nkey 35 Posted July 24, 2014 hi, just wanted to get some advice on this init. is there anything wrong with this code? about 5 players out of 20 reported that their channel presets were not the same as what they are supposed to be, so they couldn't get on the same net as the team.i was thinking to change it to the following, is there anything wrong below? thanks! Is code on first lines in init.sqf? Share this post Link to post Share on other sites
Azza FHI 50 Posted July 24, 2014 well, its towards the top. this is the current init with the proposed changes. I am going to be testing it soon, just wanted to make sure that the tfr codes are normal. #define execnow call compile preprocessfilelinenumbersWEST setFriend [iNDEPENDENT, 0]; INDEPENDENT setFriend [WEST, 0]; // http://community.bistudio.com/wiki/enablesaving enablesaving [false, false]; // Add the RMM_MPe PVEH (required for RMM_fnc_MPe) "RMM_MPe" addpublicvariableeventhandler { private ["_data", "_locality", "_params", "_code"]; _data = _this select 1; _locality = _data select 0; _params = _data select 1; _code = _data select 2; if (switch (_locality) do { case 0 : {true}; case 1 : {isserver}; case 2 : {!isdedicated}; default {false}; }) then { if (isnil "_params") then {call _code} else {_params call _code}; }; }; // TFR mod configuration #include "\task_force_radio\functions\common.sqf"; if ((isServer) or (isDedicated)) then { tf_give_personal_radio_to_regular_soldier = true; publicVariable "tf_give_personal_radio_to_regular_soldier"; tf_no_auto_long_range_radio = true; publicVariable "tf_no_auto_long_range_radio"; tf_same_sw_frequencies_for_side = true; publicVariable "tf_same_sw_frequencies_for_side"; tf_same_lr_frequencies_for_side = true; publicVariable "tf_same_lr_frequencies_for_side"; _settingsSwWest = false call TFAR_fnc_generateSwSettings; _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]]; tf_freq_west = _settingsSwWest; publicVariable "tf_freq_west"; _settingsLrWest = false call TFAR_fnc_generateLrSettings; _settingsLrWest set [2, ["40","41","42","43","44","45","46","47","48"]]; tf_freq_west_lr = _settingsLrWest; publicVariable "tf_freq_west_lr"; }; // common scripts execnow "mission\init.sqf"; // [ONLY NEEDED FOR MISSION SPECIFIC INITS] // execvm "scripts\weather.sqf"; // [ROMS RANDOM WEATHER SCRIPT, NOT IMPLEMENTED IN NORMAL MISSIONS] // server scripts only if (isserver) then { // must be done first execnow "scripts\lrm\init_server.sqf"; // must be done after [ allgroups, // what groups 1800, // range {} // will run on group respawn ] execnow "scripts\ai\caching.sqf"; // various run time scripts execvm "scripts\deadcleanup.sqf"; execvm "scripts\ai\handlehit.sqf"; execvm "scripts\ai\radioshare.sqf"; // execvm "scripts\ai\resupply.sqf"; // [ONLY IN LRMS] // execvm "scripts\ai\skill.sqf"; // [ASR AI FOR NOW] // debuggers [Rommel, Az, Static, Vando, Jeck] debuggers = ["76561197990250291", "76561198042731035","76561198007435258","76561198032198955", "76561198025791821"]; publicvariable "debuggers"; }; // player scripts only if (!isdedicated) then { waituntil {!isnull player}; waituntil {getplayeruid player != ""}; execnow "modules\debug\main.sqf"; // execnow "modules\revive\main.sqf"; // [uSING AGM FOR NOW] execnow "modules\settings\main.sqf"; execvm "scripts\norating.sqf"; // player enablefatigue false; // fuck this shit player setskill 0; { player disableAI _x; } foreach ["anim", "move", "target", "autotarget", "fsm"]; // run these scripts only once per player or after respawn (LRM safe) player spawn { sleep 2; // player call revive_fnc_init; // [uSING AGM FOR NOW] [ (getplayeruid _this), { // titleText ["You wake up...", "BLACK IN", 10]; [player, typeof player] execnow "mission\kit.sqf"; // titleText ["Loading...", "BLACK FADED", 1] } ] execnow "scripts\lrm\init_player.sqf"; }; }; Share this post Link to post Share on other sites
0Discordia 10 Posted July 24, 2014 Do you play for CSAT? Or maybe default radio classes are setup on server this way. I'm working with nkey via email to try to resolve this; however, I wanted to keep this thread updated with additional information on my issue and any final resolutions in case anyone else runs into a similar issue I played on a Patrol Ops 3.1 server in a NATO rifleman slot Other players on the server had normal behavior (spawn with AN/PRC-152 and can create/carry multiples) I'm running CBA 1.07, Shacktac Hud, Shacktac Stamina Bar, JSRS 2.2, Blastcore, and Robert Hammer M4s in addition to TFAR I'm not running any other plugins for TeamSpeak 3.0.15.1 (x64) and using default settings and recommended settings by the TFAR setup Share this post Link to post Share on other sites
Crielaard 435 Posted July 25, 2014 Is someone working on a custom key binding for TFR? Now we nees to edit a cpp. File. I noticed addons can now have their specific key bindings. Share this post Link to post Share on other sites
kklownboy 43 Posted July 25, 2014 CPP is better than any Custom/ or lame Menu placement for key changes. Share this post Link to post Share on other sites
