Author: ACRE Team
Author Website:

Requirements: Community Base addons A3

Signed: Yes, serverkey included

Short description: The ACRE mod links Arma 2 and Teamspeak3 to create a more immersive environment in which we play in, including positional audio, real radio communications.
Date: 2015-04-09 17:34
Submitted by: Armaholic

Comments: (17)


Advanced Combat Radio Environment 2 (ACRE2)


Welcome to the ACRE2 Public Beta release! I hope you are as excited as I am to finally have this project out and in the wild! For those who are not familiar with ACRE from Arma 2 or the semi-public port of ACRE1 to Arma 3, ACRE is a full fledged communications suite for Arma, allowing realistic radio and voice communications through Teamspeak 3. The original ACRE released in the Summer of 2010 set the bar for communications in the Arma series and allowed what was once the tedious and long task of organizing Teamspeak or Ventrilo channels, with multiple whisper lists and no direct communications between groups, to be reduced to a natural implementation in a single Teamspeak channel. All players are able to speak with each other directly or use in game configurable radios to communicate at longer distances providing unparalleled immersion in the Arma series.

ACRE2 takes what ACRE1 pioneered to a whole new level. With increased performance and stability ACRE2 provides and even more immersive communications experience for the Arma user. Direct voice communications has had a complete overhaul and introduced new features such as occlusion from the environment, including vehicles and buildings, as well as multi-channel audio, allowing voices to be heard from multiple sources. A new virtual language feature in the Babel System allows mission makers to designate "languages" to certain players, making those that do not speak the same language indecipherable. This presents a multitude of gaming scenarios including player translators (Babel allows multiple languages per-person) and enemy communications that are unable to be understood.

The core feature of ACRE has always been radios though, and that has undergone major improvements in ACRE2 as well. A new, extremely powerful and modular distributed data system allows for a whole manner of new features to be simulated in a robust and reliable way, and powers the most realistic real time radio simulation released in either the civilian or military market. The new data system is designed to support large numbers of radios, in a JIP compatible and persistent world setup, as well as allowing for the future implementation of highly advanced features such as data event logging and radio replay ability. While the public beta only implements two functional radios at the moment the robust and well documented framework allows for rapid prototyping and easy implementation of new radio systems by ACRE as well as the community at large. The entire system is implemented in a way to maximize commonality with current Arma modding practices, going so far to even allow individual sounds of the radios to be modded by the community or any other feature.

Of the two current radios implemented, the AN/PRC-148 is a highly detailed simulation of the real device, offering by the book use, and while still feature incomplete the radio is set to be expanded rapidly with advanced simulation features such as SINCGARS frequency hopping (as well as other ECCM modes) and COMSEC simulation. Further radios, including the well known AN/PRC-119 and AN/PRC-117, as well as a new MANPACK radio are queued for development in the short term.

Radio broadcasts have also received an immersion boost. Handling of radio speakers (as in amplified speakers) are now natively implemented in the ACRE engine, allowing radios, including the AN/PRC-148 to emit received broadcasts to the game world and be heard by everyone around them. This includes radios attached to your person. The new custom multi-channel audio system also handles hearing both a person on radio and on direct speaking, removing confusing situations present in ACRE1 where a person next to you might not be audible if your radio volume was turned down, even though you were physically near them.

But enough talking about ACRE2, lets get it in your hands!

Current TS3 Support:

Real time voice occlusion for world objects, including buildings.
Babel language system that allows you to implement virtual languages on other players.
Multi-channel audio, allowing people on the radio to be heard locally as well.
Radios with external speakers.
A highly detailed AN/PRC-148 simulation (still a WIP implementing all features).
Increased performance and stability.
A highly customizable and documented framework for the creation of radios.
A highly customizable and documented framework for implementing different game modes (persistent world, replays, logging, external data storage, external radio control).
Customizable sound configs that allow traditional patching of sounds played in ACRE via Arma addons.
Customizable radio presets, allowing groups to define radio presets in additional addons for mission makers to take advantage of (also see the F3 framework).
Enhanced and easily configurable vehicle sound occlusion and intercoms.

