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Task Force Arrowhead Radio

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I keep reading this but from my own experience, I can see (or better: hear) nothing wrong with it. Could you explain?

btw: TFAR is great - easy to set up, runs flawlessly, lots of tools for mission & addon makers... nice. Keep it up! :)

Cheers,

D.

I suppose it is more noticeable if you've used ACRE before.

When talking to someone who is around you in game, it sort of still sounds like you're talking to someone on TeamSpeak, as opposed to their voice coming from whichever direction they are in game. ACRE does this very well, but it's also been around much longer, so give it some time and I'm sure we'll be satisfied. Check out some YouTube videos of both mods if you're still unsure as to what I mean.

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When talking to someone who is around you in game, it sort of still sounds like you're talking to someone on TeamSpeak, as opposed to their voice coming from whichever direction they are in game.

I second that.

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Oh, I did and do use ACRE (in A2, at least) but don't seem to be getting this.

Strange, maybe connected to the Audio devices/drivers/whatever.

Thanks for clarifying anyway!

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hi guys. having the mother of all problems getting TFR to work well with AGM/revive scripts. in particular the problem seems to be that when a player "dies" such that they can be revived, TFR(?) spawns a radio and/or reverts their kit to default. what is unclear to me is WHY this is happening. in particular, it seems that the behavior is really bizarre; not only does it only seem to do this with some of the slots, it pays no attention to what slot it is. for instance, the team leader (default equipment includes an ASIP long range radio) when killed respawns with one (if he changed his backpack, it is then placed on the ground) however, an engineer, default equipment no ASIP included ALSO seems to respawn with one. however an autorifleman does not. instead, when he is killed it spawns a random backpack on the ground.

we've played around and tested to see if we can identify if it's TFR or something else, and the only thing that we can think of is that something in TFR is spawning a radio on random squad members' backs for some unfathomable reason. this sort of thing never happened before TFR was installed. it seems unlikely that me+friends are the first to try to get TFR/AGM/revive to work in conjunction to play large COOP scenarios. but maybe we are(?)

and yes, i've searched; the only thing i can find on the subject and that BTC is broken. unfortunately i can't find any other scripts that are decent enough to work. am i SOL? it seems unlikely that i'm the first to run into this problem. my apologies if this is in the wrong place; don't know where else to turn. pretty sure it's part of the TFR script that's causing it

please help

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Cikulisu, try putting:

TF_no_auto_long_range_radio = 1;

in your mission file's init.sqf

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alright. apparently it was a TFR issue tied into the way it seems to spawn(?) radios to newly spawned people. the backpack dropping and kit reverting behavior were tied into BTC "respawning" you as a casualty that can be revived. i think when that happened the TFR module that handled all that stuff would fuck over whoever it was that died. we fixed this by going into the 2d map editor (not zeus) adding a module under category "TFAR" and then setting "enable usage" and then setting both long range and short range to "no" this seems to disable the subpart of TFR that seems to muck everything up. you'll then have to assign longrange/shortrange radios manually of course, but with arsenal or VAS that's a small price to pay for getting rid of the headache of it reverting your gear. once that's done, BTC (and i imagine, basically any other revivescript that works the same way) should work flawlessly.

the mod itself is great by the way, thanks for making it.

i post this in the hopes that if someone else stumbles into the same problem they'll find this post. it took us some hours of total confusion to get working but was worth it. gotta love ARMA; even the bugfixing is hardcore ! :D

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Hey great mod! I am however getting the setnamedpipehandlestate failed error that happened once before then went away after computer reset but I am getting it again and after a computer restart I am still getting the error. I have reinstalled the mod, I launch in admin for both TS and Arma and still getting the error. I have tried to look around for a fix but I seem to not find one. Any help would be much appreciated, thanks.

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alright. now i've encountered something really bizarre; it was working flawlessly for about 30 minutes, players were able to be revived at least 10 times each (3 players total) and then it started reverting only one player (myself) and then 5 minutes later it was back to reverting everyone, including me. what in the fuck is that? it doesn't seem to follow any logic at all. i have never been so mad at a computer program.

note that we also noted that every time we were revived our radio # EX: AN-PRC 152 2) or whatever would increment, however as far as we can tell this doesn't seem to affect anything. if i, for instance have #2, and then drop the radio and load a loadout (from VAS or arsenal) the new radio will be three. however if i pick up 2 again, voicechat works but the revive is still messed up. having no radio seems to fix the problem, but only some of the time. the way it works seems to defy logic entirely. i'd really need way more expertise to even try to fathom what the hell is going on with that. is the creator of this thing around? i really need some help ;_;

Edited by Cikulisu

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This is a common problem with fake revive scripts (it's actually attempting to respawn the player with their old gear). The revive script needs to take TFR UIDs into account, same way we did in the days of ArmA2 and ACRE UIDs. It's not TFR's problem.