havena 10 Posted July 26, 2014 (edited) hi, TFR is compatible with CBA 1.0.8 ? and TS3 3.0.15 cause i have issue, after few min server upload reach 120mbps/140mbps then player lost connection when i try TFR with 40 players... another question, TFR is compatible with a lot of civilian player with radio? and a last question, TFR is compatible with Headless Client? Best regards Edited July 26, 2014 by havena Share this post Link to post Share on other sites
gundy 10 Posted July 26, 2014 CPP is better than any Custom/ or lame Menu placement for key changes. May I ask why that is? I know you can do a lot more with userconfig files than just define keybindings, but why is a UI system naturally inferior for that purpose? I noticed that the latest CBA has added new functions for keybindings that expose the settings to the GUI. One could probably combine the two methods to give people choice. Share this post Link to post Share on other sites
Crielaard 435 Posted July 26, 2014 I wasn't talking any custom menu placement. With the latest Arma3, in the configuration menu there is a dedicated section for key bindings. By BIS. I think it's not lame or custom...it's utilizing Stock Arma3 options. Share this post Link to post Share on other sites
havena 10 Posted July 26, 2014 hi,TFR is compatible with CBA 1.0.8 ? and TS3 3.0.15 cause i have issue, after few min server upload reach 120mbps/140mbps then player lost connection when i try TFR with 40 players... another question, TFR is compatible with a lot of civilian player with radio? and a last question, TFR is compatible with Headless Client? Best regards looks better with CBA 1.0.7 and without custom tbbmalloc... but always a lot of network use. TS server must be on the same dedicated like arma3server? Share this post Link to post Share on other sites
nkey 35 Posted July 26, 2014 hi,TFR is compatible with CBA 1.0.8 ? and TS3 3.0.15 cause i have issue, after few min server upload reach 120mbps/140mbps then player lost connection when i try TFR with 40 players... another question, TFR is compatible with a lot of civilian player with radio? and a last question, TFR is compatible with Headless Client? Best regards Got one report about high network usage with 120 players, will check that too. Regarding civilians - should work. Not sure about headless client, no one reported about issues yet. ---------- Post added at 23:26 ---------- Previous post was at 23:25 ---------- looks better with CBA 1.0.7 and without custom tbbmalloc...but always a lot of network use. TS server must be on the same dedicated like arma3server? Sometimes TFAR generates high network traffic after game start (few seconds), have you tried to wait a little? TS server just should be possible to process required number of players. Share this post Link to post Share on other sites
havena 10 Posted July 27, 2014 Got one report about high network usage with 120 players, will check that too.Regarding civilians - should work. Not sure about headless client, no one reported about issues yet. ---------- Post added at 23:26 ---------- Previous post was at 23:25 ---------- Sometimes TFAR generates high network traffic after game start (few seconds), have you tried to wait a little? TS server just should be possible to process required number of players. Its work nice with the last github commit (fix for civilian) & cba 1.07 Share this post Link to post Share on other sites
gundy 10 Posted July 27, 2014 TS server must be on the same dedicated like arma3server? I don't think there was a straight answer to this. No, TS and A3 dedicated don't have to be run on the same server machine. nkey, correct me if I am wrong, but I believe there isn't even any traffic between the A3 server and TS server (A3 server doesn't know about the TS server). All game related related TS traffic will be between the A3 client and TS client. Share this post Link to post Share on other sites
nkey 35 Posted July 27, 2014 I don't think there was a straight answer to this. No, TS and A3 dedicated don't have to be run on the same server machine.nkey, correct me if I am wrong, but I believe there isn't even any traffic between the A3 server and TS server (A3 server doesn't know about the TS server). All game related related TS traffic will be between the A3 client and TS client. Yes, exactly. Share this post Link to post Share on other sites
Moon_chilD 200 Posted July 27, 2014 Hey guys, my group experienced a problem. We can't get TFAR working on two our missions. One of them is a Domination mission edited by me and the other one is Patrol Ops 3.1 edited by me. The Problem is: When we talk normal everybody can hear eachother despite that we are miles away. But funnily, the Radios itself work fine. Everybody has... - TS3 3.0.14 - Newest TFAR - Newest Plugins in the TS3 Plugin folder - The Newest CBA The Server has... - Newest TFAR + Userconfigs - The Newest CBA The Missions have... - The TFAR plugin activated On other missions (not made by my. In fact we tested a standard BIS Mission) its working fine. So I guess its something with the scripts of the missions. Any Idea what can prevent TFAR from initializing? Is there a way to force the TFAR to initilize in the init.sqf? I hope you can help me Many Greetings Moony Share this post Link to post Share on other sites