If you are choosing a manual installation from the download link above please follow these short instructions for an easy installation.

Download from the above link and extract the zip file to your hard drive.
Open the extracted folder and open the Teamspeak/plugins folder.
Copy the correct version of the plugin dll for your Teamspeak installation.
Navigate to your Teamspeak installation and open the plugins folder.
Paste the plugin into that folder, overwriting any current ACRE2 plugin.
Return to the extracted folder and go to the Game folder.
Copy the @ACRE2 folder.
Navigate to your Arma 3 installation folder.
Delete any current @ACRE2 folder and then paste in the @ACRE2 folder you copied from the extracted zip.
Create a new shortcut or edit an existing one, and add @ACRE2 and @CBA_A3 to the -mod parameter, for a longer explanation see this tutorial:
Launch Teamspeak 3 and enable the ACRE2 plugin in the Settings > Plugins window.
Launch Arma 3 from the shortcut you created.

Included .pbo files:

New footage coming soon

All controls are editable in the userconfig folder's ACRE2 directory acre_key_config.ini file.

The default controls are as follows:

Radio PTT: Capslock
Alternate PTT 1: Shift-Capslock
Alternate PTT 2: Ctrl-Capslock
Alternate PTT 3: Alt-Capslock
Open/Close Radio: Alt-Ctrl-Capslock
Cycle Radio: Alt-Shift-Capslock
Cycle Babel Language: Left Windows Key
Set Radio Left Ear: Ctrl-Shift Left Arrow Key
Set Radio Right Ear: Ctrl-Shift Right Arrow Key
Set Radio Both Ears: Ctrl-Shift Up Arrow Key

Future integration with the CBA key settings is possible.

Basic Radio Usage:
Both radios included do not require an intense knowledge of their functionality for basic usage.

Open radio using the Open Radio keybind (default ctrl-alt-capslock).
Channel: Change channels by clicking the left knob on the top of the radio.
Volume: Change volume by clicking on the right knob on the top of the radio.

Open radio using the Open Radio keybind (default ctrl-alt-capslock).

Channel: Change channels by clicking the center knob. The screen will display the channel number.
Volume: Change volume by clicking the left knob. Holding the ctrl key on your keyboard while clicking volume down will eventually turn off the radio.

Advanced usage on the current 148 implementation can be found in this video explanation by ToadBall here:

A written tutorial will follow after more features are completed.

Info / Links:
Mission Maker API:
Babel API:
Radio Framework API (advanced users):

Known issues:
Since this is a beta there are some known issues and limitations that you can expect to run into.

If you encounter a bug not found in this list please report them at the ACRE2 issue tracker here:

Limitation: Currently two available radios, AN/PRC-343 (ACRE_PRC343) and AN/PRC-148 (ACRE_PRC148). Additional radios will be added as the beta progresses, but due to their complexity/fidelity they are a lot more time intensive to implement than ACRE1.
Limitation: No retransmission currently. Retrans is currently not implemented, it is a feature that will be available shortly though as it is something I consider critical.
Limitation: When speaking on a radio and there is a radio nearby with its external speaker on you can not hear your own voice. This will be fixed in the future.
Issue: Sometimes the plugin fails to initialize at game start/JIP but does not warn about a lack of connection to Teamspeak. Restarting the plugin in teamspeak tends to fix this.
Issue: Sometimes PTT keys will fail to work when the game is maximized, but work when minimized. This seems to be a Teamspeak administration issue, running TS in admin mode fixes this.
Issue: The plugin will sometimes hang on restarting it from the plugins menu in TS. This hang needs to be looked into, if you know how to make memory dumps please dump and post them on the issue tracker.
Issue: Sometimes both Teamspeak and Arma 3 need to be run in administrator mode for connections to properly occur between them, this seems to mostly be an issue on Windows 8/8.1.

