Azza FHI 50 Posted November 14, 2014 Hi, im making a deathmatch mission for my clan. Was wondering if there is a way to disable the whole tfr system in the mission, rather than players turning it off themselves. Share this post Link to post Share on other sites
A.Cyprus 16 Posted November 14, 2014 A very similar, if not the same, question has been asked not too many posts ago. http://forums.bistudio.com/showpost.php?p=2814141 http://forums.bistudio.com/showpost.php?p=2815507 Share this post Link to post Share on other sites
7rust 10 Posted November 14, 2014 It seems that TFAR is currently not supporting A3's Respawntemplate: https://community.bistudio.com/wiki/File:A3_respawnSelectPosition.jpg If players die and wait until they can respawn at the selected position they can talk and hear all other players :X Share this post Link to post Share on other sites
Azza FHI 50 Posted November 15, 2014 (edited) A very similar, if not the same, question has been asked not too many posts ago.http://forums.bistudio.com/showpost.php?p=2814141 http://forums.bistudio.com/showpost.php?p=2815507 thanks for your input, but I don't think that is what I am after. it seems like that function is only to remove the pipe error when tfr is not running on the server. what I want to do is completely disable tfr through the mission scripts, don't care about the error. to put it in context, we have a series of PvP missions on the server. tfr remains active for the TVT ones, but for the DM where every man for himself I would like to disable TFR just for that mission. meaning its not an option to turn server off, disable tfr, then boot up server again as these missions get played consecutively. edit - I guess the other option is to give all players the same radio and frequency regardless of side (they all have rating -3000). is it possible to set the type of radio and frequency the same for blufor and opfor? Edited November 15, 2014 by Azer1234 Share this post Link to post Share on other sites
A.Cyprus 16 Posted November 15, 2014 Morning Azer, sorry about that, either I linked the wrong one or my post isn't working properly. Or I was on drugs, coz I can't actually find the post I seem to remember finding earlier. This is the only one of slight relevance: http://forums.bistudio.com/showpost.php?p=2814141 It involves disabling TFAR for players rather than disabling it on the server without a restart. As for your new question, I believe you can give radios of different factions the same encryption code to enable cross communication. https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Variables Lots of examples in this thread. Share this post Link to post Share on other sites
levrex 10 Posted November 15, 2014 (edited) What purpose does TFAR_fnc_fireEventHandlers serve (as well as two other TFAR-related eventhandler functions)? Is that just for debug or some potential functionality? === Also, how does TFAR_fnc_defaultPositionCoordinates work? What would _current_eyepos = (visiblePosition _unit) vectorAdd ((eyepos _unit) vectorDiff (getPos _unit)) return if the unit in question is in the building or on the ground level? Would the height be as in ASL or as in ATL or as in simple getPos, but with eye level? Edited November 15, 2014 by Levrex Share this post Link to post Share on other sites
nkey 35 Posted November 15, 2014 Hi, im making a deathmatch mission for my clan. Was wondering if there is a way to disable the whole tfr system in the mission, rather than players turning it off themselves. Hm.... Not sure... You want to disable all TFAR functionality? ["processPlayerPositionsHandler", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; ---------- Post added at 11:42 ---------- Previous post was at 11:40 ---------- It seems that TFAR is currently not supporting A3's Respawntemplate: https://community.bistudio.com/wiki/File:A3_respawnSelectPosition.jpgIf players die and wait until they can respawn at the selected position they can talk and hear all other players :X Check documentation for "serious mode" ---------- Post added at 11:42 ---------- Previous post was at 11:42 ---------- It seems that TFAR is currently not supporting A3's Respawntemplate: https://community.bistudio.com/wiki/File:A3_respawnSelectPosition.jpgIf players die and wait until they can respawn at the selected position they can talk and hear all other players :X Check documentation for "serious mode" ---------- Post added at 11:51 ---------- Previous post was at 11:42 ---------- What purpose does TFAR_fnc_fireEventHandlers serve (as well as two other TFAR-related eventhandler functions)?Is that just for debug or some potential functionality? === Also, how does TFAR_fnc_defaultPositionCoordinates work? What would _current_eyepos = (visiblePosition _unit) vectorAdd ((eyepos _unit) vectorDiff (getPos _unit)) return if the unit in question is in the building or on the ground level? Would the height be as in ASL or as in ATL or as in simple getPos, but with eye level? 1) Check https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/Event-API 2) (eyepos _unit) vectorDiff (getPos _unit) = different of unit body position and eye position. After it added to current render body position to get more exact eyepos coordinates. Is visiblePosition returns somethin different in case of building? Share this post Link to post Share on other sites