nemiuk 10 Posted July 27, 2014 @nkey, I am not sure if this question has already been asked and my apologies if it has, but does the Teamspeak server that people connect to have to be the latest version or higher than the version that the clients are using. I ask this as sometimes when we have multiple connections during missions, some people can hear other people talking normally from the other side of the map even though both the people (more than one sometimes) in question have perfectly working radio's. Kind regards Share this post Link to post Share on other sites
Gilatar 272 Posted July 28, 2014 Hey. I've been having a few problems with TFAR and TS for a while. Hoping someone here knows how I can resolve these. I use the regular key for radios, holding Caps Lock, and as far as I know everyone can hear me loud and clear through it. The problem is however, when I release the Caps Lock key I'm still talking on the radio even though the bar at the bottom right disappears. To stop broadcasting my voice I have to press my regular non-radio key once for it to disable. The second issue is not that relevant to TFAR itself, but I haven't been able to find a solution for it anywhere. Whenever I talk on TS out-of-game, use my radio in-game or talk in-game other people's voices lower, so that I almost can't hear them at all while I speak. I figured it might be a Windows setting, so I went to check if the option on the sound control panel was checked, but it has been disabled. Thanks for any replies or hints in the right direction! Share this post Link to post Share on other sites
nkey 35 Posted July 28, 2014 Hey guys,my group experienced a problem. We can't get TFAR working on two our missions. One of them is a Domination mission edited by me and the other one is Patrol Ops 3.1 edited by me. The Problem is: When we talk normal everybody can hear eachother despite that we are miles away. But funnily, the Radios itself work fine. Everybody has... - TS3 3.0.14 - Newest TFAR - Newest Plugins in the TS3 Plugin folder - The Newest CBA The Server has... - Newest TFAR + Userconfigs - The Newest CBA The Missions have... - The TFAR plugin activated On other missions (not made by my. In fact we tested a standard BIS Mission) its working fine. So I guess its something with the scripts of the missions. Any Idea what can prevent TFAR from initializing? Is there a way to force the TFAR to initilize in the init.sqf? I hope you can help me Many Greetings Moony Try to search for onEachFrame in mission scripts. ---------- Post added at 10:21 ---------- Previous post was at 10:19 ---------- @nkey, I am not sure if this question has already been asked and my apologies if it has, but does the Teamspeak server that people connect to have to be the latest version or higher than the version that the clients are using. I ask this as sometimes when we have multiple connections during missions, some people can hear other people talking normally from the other side of the map even though both the people (more than one sometimes) in question have perfectly working radio's.Kind regards Any TS should work.. Maybe is it because such players are dead to few seconds? You can try to switch to "serious mode". ---------- Post added at 10:23 ---------- Previous post was at 10:21 ---------- Hey.I've been having a few problems with TFAR and TS for a while. Hoping someone here knows how I can resolve these. I use the regular key for radios, holding Caps Lock, and as far as I know everyone can hear me loud and clear through it. The problem is however, when I release the Caps Lock key I'm still talking on the radio even though the bar at the bottom right disappears. To stop broadcasting my voice I have to press my regular non-radio key once for it to disable. The second issue is not that relevant to TFAR itself, but I haven't been able to find a solution for it anywhere. Whenever I talk on TS out-of-game, use my radio in-game or talk in-game other people's voices lower, so that I almost can't hear them at all while I speak. I figured it might be a Windows setting, so I went to check if the option on the sound control panel was checked, but it has been disabled. Thanks for any replies or hints in the right direction! Is first issue happens always and on all servers? ---------- Post added at 10:24 ---------- Previous post was at 10:23 ---------- looks better with CBA 1.0.7 and without custom tbbmalloc...but always a lot of network use. TS server must be on the same dedicated like arma3server? Try to add into init.sqf: tf_msNearPerStepMax = 0.04; tf_msNearPerStepMin = 0.1; tf_msNearPerStep = tf_msNearPerStepMax; tf_nearUpdateTime = 0.5; tf_msFarPerStepMax = 0.07; tf_msFarPerStepMin = 1; tf_msFarPerStep = tf_msFarPerStepMax; tf_farUpdateTime = 8.0; Share this post Link to post Share on other sites