If your dedicated server restricts the types of files clients can load, please follow this advice on how to prevent issues with ACRE2 where clients can not use their PTT key or hear radio squawks:

Quote Originally Posted by TDC-Insane
Possible fix for dedicated servers:
> Whitelist "ini" and "b64" in allowedLoadFileExtensions (server config)
example: allowedLoadFileExtensions[] = {"ini","b64", ........... };

The following is NOT a issue, and is a FEATURE in ACRE2: When you are in game and ACRE is connected you will NOT be able to hear people that are not in the game as well. This is meant as a failsafe to any issues where someone might be having connectivity issues with ACRE and it is designed to minimize and reduce situations that can reduce immersion.

Credits & thanks:
First and foremost I have to thank Jaynus for all his work that he contributed to ACRE over the years. Without Jay this project would have been just a pipe dream. He provided the motivation and initial technical knowledge to get ACRE off the ground and he was instrumental in it's early success. Without Jaynus the community would be worse off as a whole.

As far as additional thanks here is a short and by no means complete list of those that have helped out in one way or another.

All of the testers and their communities that have helped test ACRE2 and ACRE1 in the past.
United Operations at for having me around and providing countless hours of testing and excuses to NOT work on ACRE.
Dslyecxi, for his motivation and encouragement, both for ACRE and myself.
The entire CBA team for providing an amazing framework that has made addon development so much easier.
The ACE team, sorry for being off in ACRE land for so long!
Sickboy and the PwS crew for creating such a wonderful content distribution platform.
Falcon, for all the maths.
Impulse, for dealing with all the community stuff at UO.
The rest of the Lovecave/Krause's Study @ UO for all your support and letting me have a place to vent about stupid $%@*.
Mikero for his toolset that makes life easy.
The Arma community on Skype, so much knowledge!
My non-Arma friends who have put up with stuff they couldn't really care about.
All the supporters on Reddit, Facebook, and other social media that have really gotten excited!
Armyguy, for being in charge of absolutely NOTHING.
Anyone else I forgot to mention, I didn't mean to forget you!

- Clipping issue eliminated
- Phasing from occlusion has been reduced, but still present when running through buildings
- Multiple SQF script error fixes
- The babel module would sometimes not initialize for JIPs
- The 343 no longer breaks when you remove the handle
- The ACRE2 Volume control options have been improved
- An issue which possibly caused AI to stutter has been removed

v2.1.0.763 Stable RC6
Fixed: Server side radio discovery is now throttled; this resolves server FPS loss with large amounts of radios
Changed: Client side no longer connects/mutes in Editor/SP
Fixed: Delay at end of a mission during reset has been drastically reduced
Fixed: Radios now finish loading/animating regardless of whether the GUI is closed.
Fixed: AI alerting broke with 1.4, fixed now
Fixed: isSpectator now returns the correct values for remote units
Fixed: naming module
Fixed: Basic Mission module fixes, now works as intended
Changed: 117F had the wrong SINAD rating.
Changed: Cycling languages now always creates a hint
Fixed: Sometimes the ACRE volume slider was wrong

v2.1.0.750 RC5
ACRE Changes
- All radios have received a visual revamp for prettiness
- Buttons now depress
- TS3 individual set volumes are now applied to people speaking
- Multiple performance and caching fixes vastly improving FPS hit
- Mission examples added to extras folder
- Squelch operations now working on all radios
- Added modules and API and example missions for easier use
- Many edge case bug fixes
- Added lower headset functionality
- Integrated ShackTac ACRE Volume Control, this is now accessible from the keybinds
- AI can now hear players speak and radios on speakers. this utilizes advanced occlusion and inverse-square calculations for realistic chances of awareness
- Gearing and equipping system changes
- Fixed any issue where some gear scripts would cause chat to break
- Added multiple builds for possible CPU architecture issues (see extras folder)
- Added backwards compatible TS 3.0.11 DLL's
- Radios now go into the container they were found
- String parsing functions improved for performance
- Extensive API and module updates for ease-of-use
- We probably missed something
Module Changes
- Added ACRE Basic Mission module for basic radio/babel/ACRE settings configuration in a mission
- Added difficulty setting module for strictly changing ACRE settings
- Added ACRE Channel Naming module for easy ability to name nets on the 148/152/117
API Changes
- Please see ACRE API Documentation for details.