levrex 10 Posted November 15, 2014 Is visiblePosition returns somethin different in case of building? Yep, the height would be the player's height above floor, as in getPos. Share this post Link to post Share on other sites
nkey 35 Posted November 15, 2014 Yep, the height would be the player's height above floor, as in getPos. Probably it is compensated by eyePos difference, but need to check. Share this post Link to post Share on other sites
tazmania720 16 Posted November 15, 2014 I have been thinking about my question, about the "tape" on the radio. The pop-up radio that you can interface with is a GUI. Is this something that can be altered if someone has the knowledge to do so? Or is more likely and add-on that allows this? I'm still waiting for a response from the video creator. Share this post Link to post Share on other sites
levrex 10 Posted November 15, 2014 RC4 of ArmA-II version released. Untested, unwanted, a forsaken child — but maybe i'll support it for some time. http://forums.bistudio.com/showthread.php?179521-Task-Force-Arrowhead-Radio-for-ArmA-II-CO&p=2820058#post2820058 Share this post Link to post Share on other sites
ngjonathan91 10 Posted November 16, 2014 Hi! Great mod- I love it! I was hoping someone would help me with this; I've been playing quite a bit of DUWS (modified) with a friend of mine and so far we love the Task Force Radio mod. The problem we've been running in to is that TFR won't work for me (the host) if we continue our saved game in DUWS. Team speak will say Connected Y Play N while for my friend it'll say Connected Y and Play Y. Thanks in advance! Share this post Link to post Share on other sites
NinjaMunk 10 Posted November 16, 2014 Usually after playing in a mission with my clan for a half hour or so the game crashes. The only error it gives is that the steam ticket check has failed to validate or something. Normally I wouldn't instantly make the connection with TaskForce but as Arma 3 crashes TS3 crashes aswell. This usually also happens when I activate the radio in-game though this isn't always the case. Is anyone else having this problem? I have reinstalled Arma 3 multiple times and have even reinstalled my pc last monday, but I'm still getting the crashes. Help would be mucho appreciated :) Share this post Link to post Share on other sites
nkey 35 Posted November 16, 2014 Hi! Great mod- I love it! I was hoping someone would help me with this;I've been playing quite a bit of DUWS (modified) with a friend of mine and so far we love the Task Force Radio mod. The problem we've been running in to is that TFR won't work for me (the host) if we continue our saved game in DUWS. Team speak will say Connected Y Play N while for my friend it'll say Connected Y and Play Y. Thanks in advance! hm... Currently saves not support. Will look into it. ---------- Post added at 22:07 ---------- Previous post was at 22:05 ---------- Usually after playing in a mission with my clan for a half hour or so the game crashes. The only error it gives is that the steam ticket check has failed to validate or something. Normally I wouldn't instantly make the connection with TaskForce but as Arma 3 crashes TS3 crashes aswell. This usually also happens when I activate the radio in-game though this isn't always the case. Is anyone else having this problem? I have reinstalled Arma 3 multiple times and have even reinstalled my pc last monday, but I'm still getting the crashes. Help would be mucho appreciated :) So, game crashes and TS crashes at the same time? Did it occours without TFAR? Share this post Link to post Share on other sites
MANTIA 55 Posted November 17, 2014 (edited) TS3 error: "nickname already in use" also with an audible voice giving the error repeatedly I have newest TS3 Newest TFAR Plugins enabled Ingame and TS3 name "M.Mantia" I thought this would be an easy fix but with some forum and google searches I have found no solution. ***********Found that my in game name had a space at the end. After deleting that space the problem no longer persists. Edited November 17, 2014 by DoRo Share this post Link to post Share on other sites
SHARPxSHOOTER 1 Posted November 17, 2014 Im trying to remove the bindings to my numpad that TaskForceRadio uses since they interfere with my controls that I use for vehicles. I set key to 0 in the userconfig in the game directory and documents for sw_channel_* and lr_channel_*, it still changes radio channels when I press the numpad buttons. Is there a way to actually remove these? You have helped me with this problem before but it came back. Share this post Link to post Share on other sites
nkey 35 Posted November 17, 2014 Im trying to remove the bindings to my numpad that TaskForceRadio uses since they interfere with my controls that I use for vehicles. I set key to 0 in the userconfig in the game directory and documents for sw_channel_* and lr_channel_*, it still changes radio channels when I press the numpad buttons. Is there a way to actually remove these? You have helped me with this problem before but it came back. Check manual (at the end) Share this post Link to post Share on other sites
