqf" only IIRC.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You question was answered by @alganthewho wrote the system, and I am not in position to talk about it because I don't have much experience with the code behind it. Also your post had nothing to do with CBA Settings, which the post I was replying to was talking about (and claiming in-game interface doesn't exist where there is even a screenshot showing it off on the documentation we linked with the update). So you just put yourself into the group I was referring to (those unable to read one sentence description that came with the update) intentionally? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Now go read the actual news post and documentation which we linked in said news post, and you will realize it's exactly as easy as modules, you don't have to mess with any code. People, learn to read please, or go back to primary school. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anything work? Are ACE Interactions not there? Are they there but just no drop ability? Did you enable Fortify mode using the chat command? If that doesn't help, make an issue on GitHub. -
CBA - Community Base Addons - ARMA 3
jonpas replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That disallows file patching for connecting clients, it does NOT enable it for server (but I see you have it enabled with -filePatching). Do you have a line "Could not read cba_settings.sqf" or something like that (it has no "[CBA]" prefix because it's Arma reporting it it can't find it)? Where exactly is your userconfig folder placed, full absolute path. -
Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, try that, we had reports of that before and Arma itself had trouble in the past, but I am unsure if that was resolved. If that fixes it for him, an issue on GitHub would still be nice with a crash dump attached so we can investigate closer.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds like something very specific. Any chance he can make an issue on GitHub with as much information as possible (hardware, operating system, other software, crash dump files... etc.)? Crash dump files would go a long way to see where the crash is originating from. Joining our Slack would be even better so we can communicate in a faster manner and maybe get him to test more specifically. EDIT: Is he by any chance running Tobii EyeX tracker?- 896 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, just like the CBA wiki says. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks guys! And happy birthday @yokhanan! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS compatibility is there in the compat PBOs we provide. CUP compatibility will be added in the ACE compats that they maintain, and other NVG mods should add compatibility for it themselves, just like any other ACE3 feature, we cannot be responsible for compatibility with all the mods out there (we only provide those others contribute to ACE repository out of courtesy), it is a lot easier and better for respective mod authors to provide compatibility in their own mods. For NVGs specifically no ACE3 requirement is set even, as noted on the wiki framework page. ShackTac can add compatibility as they see fit as it is only for their community, it is impossible for us to do that due to wide array of different mod combinations and mods out there. And again, you can tweak the settings to your liking, defaults have not changed from the original version. Feedback phase was there to gather feedback like effects, find issues we didn't foresee and so on, that doesn't mean us testing it, but gathering public feedback on effects. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You call it garbage (thanks btw, that really motivates us!), I call it fun, that's why there are settings. NVGs were in feedback phase for over a year (which you could have tested as well!), majority of feedback we received was fine with defaults or were able to tune them to their liking. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System as linked in the news post. Because we couldn't, they are not easy, they are not nice or good, they come with all sorts of issues and more work to have them. It is in fact easier. If you hate menus and lists, there is nothing we can do and is entirely subjective, fact is CBA Settings are way easier than modules. Now stop complaining and go read the documentation I linked above, it explains exactly where to find them in Eden. When you are done with that go read the news post that was released shortly before the update, instead of jumping to false conclusions that your settings are lost. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I understood it, just wanted to clarify for anyone reading due to the wording used. Sadly Steam page is a mess with useless comments from people who can't be bothered to read anything at all and we do not track it often. And thank you! No changes from what I remember. -
CBA - Community Base Addons - ARMA 3
jonpas replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you enable file patching on the server? Also that log doesn't show us much, upload full one to pastebin/gist. You can also remove "@aceServer" from your "-serverMod=" list, that's the only thing your log shows. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It doesn't "fuck up" anything, all your old loadouts are untouched in Vanilla Arsenal (still accessible from main menu), but it does overwrite the button in Eden and modules. For now you can temporarily remove "ace_arsenal.pbo" to use Vanilla Arsenal. We are also working on a transfer script you will be able to use. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
jonpas replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is nowhere close the same thing. ACE3 climbing only allows you to climb obstacles below your height (waist-height or something like that). -
Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have forwarded that to the contributor who is continuously improving TS Channel Switching. No, it is just a model at this time.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What @cuel said, if you don't do SQF it's of no interest. If you do, it's just an easy way to make the keys available that otherwise aren't in custom displays, so all those mods don't have to apply the keys using our internal functions which might change without notice.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It might happen if that part ever gets restructured, but that's highly unlikely for ACRE2.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Because it is easier to handle that way and not worth adding extra complexity for such a small use case. I don't understand what you have against PTT (or any of the other solutions you listed) compared to muting your mic in TS, one is pressing a keybind to speak, the other is pressing a button to mute.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Use push to talk?- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My statement stays. Arsenal will save radios with IDs, which will cause the issue for you. In your inventory load script you can replace unique radios for their base classes. if ([_item] call acre_api_fnc_isRadio) then { private _baseRadio = [_item] call acre_api_fnc_getBaseRadio; }; In next update, we are rolling out full Arsenal compatibility, which will alleviate those issues on any newly saved loadouts.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
jonpas replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Make sure you don't assign radios with IDs (eg. "ACRE_PRC_343_ID_5"), but use base class (eg. "ACRE_PRC_343"). You can use an API function to get a base radio from a unique radio ("["ACRE_PRC148_ID_5"] call acre_api_fnc_getBaseRadio;").- 896 replies