Jump to content
nkey

Task Force Arrowhead Radio

Recommended Posts

Hm... Any errors in server\client logs?

I'll re-upload the mods onto the server during the weekend. If the issue still persists I'll attach the RPT log here.

Share this post


Link to post
Share on other sites

Is anyone else getting a bug with the Teamspeak plug in where it randomly changes players names to "ANY" whilst in the game.

Its not a big deal since no one really looks at teamspeak. But currently it randomly seems to happen once people are automatically moved to the TaskForceRadio channel with password 123.

Share this post


Link to post
Share on other sites

Hey, wondering if anyone could help me resolving an error I am causing within TFAR, it isn't an error caused by the dev's, I am causing it with my own scripts.

I am making a series of scripts that assigns radio channels appropriate to their squad and role, with set frequencies.

First off the player is assigned a variable through his init, for example

this setVariable ["channelOne", true];

Then the initPlayerLocal.sqf player exists, sleeps for 2 seconds as the loadouts are distributed and it runs

[player] execVM "scripts\chooseChannel.sqf";
[] execVM "scripts\setRadioChannels.sqf";

Meanwhile, the initServer runs

[(call TFAR_fnc_activeSwRadio), 1, "81.1"] call TFAR_fnc_SetChannelFrequency;

8 times for each channel 1 to 8, to create the set frequencies.

but it produces this error, and I have no idea why.

chooseChannel.sqf

setRadioChannels.sqf

waitForFreqs.sqf

I know my scripting is awful lol

Share this post


Link to post
Share on other sites
Hey, wondering if anyone could help me resolving an error I am causing within TFAR, it isn't an error caused by the dev's, I am causing it with my own scripts.

I am making a series of scripts that assigns radio channels appropriate to their squad and role, with set frequencies.

First off the player is assigned a variable through his init, for example

this setVariable ["channelOne", true];

Then the initPlayerLocal.sqf player exists, sleeps for 2 seconds as the loadouts are distributed and it runs

[player] execVM "scripts\chooseChannel.sqf";
[] execVM "scripts\setRadioChannels.sqf";

Meanwhile, the initServer runs

[(call TFAR_fnc_activeSwRadio), 1, "81.1"] call TFAR_fnc_SetChannelFrequency;

8 times for each channel 1 to 8, to create the set frequencies.

but it produces this error, and I have no idea why.

chooseChannel.sqf

setRadioChannels.sqf

waitForFreqs.sqf

I know my scripting is awful lol

Check result of (call TFAR_fnc_activeSwRadio)

Share this post


Link to post
Share on other sites
Check result of (call TFAR_fnc_activeSwRadio)

Because it returns the current shortwave radio, i made it local and it worked, thanks, should have thought of that.

Share this post


Link to post
Share on other sites
We use it without problems in our missions, loading CAF civilians with an ALIVE mission, using RC6 hotfix CBA and latest TFAR
Hm... Any errors in server\client logs?

I've figured it out. The files downloaded via PWS caused the server not loading the map when CAF_AG and it's similar mods was running.

Command line: @cba_a3;@task_force_radio;@allinarmaterrainpack;@asdg_jr;@caf_ag;@cnto_v3;@fallujah;@fata;@fdf_podagorsk;@hlcmods_core;@hlcmods_ak;@hlcmods_augs;@hlcmods_g3;@hlcmods_m60e4;@hlc_wp_mp5;@imrali;@mbg_killhouses_a3;@mcc_sandbox_a3;@outlw_magrepack;@panthera_a3;@rh_m4_a3;@rh_acc;@rhs_afrf3;@rhs_usf3;@sthud_a3;@st_gi;@st_map_autobrightness;@st_stamina_bar;@tao_foldmap_a3;@tec_csat;@tf47_launchers;@thirsk;@tryk;@rds;@rds_staticw_cag;@rds_ag_comp;@rds_rhs_comp;@nato_hellcat;

Once I've redownloaded the TFAR from their main website and installed those on the server it finally loaded the maps as it should. PWS needs to verify its files to be the same as the TFAR website files.

I'm going to stop using PWS from now on, this has happened the upteenth time that the files on PWS were faulty while the ones on Armaholic / BI forum work just fine. :j:

Edited by JamesClarke

Share this post


Link to post
Share on other sites

nkey,

having tested the "tf_same_sw_frequencies_for_side = 1" option, it's great that it makes everyone's radio have the same frequencies set for the channels, as it means we can easily use Ch.1 for Alpha, Ch.2 for Bravo, etc and have players easily switch to the appropriate channel if they are later attached to a different squad to the one they start on. It also makes it easy to set the additional channel to one of the other squads', if there's a need for intra-squad comms without LR. It's a bit of a problem that everyone starts on Ch.1 though, as it means we have to tell everyone to switch to the appropriate channel for their team at the start of the mission, which can be a problem especially with new players and JIPs, where the player will start on Ch.1 regardless of which team they're on and there might not be anyone around to tell them to change channel.

Perhaps you could consider either changing this or having another option (i.e. = 2) where not only does everyone have the same frequencies set but each team starts on separate channels, to eliminate the need to have everyone manually change channel at the start of each mission?

Share this post


Link to post
Share on other sites

Apologies if this has been reported before, I've checked but didn't find anything.

We're having a problem on our server: After speaking on short range, subsequent tries to speak on long range result in a short range transmission. Only if you transmit the second time will it switch to long range. Similarly, if you speak on long range and then on short range, you will not transmit anything on the short range. It will not even pop up the "transmitting" although it will pop up the "transmitted" confirmation.

