Author: ACRE Team
Author Website:

Requirements: Community Base addon, Arma 2 Beta Build

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 and complete compatibility with the ACE2 Arma 2 project

Date: 2012-10-23 20:44

Comments: (15)


A.C.R.E - Advanced Combat Radio Environment


We would like to introduce to you the ACRE mod, in production by various members of the A2 community. The ACRE mod links ArmA2 and Teamhhak3 to create a more immersive environment in which we play in, including positional audio, real radio communications and complete compatibility with the ACE2 ArmA2 project.

We intend to create the most realistic and immersive radio system within the current gaming world; based off of real life experience and knowledge, as well as the use of physical terrain obscuration, radio loss, distortion, and all other considers a real radio operator must make on a daily basis.

We welcome anyone to supply feedback or join in on this cooperative project.

Current TS3 Support:
TS3 3.0.9

Also this version requires that the server be running 1.3.16 as well!!! Playing on older servers may cause issues!

* Five ACRE-Specific Radios
    . AN/PRC-117F man pack radio
    . AN/PRC-119 man pack radio
    . AN/PRC-148 handheld radio
    . AN/PRC-152 handheld radio
    . AN/PRC-343 personal role radio
* Vehicles now contain rack mounts and already included radios!
    . AN/VRC-103 (AN/PRC-117F Vehicle Rack)
    . AN/VRC-111 (AN/PRC-148 Vehicle Rack)
    . AN/VRC-110 (AN/PRC-152 Vehicle Rack)
* Rack mounts contain loud speakers that allow anyone within hearing distance to listen to radio conversations!
* 100% ACE2 Compatible
    . Integration with all ACE2 man pack radios, using default AN/PRC-119 statistics.
* ACRE now implements ACRE interaction keys utilizing the CBA framework. Most player should be familiar with these from their prominence in ACE2.
* PRC-343 now replaces the default ArmA2 'ItemRadio'
* Realistic GUI interfaces for radios, they are the real thing
* Directional speaking for non-radio, normal communications
    . Real-time 3d positional information
* Realistic terrain affects for radios
    . Signal lose & distortion from buildings, hills, trees, and other objects
    . Realistic power output and antenna length considerations for all radios that effect signal
    . Realistic frequency wavelength falloff; higher frequencies do not travel as far
    . Real-time positional calculation for fast-moving objects
* Separate Push-To-Talk key (non-toggle) for using your radio
    . If a person speaks on their radio and you aren't on that frequency, you can hear them 'directly'
* Multiple hotkeys and quick-displays for fast information about your radios
* Players can carry multiple radios on different frequencies
    . Hot-swap radio hotkey
    . Current radios selection menu
    . Pop-up display on broadcast to know current radio in use
* Radios are now considered unique objects within the ArmA2 world
    . Radios are droppable and maintain ALL settings for anyone who picks them up
    . Program a radio and trade it with a player!
    . Pick up your dead enemies radio and discover his platoon's frequency
* Man pack Radios have the ability to use 'PA' mode in a vehicle, broadcast at 40,000mW!
* Custom Squawk sounds for all radio transmissions (credits to Krause)
* Realistic distortion effects
    . Normal broadcasting distortion
    . Signal lose distortion and noise
* 100% BattlEye compatible
* Performance and desync considerations
    . All time critical radio information is communicated via TeamSpeak3, server desync doesn't break ACRE
    . Crash/Desync fallback functionality. Sound "anomalies" are no longer possible with lag/desync.
    . Optimized distance, terrain, positional and signal calculations
    . Use of JayArmA2Lib for Named pipes communication; 0-latency inter-process communication between TS3-ArmA2
    . Server side garbage collection of radios to prevent object clutter/long mission lag
    . Many fixes for ts3/arma2 crashes, server/mission disconnects
* Global 15 second reset for any of these scenarios
* Dead player and respawn handling for both radio and direct chat

You no longer have to run TS3 beta's.
1. You can uninstall the older ACRE via the control panel first.
2. Download and install the new official TS3 from the TS3 site.
3. Install ACRE.
4. Don't forget to run as administrator!

Included .pbo files:

New footage coming soon

Info / Links:
Wiki -
Tracker -

Credits & thanks:
* All the official & unofficial ACRE testers
* UnitedOperations.Net Community for dealing with us pushing broken updates all the time
* Havoc Company ( for all the 1-on-1 and beta time
* rexehuk for killing so many animals on our behalf
* Shack Tactical ( for multiple thorough testing sessions
* SSG Clan ( for so much thorough testing and dealing with crashes
* Task Force Blackjack for their unending unguided testing and bug reports which have helped us so much
* The ACE/CBA teams for random scripting and engine discussions and debugging
* All the various ArmA2 Skype channels for listening to us (Think tank, im looking at you)
* Sickboy specifically for his heavy work and integration on making with SixUpdater became a reliable and extensive platform to deliver ACRE and JayArmA2Lib
* BI Forums community for the support

* TS3 Version increase to 3.0.9
* Fixed Muting again - now unmutes all local mutes

* Fixed surround and falloff issues for different 5.1/7.1/3.1/Stereo issues with TS3.
* Fixed clients not getting unmuted if in different channel, disconnected, or if you restart TS3
* Fixed ACE inheritance issue
* Fixed ACE ruck capacity of 117/119

v1.4.8 hotfix
- fixed issue were people were having an issue in and out of game when they were experiencing the pipe error where the game would stutter heavily. Mind you if you were having this stuttering issue then you still will have the underlying issue of the pipe closing, which is usually a permissions issue!

* Drastically reduced pipe traffic, hopefully increased named pipe bandwidth... should fix some reliability issues at high player counts as well as sticky direct speaking.

* Fixed bug where per-frame handler code would run after mission end causing odd behavior

* Moved even more loops to per-frame handlers
* Refactored code to use less scheduled execution time

* Moved more loops to per-frame handlers
* Moved critical server loops to non-scheduled execution

* Final build for release.

v1.4.3 RC4
* Bug that wasn't allowing volume to be attenuated by vehicles in direct speaking when using original voice model.

v1.4.2 RC3
* Default voice curve model is now the original model.
* Removed some debugging code that was causing server crashes/desync.
* Increased radio volume.
* Potential independent setting of soundpack volume (not tested).

v1.4.1 RC2
* Implemented different voice scale modes.
* Added persistant speaking events while speaking to compensate for potential TS3 packet loss.
* Tweaked amplitude model

v1.4.0 RC1
* 5.1/7.1 fixed
* Direct speaking distance is based on the actual volume of the speaker
* Multiple bug/stability fixes through 1.3.x series

Forum topic:
- BI forums

- Community Base addons
- Arma 2 Beta Build

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