Very simplistically, here's how it works for info:

Everytime someone spawns (or respawns) TFR will autoassign long range radio packs to team leaders and replace BIS default itemRadio with PRRs (this feature can be disabled in the init or using the module as you have done).Secondly, TFR radios are automatically assigned a unique ID after you pick them up. The radio object you have on your back is actually a different object to the radio in the crate (hence it's called AN_PRC152_1, xxx_2 etc).

Now add our respawn with gear script. Let's say in this case it makes a copy of "AN_PRC152_1" on the dead player. First event is the player respawns with default kit as per unit config. If it's a Team Leader unit TFR autoassigns a fresh radio and assigns it the next available free ID (oh look, "AN_PRC152_1" is free, they can have that). Then the revive script kicks in and give them back their original "AN_PRC152_1" (uh oh, two supposedly unique TFR objects). If if by luck they do end up with a different UID, units still can't carry more than one pack so ArmA3 places the autoassigned TFR object (or the backpack that came with the unit config) on the ground.

So you disable autoassigning TFR radios and it works fine for a while but the more respawns with old kit you do the more you risk TFR assigning an existing UID. VAS actually exacerbates this problem because it's yet another object spawner that may not be checking for existing TFR UIDs (though VAS may have fixed that, I'm not sure). Common problems are "shared" radios where one person is remotely controlling another one (changing channels constantly) and of course the respawn scripts will break after a while.

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K. i'm pleased to report that after 12 hours of mixed research/testing/getting slaughtered by AI and laughing about it, we've "solved" the problem, such as it was. you're right about it not being TFR's problem. the problem was as you said, that BTC was not transitioning players to a natural, wounded state but instead doing some hacky respawn thing. after a dozen hours of testing various revive scripts, we figured out that AGM (a mod we already had and liked very much) has a medical system that allows you to set it up to not allow instant death. that is, it makes it impossible (as far as we've seen) to go from living to dead instantly. instead, it puts you into a wounded state that you can be brought out of slowly with medical attention. this satisfies our two goals of 1. having an effective revive system and 2. being able to use TFR. it's hard to express exactly how happy i am that this whole thing is unfucked. and it only took half a day. record time :3

modlist we are running for those who may try to set something like this up in the future:

AGM

ALIVE

SHACKTAC FIRETEAM HUD

TFR (pretty cool!)

misc weapon+ mods

all you have to do is configure TFR and then config the AGM medical module settings however you desire and it works great.

funny how the solution was staring us right in the face the whole time though. GGWP ARMA.

Edited by Cikulisu
clarity

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Getting error "No task force radio deployed on server" after updating CBA_A3 to RC2 version. Any way to fix this? I do not want to rollback CBA.

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I tried rollback to RC1, still same error.

Could be the devilish bootcamp update again?

Edited by Baagoe

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Is it safe to update Teamspeak to 3.0.15.1?

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Yes it works, same API version anyway. TFAR don't work on serverside after Bootcamp update and/or CBA_A3 RC2.

It is strange, on server only shortwave radios and personal radios doesn't get ID number and thus you cannot get panel to show up, but, you can talk on long range radio normally and talk in 3D to hear players nearby. So only these first two doesn't work.

Edited by gienkov

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Yes it works, same API version anyway. TFAR don't work on serverside after Bootcamp update and/or CBA_A3 RC2.

It is strange, on server only shortwave radios and personal radios doesn't get ID number and thus you cannot get panel to show up, but, you can talk on long range radio normally and talk in 3D to hear players nearby. So only these first two doesn't work.

Are you sure it's not an installation problem? TFAR with the new CBA works fine for us after the bootcamp update.

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Are you sure it's not an installation problem? TFAR with the new CBA works fine for us after the bootcamp update.

Version 0.9.2?

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Plugin doesnt work in latest 3.0.15.1 TS3 . it appears red, and is not possible to be enabled.

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O rly?

Yes realy!

iPlsiIU.png

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Wrong plugin version then. There are two of them, one for TS version < 3.0.14 and one for 3.0.14+. You will find them inside zip file.

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Got this (the highlighted one) Hxl4IU7.png

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Maybe you don't overwrite dll right or you are using the 32 bit for 64 bit, etc

For me and many others no problems..

This update don't change nothing in API so don't know why TFR or any plugin should be broken ;)

gJsM6DD.png

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Yes it works, same API version anyway. TFAR don't work on serverside after Bootcamp update and/or CBA_A3 RC2.

It is strange, on server only shortwave radios and personal radios doesn't get ID number and thus you cannot get panel to show up, but, you can talk on long range radio normally and talk in 3D to hear players nearby. So only these first two doesn't work.

Got it worked on server?

---------- Post added at 10:03 ---------- Previous post was at 10:02 ----------

It happens no matter the TS server, and no that does not show up, as in-game, everything is perfect. If I hold caps-lock then the little radio status saying I'm transmitting pops up and works perfectly, but the issue is in Teamspeak, as that is what stops working and causes all the issues.

Still not working?

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