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 Advanced Combat Radio Environment (ACRE) 
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ANZINS 2-Commando
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Joined: Tue Sep 18, 2007 8:15 am
Posts: 2055
Location: Crusaders Country
Post Advanced Combat Radio Environment (ACRE)
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Finally, after many months the much anticipated successor to A2T is officially released. I'd like to switch us over but so far mine and Lhowon's attempts at using it have failed, I suspect the problem is with one of us only :| but I need a third person kitted up to prove that theory. It's a little involved to setup but luckily you have Uncle Defunkt to package all the latest components into a nice straight-forward download.

Update your ArmA2 install with the contents of the archive's ArmA2 folder. There is a userconfig file (as was for ACE) where you set your keybinds. There's also the latest version of @CBA with some additional instructions for anybody not running Combined Operations. If you're running the beta patches then dsound.dll must exist in your ArmA2 root and in Expansions\Beta next to the beta executable. Your command line should include...

-mod=@CBA;@JayArmA2Lib;@ACRE

Move acre.dll or acre_64.dll into your \Program Files\TeamSpeak 3 Client\Plugins folder and enable it in the TS3 plugins list (as for A2T).


Sun Jul 25, 2010 1:11 pm
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ANZINS 2-Commando
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Joined: Tue Sep 18, 2007 8:15 am
Posts: 2055
Location: Crusaders Country
Post Re: Advanced Combat Radio Environment
Okay, working now for Trooper and Lhowon also.

An updated and customised ACRE kit is now in the Armed Assault TS channel featuring a new default radio skin by jaromaz (?) which was mysteriously left out of the current release, LCD screen edited by moi. Also a less obnoxious 'transmit' indicator.


All your ArmA is belong to me!

Annex is now also ACRE aware, as with A2T both teams get five channels pre-confgured with randomised frequencies and the correct channel for their squad pre-selected on spawn (and on each respawn now also).


Wed Jul 28, 2010 3:38 pm
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