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snippers

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Everything posted by snippers

  1. snippers

    ACRE2 Stable Release

    "acre start desync inventory" is the result of the game desynchronizing the inventory of a player. The code that triggers this warning actually reads through all the inventories of players on the server. This is a BI bug, that can happen quite often when using the virtual aresnal. We created some tickets on the BI tracker with reproduction steps but these didn't receive many upvotes and as such seemed to be ignored. This bug then prevents ACRE from knowing what radios a player really has. So you would then never hear that person talking on a radio. This bug can be avoided by using missions that handle gear assignment in a manner where a new uniform is not added on the same frame a uniform is added (except during init). For instance the assign gear component of F3 never encounters this problem. It is true that many things are fixed but there is a lot of expieremental stuff for instance some islands don't work with ACRE dev builds right now. JP, Nou and myself are putting time into improving ACRE and working towards a new release. No ETA, but it is being worked on. The current stable release is still highly playable and is basically what I use in my own community. If you are expierencing any bugs please do report them on our tracker and I will look into them : http://gitlab.idi-systems.com/idi-systems/acre2-public/issues
  2. snippers

    ACRE2 Stable Release

    Development has not ceased -> http://gitlab.idi-systems.com/idi-systems/acre2-public/activity Admittedly development has been slow as all the current active developers have a lot of other commitments. We are still working on it and would love to get a new release out. There is already a lot of improvements that will be included in the next release. The proper place to file a bug-report for ACRE2 is here -> http://gitlab.idi-systems.com/idi-systems/acre2-public/issues I have been running ACRE2 fine with my community with no CTDs. Sounds like something else is going on here, possibly ACRE and another mod conflicting. Please file a bug report and upload some rpts.
  3. Yeah that command would be awesome! And would offer a convienent alternative to wanting an option to global run attributes (Alongside a command for groups as well). I didn't realise getMissionConfigValue worked for custom mission attributes until rather recently which does offer a means for the client to read custom mission attributes values
  4. That is true, but the arma 3 launcher has its owns pros and cons. For instance not all mods are available on the steam workshop and as a user you also don't have direct control over where the mods are installed. Steam does not automatically copy teamspeak plugins/userconfig files where as Swifty allows us. For our community there are net advantages to running this over the arma 3 launcher, but the needs of every community are different.
  5. I am also wondering the same thing. This would be extremely useful to have At present the expression is only executed on the server and so if a client needs to lookup a value it needs to be sent from this server. This adds a fair bit of overhead. I was hoping on the client we could assume that all attributes were executed by postInit. However it seems now that we must send data to the client probably group a global setvar and then on the client we must wait for it to arrive. An example application would be a map tracker for various units with their marker being set through a custom attribute. At present remote exec/setvar must be done from the server. This adds a lot of extra work that could be saved by having a global flag for custom attributes.
  6. Swifty is nothing short of superb community modpack updater! It's super easy to use which is a huge plus as it means as a community maintainer I don't need to write guides for how to use it or help people out as much as I have with other tools in the past ;). Thanks again Head for making this awesome tool!
  7. snippers

    ACRE2 Stable Release

    I took this one into consideration too. All aspect ratio issues should be fixed, but I only update the tickets once the builds are in the hands of testing communities.
  8. snippers

    ACRE2 Stable Release

    This was previously discussed in this thread, and there's a ticket here on the issue: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/51 I fixed this a few days ago, but no ETA on the next public release yet.
  9. snippers

    ACRE2 Stable Release

    Update - Jaynus fixed the website and it should function normally again. Regarding the builds available at http://acre.idi-systems.com/archive/ . These builds are intended for internal testing with our testing communities and can be quite unstable. We are also looking to keep the number of testing groups small to help keep bug reports manageable. Whilst we have no issue with a community using them, support is not guaranteed, changelogs won't be shared here. Ideally you should to stick with the official releases in this topic. We request that mod distribution platforms (armaholic/withSix) do not use these test builds due to their experimental nature. I appreciate it has been quite long since a stable ACRE2 update, but there are things in the works.
  10. snippers

    ACRE2 Stable Release

    This is odd I haven't seen an issue with this functionality with ASR or ACE, it should work regardless of mods. This feature has already been rewritten for the next version. IIRC it is enabled by default, if it isn't you could running the function to enable it on all clients? iirc. [true] call acre_api_fnc_setRevealToAI; The server was recently migrated and updated, unfortunately this has resulted in some parts of the website/documentation not properly working. The mission maker API part is currently not setup properly like it was on the old server. Eventually this will be fixed. I don't know why but the server is a lot slower than it usually is. In the meanwhile feel free to consult with this page: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/mission-making-info I already addressed this see: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/58 The feature should be enabled by default or at least is in the current developmental versions.
  11. snippers

    ACRE2 Stable Release

    This has already been reported on the ACRE2 issue tracker and will be fixed in the next public release: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/58
  12. snippers