khaki 10 Posted July 28, 2014 Hello! I've been having an issue with TFAR and direct talk in-game. Everything else seems to work just fine, including me talking on the radio. However using my TS PTT key, nobody else can hear me over direct talk. I've tried using different keys to no avail. Any ideas? Share this post Link to post Share on other sites
Moon_chilD 200 Posted July 28, 2014 (edited) Try to search for onEachFrame in mission scripts.[/Quote]I found a script that uses "onEachFrame" but its commented right now (// in front of it) (At least in the domination mission. I haven't tried the Patrol Ops now) That is the file: // by Xeno //#define __DEBUG__ #define THIS_FILE "x_perframe.sqf" #include "x_setup.sqf" GVAR(perframe_store) = GVAR(HeliHEmpty) createVehicleLocal [0,0,0]; GVAR(perframe_array) = []; 173194 cutRsc [QGVAR(FrameHandlerRsc), "PLAIN"]; // forget onEachFrame. If some addon uses it too one will overwrite the other. //onEachFrame {call d_fnc_perFrame}; // Draw3D does not trigger when main map is open, can't be used for oneachframe //GVAR(onEachFrame) = addMissionEventHandler ["Draw3D", {call FUNC(perFrame)}]; diag_log [diag_frameno, diag_ticktime, time, "Dom per frame handler initialized..."]; Edited July 28, 2014 by Moon_chilD Share this post Link to post Share on other sites
nkey 35 Posted July 28, 2014 Hello! I've been having an issue with TFAR and direct talk in-game. Everything else seems to work just fine, including me talking on the radio. However using my TS PTT key, nobody else can hear me over direct talk. I've tried using different keys to no avail. Any ideas? Can you please check if you "blue" in TS during key press? ---------- Post added at 22:17 ---------- Previous post was at 22:15 ---------- I found a script that uses "onEachFrame" but its commented right now (// in front of it)(At least in the domination mission. I haven't tried the Patrol Ops now) That is the file: // by Xeno //#define __DEBUG__ #define THIS_FILE "x_perframe.sqf" #include "x_setup.sqf" GVAR(perframe_store) = GVAR(HeliHEmpty) createVehicleLocal [0,0,0]; GVAR(perframe_array) = []; 173194 cutRsc [QGVAR(FrameHandlerRsc), "PLAIN"]; // forget onEachFrame. If some addon uses it too one will overwrite the other. //onEachFrame {call d_fnc_perFrame}; // Draw3D does not trigger when main map is open, can't be used for oneachframe //GVAR(onEachFrame) = addMissionEventHandler ["Draw3D", {call FUNC(perFrame)}]; diag_log [diag_frameno, diag_ticktime, time, "Dom per frame handler initialized..."]; Hm.. Could you check your server and client RPT for errors? Share this post Link to post Share on other sites
Gilatar 272 Posted July 29, 2014 (edited) Is first issue happens always and on all servers? I think it happens on every server, but since I'm not certain I'll double-check. I'll come back if I find anything. Edit: I self-hosted a server just now and tested out the radios. Here's what I found: After I have talked through a radio TS automatically goes into voice activation-mode. It stays in voice-activation mode until I press my regular push-to-talk button. I haven't been able to test it on any other server, but I'll make sure to do it sometime in the future and report back here. Seems to be happening on every server using TFAR. Edited July 30, 2014 by Gilatar Share this post Link to post Share on other sites
havena 10 Posted July 29, 2014 Hello! I've been having an issue with TFAR and direct talk in-game. Everything else seems to work just fine, including me talking on the radio. However using my TS PTT key, nobody else can hear me over direct talk. I've tried using different keys to no avail. Any ideas? Launch teamspeak as administrator ---------- Post added at 11:15 ---------- Previous post was at 09:38 ---------- Nkey, I want to switch TFR server's script to HeadlessClient. i just need to change : TasfkForceArrowheadRadioInit - for load server side on HC, requestradios -> to send request on HC instead of server (change publicvariableserver to HC PV), serverinit for compatibility with HC (switch "owner" to a getvariable i set on client load with clientID). true? Share this post Link to post Share on other sites
nkey 35 Posted July 29, 2014 Nkey, I want to switch TFR server's script to HeadlessClient. i just need to change : TasfkForceArrowheadRadioInit - for load server side on HC, requestradios -> to send request on HC instead of server (change publicvariableserver to HC PV), serverinit for compatibility with HC (switch "owner" to a getvariable i set on client load with clientID). true? A lof of changes will required.... What is the reason? Share this post Link to post Share on other sites
havena 10 Posted July 29, 2014 (edited) A lof of changes will required.... What is the reason? no server-side script, unload the server... (i use HC for this). Which other Edit I forgot? Edited July 30, 2014 by havena Share this post Link to post Share on other sites
khaki 10 Posted July 29, 2014 (edited) Can you please check if you "blue" in TS during key press? It lights up normally when I use PTT. Launch teamspeak as administrator I'll try that out as soon as I can! Edited July 29, 2014 by Khaki Share this post Link to post Share on other sites