nkey 35 Posted December 14, 2013 Super cool! Radio with the ability to change frequencies, great. Much better than ACRE. Thanks for the work. Thanks for the ArmaGamer :D Actually it is possible to change frequencies in ACRE too, but anyway thanks for feedback :) Share this post Link to post Share on other sites
DaViSFiT 21 Posted December 14, 2013 Hmm im trying to add radios to a ammobox like Redfield but im not able to. Putting it to a person works but not to a box. Can you add some radio boxes to your next release? :P when i wanted to play this mission: http://forums.bistudio.com/showthread.php?165519-COOP-32-Resistance-(FIA-vs-CSAT) its very strange, some players get a 148, most a 152. only one group leader gets a big radio, the others dont, only the first who join. the mission is not from me, so its hard to find the error. we are planing an event with this and your mod and i need to find a solution ;) Share this post Link to post Share on other sites
nkey 35 Posted December 14, 2013 Hmm im trying to add radios to a ammobox like Redfield but im not able to. Putting it to a person works but not to a box. Can you add some radio boxes to your next release? :Pwhen i wanted to play this mission: http://forums.bistudio.com/showthread.php?165519-COOP-32-Resistance-(FIA-vs-CSAT) its very strange, some players get a 148, most a 152. only one group leader gets a big radio, the others dont, only the first who join. the mission is not from me, so its hard to find the error. we are planing an event with this and your mod and i need to find a solution ;) Hi, I have tested this additemcargo ["tf_fadak_999", 1] with vehicles and ammo boxes and everything work correctly... Regarding 152\148 - I think it is know issues with BTC Revive compatibility. Regarding long range radio - looks like mission changes groups on the fly, so after start everyone in the same group. So, it is may be solved by putting a few LR radios in the same box. Share this post Link to post Share on other sites
Redfield-77 10 Posted December 14, 2013 Hi, I have tested this additemcargo ["tf_fadak_999", 1] with vehicles and ammo boxes and everything work correctly... I still have not had a chance to test this but I plan to soon. Also the code should be this addItemCargoGlobal ["tf_fadak_999", 1] Its not case sensative but you have to add the suffix "global" on the end to make it work in MP. nkey's code works but only on SP and who needs TFR in SP :P Share this post Link to post Share on other sites
nkey 35 Posted December 14, 2013 (edited) Its not case sensative but you have to add the suffix "global" on the end to make it work in MP. nkey's code works but only on SP and who needs TFR in SP :P Yes, I know ;) But you should run addItemCargoGlobal only for server... Edited December 14, 2013 by nkey Share this post Link to post Share on other sites
DaViSFiT 21 Posted December 14, 2013 thx! will try and report! ;) Share this post Link to post Share on other sites
nkey 35 Posted December 14, 2013 (edited) thx! will try and report! ;) You can try next beta preview version - https://github.com/michail-nikolaev/task-force-arma-3-radio/raw/master/releases/0.8.2.zip It is not carefully tested yet (not released), so use on your own risk :) UPDATE: (some issues with spectator mode currently) Edited December 14, 2013 by nkey Share this post Link to post Share on other sites
NeuroFunker 11 Posted December 14, 2013 (edited) lately i have noticed, when i'm enabling task force plugin in ts, the general volume drops to like 20%, and from time to times gets back loader again, and then back to 20%. Happens when we are talking in game lobby or outside the game, when the game starts, everything seems fine, the KW radio, is even loud, so i have to set it to like 60% all the time, DW radio is perfect at default setting. No idea what causes this, but i wish we could find the reason and it gets fixed. Anyone else having similar to this? Edited December 14, 2013 by NeuroFunker Share this post Link to post Share on other sites
nkey 35 Posted December 14, 2013 lately i have noticed, when i'm enabling task force plugin in ts, the general volume drops to like 20%, and from time to times gets back loader again, and then back to 20%. Happens when we are talking in game lobby or outside the game, when the game starts, everything seems fine, the KW radio, is even loud, so i have to set it to like 60% all the time, DW radio is perfect at default setting. No idea what causes this, but i wish we could find the reason and it gets fixed. Anyone else having similar to this? Yep, I have some report like this. Will be fixed in one of next version. Regarding personal radio volume - looks like issue is fixed, you may check preview version (with some bugs, not finally ready) in my previous post. Share this post Link to post Share on other sites
NeuroFunker 11 Posted December 15, 2013 Yep, I have some report like this. Will be fixed in one of next version.Regarding personal radio volume - looks like issue is fixed, you may check preview version (with some bugs, not finally ready) in my previous post. nice, can't wait. Share this post Link to post Share on other sites
nkey 35 Posted December 15, 2013 New pre-release version available (0.8.3) - https://github.com/michail-nikolaev/task-force-arma-3-radio/raw/master/releases/0.8.3.zip If you tired with some bugs - you may install it. Testing is still in process... Share this post Link to post Share on other sites
GOS ToF 17 Posted December 15, 2013 Great ! Thx for your work ! Share this post Link to post Share on other sites
l etranger 5 Posted December 15, 2013 Thanks Nkey, I can't found much documentation if there is a function library like TF_isspeaking, TF_isradiospeakin TF_setspectatoremode etc Is there one available somewhere ? Share this post Link to post Share on other sites