Barazin 10 Posted November 17, 2014 Hi nkey Is is possible to use hiddenSelectionsTextures or something similar (maybe a class in your code) to use a edited version of the .paa for for example the anprc152? I've tried with hiddenselectionstextures, but it doesn't seem to work. Thanks :) Share this post Link to post Share on other sites
nkey 35 Posted November 17, 2014 Hi nkeyIs is possible to use hiddenSelectionsTextures or something similar (maybe a class in your code) to use a edited version of the .paa for for example the anprc152? I've tried with hiddenselectionstextures, but it doesn't seem to work. Thanks :) nope, they defined in dialog. Check - https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/arma3/%40task_force_radio/addons/task_force_radio/anprc152/anprc152.ext#L27-L49 (shoud be possible to change paa with SQF Share this post Link to post Share on other sites
Barazin 10 Posted November 17, 2014 Great! That worked. Thanks! Share this post Link to post Share on other sites
audiocustoms 375 Posted November 18, 2014 Hi... I got an idea for a zeus mission and i need your help guys... Are you familiar with the mystirious "number stations"? Here some links to read into it if not: http://en.wikipedia.org/wiki/Numbers_station So, my idea was to generate a "number station" that has to be found by locating the signal by its strength. This is not a problem. As you all now, signals start to faint over distance. But my actual problem is to "generate" a live broadcasting station on TFAR WITHOUT running a 2nd instance of A3 and TS3/TFAR on another computer. Could you follow me so far? I hope so... Well, this is a sample file i just made for demo purpose: https://dl.dropboxusercontent.com/u/91672801/numberstation.mp3 It would be perfect, if i could place an antenna, a radio next to it and put this one transmitting all over the map (amplify the signal somehow). Cheers and have fun breaking your brain like i did :D Share this post Link to post Share on other sites
Bamse 223 Posted November 19, 2014 nope, they defined in dialog. Check - https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/arma3/%40task_force_radio/addons/task_force_radio/anprc152/anprc152.ext#L27-L49(shoud be possible to change paa with SQF Sorry for asking noob qustions, but my skills are very limited when it comes to doing changes like this :) I've made changes to do a change like this (only tested in SP): https://dl.dropboxusercontent.com/u/4170539/arma3/jtf16/radio_tape_awwyiss.jpg (128 kB) To do this I made som new images and after that pasted basically most of the contents from anprc148jem.ext into description.ext and also extracted define. and description.h (and removed the include-line at the bottom that does prc-148). Altho I succeeded after some trial and erroring it _really_ doesn't feel like I did it the right way ... or even remotely smart, hehe. Is there a better way of doing it? :) Share this post Link to post Share on other sites
nkey 35 Posted November 19, 2014 Hi...I got an idea for a zeus mission and i need your help guys... Are you familiar with the mystirious "number stations"? Here some links to read into it if not: http://en.wikipedia.org/wiki/Numbers_station So, my idea was to generate a "number station" that has to be found by locating the signal by its strength. This is not a problem. As you all now, signals start to faint over distance. But my actual problem is to "generate" a live broadcasting station on TFAR WITHOUT running a 2nd instance of A3 and TS3/TFAR on another computer. Could you follow me so far? I hope so... Well, this is a sample file i just made for demo purpose: https://dl.dropboxusercontent.com/u/91672801/numberstation.mp3 It would be perfect, if i could place an antenna, a radio next to it and put this one transmitting all over the map (amplify the signal somehow). Cheers and have fun breaking your brain like i did :D Looks like now not possible :( ---------- Post added at 11:28 ---------- Previous post was at 11:26 ---------- Sorry for asking noob qustions, but my skills are very limited when it comes to doing changes like this :)I've made changes to do a change like this (only tested in SP): https://dl.dropboxusercontent.com/u/4170539/arma3/jtf16/radio_tape_awwyiss.jpg (128 kB) To do this I made som new images and after that pasted basically most of the contents from anprc148jem.ext into description.ext and also extracted define. and description.h (and removed the include-line at the bottom that does prc-148). Altho I succeeded after some trial and erroring it _really_ doesn't feel like I did it the right way ... or even remotely smart, hehe. Is there a better way of doing it? :) It is better to setup keyhandler for CTRL+P, and change image on dialog using it. Share this post Link to post Share on other sites
Bamse 223 Posted November 19, 2014 nkey: ah, that sounds better ofc. I'll try it out. Thanks! Share this post Link to post Share on other sites
kimukun 12 Posted November 19, 2014 nkey: Could you show a example on how to code the change image on dialog using CTRL+P? Share this post Link to post Share on other sites