magnetar
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Everything posted by magnetar
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So far I have not experienced this anymore except wheno quickly teleporting. Feel free to join our slack and share those RPTs- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Everything is possible, but do not expect SATCOM in the near future.- 896 replies
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Magazine Wells?
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
To be honest, ACRE2 has a much different player base than DayZ actually has (in general terms) and as far as I know, most of us (or none) have actually DayZ. In addition, ACRE2, is one of the more complex mods around with its data/config event driven approach. Who knows... ;)- 896 replies
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RHS Escalation (AFRF and USAF)
magnetar replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Or use Arma3sync, swifty or any similar program that allows you more control on when something gets updated for your community.- 16577 replies
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- Weapons
- Accessories
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RHS Escalation (AFRF and USAF)
magnetar replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, I am sure that many communities play on monday, tuesday, ... and so on. Finding a date that suites everybody will never happen, so devs release when a) they have time, b) they fill comfortable with what they have.- 16577 replies
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- 3
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- Weapons
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will have a look at it at the weekend.- 896 replies
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[RELEASE] Transmitting / Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2
magnetar replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice!- 47 replies
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- task force radio
- animations
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(and 2 more)
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you think that this is an issue, please post it in github https://github.com/IDI-Systems/acre2/- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What worries me is that you have a lot of these messages that are the Arma3 "spiral of death" although the server recovered with a lot of desync: and then 4 in a row from the same player with different IDs! with the worst in here I do not know what izweracre_prc117f_id_i is and never seen it. Actually this points to a custom acre classnames unless you have modified the RPT. Is this the case? How do you assign radios? With a custom loadout script? Do you change uniforms or use in your custom modpack something like backpack on chest?- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Appreicated!- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is independant of the number of vehicles. Racks are only initialised once the player enters it. Nevertheless, could you post the Client and Server RPT?- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, I have `acre_api_fnc_getVehicleRacks` prepared- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, radios do nothing by themselves with left-alt unless you changed the default key-bind. But all I can suggest is that you give it a try.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We had to accept the EULA after the update, which is an automatic process for us. It is fixed now.Got it!- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not directly. However there is the acre_api_fnc_setGlobalVolume https://github.com/IDI-Systems/acre2/blob/master/addons/api/fnc_setGlobalVolume.sqf. You could use it to reset the player volume to your limit- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, racks and intercom will be for the moment config based (http://acre2.idi-systems.com/). However, you can add/remove racks from a vehicle using the new API functions.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wav2B64 is only used for converting WAV files into Base64 encoded files. You do not need it for ACRE2.- 896 replies
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Congrats on releasing this.
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In the current stable build this is not possible. In the 2.6 version (current dev-build), it is possible to assign rack radios to objects. However, loudspeakers for such radios (AN/PRC 117F and SEM70) are not yet there. Once the loudspeaker functionality is implemented, we can think on making API functions to enable/disable radio speakers through scripting. Join slack, there we have a channel dedicated to dev-build: http://slackin.idi-systems.com:3000/- 896 replies
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DAC V3.1 (Dynamic-AI-Creator) released
magnetar replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can also do it through the events. This one works for infantry units. _Events_Unit_S = [ ["{_x addCuratorEditableObjects [(units _group),true]} forEach allCurators"], // Executes when creating/spawning units. [], // Executes when reaching waypoints. [], // Executes when group is eliminated. [], // Executes when unit is eliminated. [], // Executes before group reduction. ["{_x addCuratorEditableObjects [[_unit],true]} forEach allCurators"], // Executes after building up after reduction. [] // Executes when detecting enemies. ]; It works in a similar fashion for wheeled vehicles and tanks. -
Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is weird... Is there any conflict in assigning PTT Keys?- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You have to replace the TS b64 files in he mod and repack it yourself. You can modify the content but if you think that the modifications bring an overall improvement for the community, consider please to contribute to the upstream code in our repository. Make also sure that the file format is correct. Can you post the server and client rpt?- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
magnetar replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
2.- Radio backpacks do not work nicely with ACRE since the backpack is not a radio in itself as opposed to TFAR: it is just an item you can put anywhere else. We have explored solutions with attachTo in the past but the results were not satisfactory. 3.- Full Zeus compatibility is at the moment on hold. Focus is on overhauling the intercom system and integrating it with vehicle racks. Nevertheless of our plans, contributions are always welcome :)- 896 replies
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DAC V3.1 (Dynamic-AI-Creator) released
magnetar replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Headless works quite well with DAC. If you do not want to deal with custom scripts, I suggest you give a shot at ACEX Headless functionality.