    ACRE2 Stable Release

    Note ACRE has multiple push-to-talk keys. I believe alt+capslock is one of the combinations check in controls->configure addons->ACRE2 - you may wish to remove the Multi-PTT binds if this annoys you. I am not sure what your asking, I don't think the effect itself will change. Babel is off by default if you wish to enable it use the modules, or for a brief intro to scripting it -> http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/mission-making-info#babel
  13. snippers

    ACRE2 Stable Release

    There is a feature request for this already, which may help alleviate the problem in the future: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/49 ACRE2 at present does not have any vehicle radios though I believed it is planned in the long-run, The radios already implemented in ACRE2 do however offer really long-range comms. You can get a rough idea here - http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/basic-conceptsIt is also possible to disable terrain interference simulation which can help boost the range a radio is heard in some circumstances too.
  14. snippers

    ACRE2 Stable Release

    Ah I see, sorry for the confusion, I just saw the picture of TFR radios and assumed they were taken by squeaker. The problem is known about on the ACRE2 ticket tracker and will mostly likely be dealt in the future: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/51
  15. snippers

    ACRE2 Stable Release

    @Squeaker - That isn't the ACRE2 mod, you might want to try the topic for Task Force Radio which I believe is the mod pictured: https://forums.bistudio.com/topic/159393-task-force-arrowhead-radio/
  16. snippers

    WarfareThai EX Mod

    Thank you, and congrats on the new release :D!
  17. snippers

    TF47 Launchers [WIP]

    @Blackpixel, So after some testing it seems currentmuzzle sometimes returns a number rather than a string if you. I'd advise replacing the == with 'isEqualTo' as this supports comparing variables of different types and won't throw an error.
  18. snippers

    TF47 Launchers [WIP]

    Thanks for the update Blackpixxel :D, very much looking forward to using the SMAAW :D Sorry to be a pain but we were playing tonight with the new version. I was getting the following script error periodically. We run a lot of mods so I suspect, it might be that some mods haven't defined muzzles, but would be awesome, if you could account for this in the script. 20:03:59 Error in expression <apons this))) && (((currentmuzzle this) == "tf47_smaw") || ((currentmuzzle this)> 20:03:59 Error position: <== "tf47_smaw") || ((currentmuzzle this)> 20:03:59 Error Generic error in expression
  19. snippers

    US Military Mod (80s 90s)

    I might be a bit crazy but if you will indulge me here is my suggestion. Firstly I will pre-face this by saying I recognize this is your mod and you are free to do whatever you want :) I'd suggest defining the units in a separate pbo to the rest of the mod. Then in this separate pbo define all the units and make it use the CUP weapons. This way for those who want the units with CUP compatibility, they can just use that pbo. Those that prefer other weapon packs are then free to create their own pbos defining the units with whatever weapons they please. I believe in theory this *might* be a good way to keep people happy, still allow the use of CUP and you wouldn't need to then create a weapon pack. Ultimately those who don't want the CUP dependancy are free to create their own unit config pbo. You might even get people to volunteer and donate unit pbos that require other weapons back.
  20. snippers

    US Military Mod (80s 90s)

    Fantastic news :D, I am really looking forward to this! This was one of the best Arma 2 mods and now to see it coming to Arma 3 is glorious news :D!
  21. @Fanatic72 An update to F3 is planned to add an ACE component similar to how the AGM component presently works. Backpacks work fine in the multiplayer editor, however if using the singleplayer editor the backpacks will not be added. The singleplayer editor is not fully supported by F3. This may change with a future release. @Zriel If you want to have join in progress (JIP) that way, leaving some slots with the AI enabled might be an option. A player can join into these slots at a later point. This does however mean that an AI will be a substitute. Note that if the AI dies the slot is no longer available.
  22. snippers

    RDS A2 Civilian Pack

    Are you using 1.00 or 1.06? The main post was never updated, but the civilian units were all fixed in 1.05, and the volumes lowered a bit. For the latest see: http://forums.bistudio.com/showthread.php?180184-RDS-A2-Civilian-Pack&p=2811778&viewfull=1#post2811778
  23. snippers

    TRYK's Multi-Play Uniforms

    Zabb that looks awesome! Really nice work with those chest holsters!
  24. snippers

    USMC Aircraft (AV8B/AH1/UH1)

    Thanks for the release Karneck, nice work with the MV-22 :D! I have been wanting this aircraft for a longtime so thank you greatly :)! One of the problems I always had with the Arma 2 one was that in hover mode it turns really slowly ~20 seconds to turn 90 degrees (same with your version as well). This can make landing and takeoff in tight spaces take considerably longer. I was playing with the config hoping I be helpful and give you some better config values as a suggested update. Unfortunately my attempts failed, Deltagamer made some progress and shared his findings here - http://forums.bistudio.com/archive/index.php/t-185595.html
  25. snippers

    RHS Escalation (AFRF and USAF)

    One of our members, created a short and sweet tutorial of how to use the RQ-11B Raven found in this mod. He impressed me with the quality of this! I thought the wider community might enjoy it!
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