nkey 35 Posted December 15, 2013 Thanks Nkey, I can't found much documentation if there is a function library like TF_isspeaking, TF_isradiospeakin TF_setspectatoremode etc Is there one available somewhere ? Spectator mode is activating automatically in case of player death. You want to do it manually? TF_isspeaking and TF_isradiospeakin... There are no such functions currently, how do you plan to use it? Technically in latest pre-release version (0.8.3) you may use such code: "task_force_radio_pipe" callExtension (player call preparePositionCoordinates) and check response for string SPEAKING. But it is not lightweight function. Also, you may check player object for variable "tf_start_speaking" - it contains diag_tickTime value of last speaking by the player. But it is not an PI, so such stuff may be changed in future. Share this post Link to post Share on other sites
l etranger 5 Posted December 15, 2013 For example, in my case in the VTS, when player reach 0 life they move into a spectator script (still there body is alive) so I would like to set the spectactor mode On on the TFR. So he can act like that. I would like some command to detect when player are speaking so, I can make nearby AI to look at the sound source basically. Also it seems, when player die and before respawn (while Arma respawn timer go on) people talking can be heard by everybody is that a know bug? Share this post Link to post Share on other sites
nkey 35 Posted December 16, 2013 For example, in my case in the VTS, when player reach 0 life they move into a spectator script (still there body is alive) so I would like to set the spectactor mode On on the TFR. So he can act like that.I would like some command to detect when player are speaking so, I can make nearby AI to look at the sound source basically. Also it seems, when player die and before respawn (while Arma respawn timer go on) people talking can be heard by everybody is that a know bug? If it will requred to patch 0.8.3, then I"ll try to add such commands in this release, but can't promise. Regarding last thing - looks like it works in lightweight (coop) mode, check documentation regarding "serious" and "lightweight" modes. Share this post Link to post Share on other sites
legolasindar 3 Posted December 16, 2013 Hi i'm Viper of the www.cavallersdelcel.cat, first of all sorry for my bad english, is not my language. Thanks for this nice addon, for the moment ACRE work better, but your addons have the potential to be more better than ACRE, i hope update you addon for replace filtered ACRE. I found a one conflict with the Mag Repack addon http://www.armaholic.com/page.php?id=19692 if you load both addons, when i press R for reload weapon, this open Magrepack windows, but the key for this is Ctrl+R. I try without TFAR and Magrepack work well. This is a conflict with both addons. Share this post Link to post Share on other sites
nkey 35 Posted December 16, 2013 I found a one conflict with the Mag Repack addon http://www.armaholic.com/page.php?id=19692 if you load both addons, when i press R for reload weapon, this open Magrepack windows, but the key for this is Ctrl+R. I try without TFAR and Magrepack work well. This is a conflict with both addons. Already fixed in pre-release version, you may check this version - https://github.com/michail-nikolaev/task-force-arma-3-radio/raw/master/releases/0.8.3.zip Share this post Link to post Share on other sites
lawilm 10 Posted December 16, 2013 We have a rented server through FPSPLAYERS. The radio mod works first off the only issue we run into is if a player goes up to the VAS and selects the vanilla radio (which as I understand it the mod changes that to the respective shortwave radio for the faction) this does not happen.... The only way it works is if we keep the radio we spawn in with or reselect a presaved load out that had the respective radio saved prior. Is there a work around for this or any help with this matter? Share this post Link to post Share on other sites
nkey 35 Posted December 16, 2013 (edited) We have a rented server through FPSPLAYERS. The radio mod works first off the only issue we run into is if a player goes up to the VAS and selects the vanilla radio (which as I understand it the mod changes that to the respective shortwave radio for the faction) this does not happen.... The only way it works is if we keep the radio we spawn in with or reselect a presaved load out that had the respective radio saved prior. Is there a work around for this or any help with this matter? Hm. Strange. How long are you waiting? (it may take about 10 seconds) to replace the radio. Also, do not save faction radios into VAS, because they need to be unique (should be fixed in future in VAS). UPDATE: I have checked with last VAS - everything works.... Edited December 17, 2013 by nkey Share this post Link to post Share on other sites
Wetherby 10 Posted December 17, 2013 hello nkey and thank for your excellent addon! I have one question: It is possible to delete the script which add radio backpack at unit in begining of a game? Share this post Link to post Share on other sites
laxemann 1673 Posted December 17, 2013 hello nkey and thank for your excellent addon! I have one question: It is possible to delete the script which add radio backpack at unit in begining of a game? Do you guys even take a look at the readmes and stuff before posting? :P Click me To disable the automatic distribution of long range radios, add the following line to init.sqf: tf_no_auto_long_range_radio = true Share this post Link to post Share on other sites
New Jersey 10 Posted December 17, 2013 Hi guys, maybe you could help me. What are all the classnames of the radios? Share this post Link to post Share on other sites
nkey 35 Posted December 17, 2013 Hi guys, maybe you could help me.What are all the classnames of the radios? Please check this post - http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio&p=2580421#post2580421 and also, documentation at http://radio.task-force.ru/en/ (section "To Mapmakers") Share this post Link to post Share on other sites
gundy 10 Posted December 17, 2013 What are all the classnames of the radios? Dude, RTFM (sorry, cannot post a link yet, just go to nkey's first post, go to the TFAR website and click on "Information", then scroll down to "To Mapmakers"). :) Share this post Link to post Share on other sites