v2.1.0.678 RC3
- AN/PRC-77 Manpack Radio added
- Virtual Arsenal no longer shows 2000+ radios
- Fixed issues with i7 K CPU users
- Removed click from buttons on the 117 and 152
- Fixed pink noise volume scaling with radio selected volume
- Added lower headset toggle keybind
- Fixed a compiler issue of plugin-per-compile compatibility
- Optimizations for PFH regarding transmission reception on 148/117/152. This should greatly reduce the FPS drop when rx
- Fixed ACRE volume settings not loading or being saved in some circumstances
- Fixed volume controls and feedback displays on the 152 and 117
- Fixed being able to set a power of 9999 on the 152/117
- 152 can now actually specify its squelch
- RX only now actually RX's only
- Fixed an issue with a script error which happened in some spectator scripts (GDT/F3)
- Fixed an issue of a script error in the 148

v2.1.0.671 RC2
- AN/PRC-77 Manpack Radio added
- Virtual Arsenal no longer shows 2000+ radios
- Fixed issues with i7 K CPU users
- Removed click from buttons on the 117 and 152
- Fixed pink noise volume scaling with radio selected volume
- Added lower headset toggle keybind
- Fixed a compiler issue of plugin-per-compile compatibility
- Optimizations for PFH regarding transmission reception on 148/117/152. This should greatly reduce the FPS drop when rx
- Fixed ACRE volume settings not loading or being saved in some circumstances
- Fixed volume controls and feedback displays on the 152 and 117
- Fixed being able to set a power of 9999 on the 152/117
- 152 can now actually specify its squelch
- RX only now actually RX's only

v2.1.0.651 stable RC1
Major Changes
- Volume controls in Settings->Plugins->ACRE->Settings to provide tweaking your volume accordingly. These settings save in the TeamSpeak 3\acre2.ini file and can be changed in real-time for testing. This will resolve anyone with the lingering volume issue.
- Distortions and sounds have received an overhaul. You no longer hear incoming squawks, instead you hear clicks and static (per real radios)
- Muting at the end of a mission fixed. All clients are now unmuted locally
- Bush/Tree/Building occlusion tweaked to fix "cant hear through a bush"
- The "ItemRadio" slot has been removed in ACRE2 - all radios now appear in your inventory
- Fixed a bug that would cause repeatedly beeps/squawks with the 343
- ACRE Omnibus released - please see associated Omnibus Page for details.
Other Changes
- ACRE2 Debug & Testing functionality added to acre_sys_debug and acre_sys_gui
- Entire engine upgraded to VS2015+C++11; if you require an older runtime, see the extras folder
- Named Pipe permissions fixed to not require running as administrator. If you have issues, try running Teamspeak & Arma NOT as admin, but as a regular user.
- Solved some cases where named pipes would not connect
- Editor stutter fixed
- CfgAcreRadio's have changed to CfgAcreComponents, in preparation for racks and components
- The 152 and 117 have been implemented, operational as the real radios and co-operational with the 148. See their associated manuals for usage.
- The PRC-117 needs to go INSIDE a backpack
- Fixed a frequency programming bug in the 148 where the channel frequency would invert
- The API Function of globalVolume now actually applies to global volume
- ACRE now loads a custom font for better realism of UI's
- Huge internal code breakout and function cleanup
- You can now double click radios in your inventory to open them
- Radio Noise disabled for intercoms. The effects stay the same, but the new noise is not generated on intercoms.
New Radios
- AN/PRC-117F
- AN/PRC-152

- workaround for the low volume bug

v2.0.2 hotfix
- Babel was sending the wrong value in an internal function call, should be fixed now.

- New keybinding system using CBA keybind system in A3 menu, the userconfig is no longer required or included!
- Volume tweaks, volume should be a bit better in direct speaking.
- Fixes for Zeus compatibility.
- Improved server performance when tracking gear.
- New system to look for inventory bugs and warn users/mission makers when they have broken Arma 3.
- Numerous small bug fixes and tweaks.

Forum topic:
- BI forums

- Community Base addons A3

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