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      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.


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About jonpas

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    Gunnery Sergeant
  1. Do you know exactly how those other mods work? Otherwise I wouldn't say that if I were you. ;) Make an almost empty test mission that can be quickly loaded with only CBA and post it on the GitHub Issue Tracker, then someone will take a look (if you can indeed reproduce it like that).
  2. Make sure to try with 3.10.1, we removed custom AI config in 3.10!
  3. As for Advanced Throwing being broken: https://github.com/acemod/ACE3/issues/5290#issuecomment-309933617
  4. No, CBA Keybinds don't support that, because they can't, BI does not provide any API to do that.
  5. Should work just fine, as unless something communicates with the plugin, there shouldn't be any issue.
  6. That is actually how it works, and is simulated as such in ACRE. In the future, we are planning to lower it to 0.5 to make life easier on new users though (only the default). I suggest you create a very bare bones mission with just 2 players put down where you observe this behaviour, send it to us (on Slack or GitHub) and we can determine if it is an actual bug (which is of course also likely) or just how the 343 works.
  7. Official RHS compatibility files are definitely not "discontinued", you are most likely looking at an unofficial compatibility mod. Get the compatibility files from our GitHub if nothing else works (although they should be updated everywhere).
  8. Arma language support for Atom has been updated to version 2.10.0! Changelog: - BI Commands from Arma 3 v1.70 - BI Functions from Arma 3 v1.70 - CBA Functions from CBA 3.3.1
  9. What Alwarren said, however I plan on working on that, to at least make them all AFM-compatible (aka not exploding) in the future, but that might take a while.
  10. Can you send me a small test mission with just some vanilla unit and that added so I can test it faster? Over PM is fine.
  11. Give an example of what you are doing.
  12. Yes, for now radios will work underwater, until proper underwater radio simulation is implemented, if ever.
  13. It is not strange at all. ACE Spectator and remote control effectively switches your "player" to another entity. When Zeus support was added to ACRE it was added so player still speaks through own avatar, if anything we'd want a toggle between that and speaking to other Zeuses. As said, make an issue on GitHub, GitLab ones are no longer active.
  14. You want players to be able to talk to each other when unconscious? If that is so, ACE3 mutes unconscious players in the medical system, I do not think there is a setting for this currently, you should make a feature request here at ACE3.
  15. I am not sure what you mean by "can manipulate everything else by using _this select 0, and then _this", but I will try to answer. You can remove the radio just like any other item in Arma, to identify if an item is a radio you can use the following code (as radios change their classnames due to unique identifiers): if ([_item] call acre_api_fnc_isRadio) then { _player removeItem _item; }; Where "_item" is the classname, you can for example loop through everything in uniform/vest/backpack. Alternatively if you are only worried about radios you can also use "[] call acre_api_fnc_getCurrentRadioList" on the client's machine to get all of the radios on the local player if you are doing this on each client.