We're using the latest version.

Share this post


Link to post
Share on other sites

Getting a very bad bug on latest TFR (0973). When holding my W key to move camera as ZEUS the fps gets cut in half (50 > 25). Reverting it back to 097 with the old CBA removes that problem.

Also I am getting server key not matching the client pbo errors if I allow bot 097 and 0973 keys on my server.

Edited by alleycat

Share this post


Link to post
Share on other sites

Apologies if this has already been discussed.

It appears that TFAR radios were always envisioned to be a "reasonably" short to mid range solutions within a map (even in vehicles), but we and I'm sure others are discovering transceiver issues over extreme ranges. May I suggest that antenna development be a consideration of the mod? A battlewhip antenna with an extended length, all the way to a dipole scenario when a patrol or platoon are safe enough to set up such a configuration.

Would had an interesting dynamic to the mod and Arma 3.

Share this post


Link to post
Share on other sites

Right, I know I'm going to get moaned at here, yes I have looked for an answer both in and out of this thread and no I can't find the response I need.

Can someone give me a straight forward answer without moaning as to why multiple AV's flag both task_force_radio_win32(and64).dll as suspicios or a hazard ?

Is it due to it being a dll or what ? Just a straight up answer would be nice.

Thanks.

Share this post


Link to post
Share on other sites
nkey,

having tested the "tf_same_sw_frequencies_for_side = 1" option, it's great that it makes everyone's radio have the same frequencies set for the channels, as it means we can easily use Ch.1 for Alpha, Ch.2 for Bravo, etc and have players easily switch to the appropriate channel if they are later attached to a different squad to the one they start on. It also makes it easy to set the additional channel to one of the other squads', if there's a need for intra-squad comms without LR. It's a bit of a problem that everyone starts on Ch.1 though, as it means we have to tell everyone to switch to the appropriate channel for their team at the start of the mission, which can be a problem especially with new players and JIPs, where the player will start on Ch.1 regardless of which team they're on and there might not be anyone around to tell them to change channel.

Perhaps you could consider either changing this or having another option (i.e. = 2) where not only does everyone have the same frequencies set but each team starts on separate channels, to eliminate the need to have everyone manually change channel at the start of each mission?

You could try to do it using script. Check api for https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-Functions#TFAR_fnc_setSwChannel

---------- Post added at 15:39 ---------- Previous post was at 15:38 ----------

Apologies if this has been reported before, I've checked but didn't find anything.

We're having a problem on our server: After speaking on short range, subsequent tries to speak on long range result in a short range transmission. Only if you transmit the second time will it switch to long range. Similarly, if you speak on long range and then on short range, you will not transmit anything on the short range. It will not even pop up the "transmitting" although it will pop up the "transmitted" confirmation.

We're using the latest version.

Yes, know issue. Try do disable PPT delay in TS to fix issue.

---------- Post added at 15:42 ---------- Previous post was at 15:39 ----------

Getting a very bad bug on latest TFR (0973). When holding my W key to move camera as ZEUS the fps gets cut in half (50 > 25). Reverting it back to 097 with the old CBA removes that problem.

Also I am getting server key not matching the client pbo errors if I allow bot 097 and 0973 keys on my server.

Make sure you have correct pbos for 0973 (because some problems with PWS were).

Both 097 and 0973 uses same keys...

---------- Post added at 15:43 ---------- Previous post was at 15:42 ----------

Apologies if this has already been discussed.

It appears that TFAR radios were always envisioned to be a "reasonably" short to mid range solutions within a map (even in vehicles), but we and I'm sure others are discovering transceiver issues over extreme ranges. May I suggest that antenna development be a consideration of the mod? A battlewhip antenna with an extended length, all the way to a dipole scenario when a patrol or platoon are safe enough to set up such a configuration.

Would had an interesting dynamic to the mod and Arma 3.

In plan, for now check tf_sendingDistanceMultiplicator here - https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-Variables

---------- Post added at 16:04 ---------- Previous post was at 15:43 ----------

Right, I know I'm going to get moaned at here, yes I have looked for an answer both in and out of this thread and no I can't find the response I need.

Can someone give me a straight forward answer without moaning as to why multiple AV's flag both task_force_radio_win32(and64).dll as suspicios or a hazard ?

Is it due to it being a dll or what ? Just a straight up answer would be nice.

Thanks.

Probably false positive... I reported to both AVs.

https://www.virustotal.com/ru/file/b5210de839b3da8cf28e4b2c69f8ad0d376699a669bd30a3cb37ccd0fb736db8/analysis/1430063361/

https://www.virustotal.com/ru/file/935c21a40a17eee2da7429d1a623b39c5889f4e5e2af9d10ca505afab5b64fb0/analysis/1430063380/

Symantec info:

http://www.symantec.com/security_response/writeup.jsp?docid=2010-051308-1854-99

Share this post


Link to post
Share on other sites
Apologies if this has been reported before, I've checked but didn't find anything.

We're having a problem on our server: After speaking on short range, subsequent tries to speak on long range result in a short range transmission. Only if you transmit the second time will it switch to long range. Similarly, if you speak on long range and then on short range, you will not transmit anything on the short range. It will not even pop up the "transmitting" although it will pop up the "transmitted" confirmation.

We're using the latest version.

I've experienced the same exact reproducible situation although I'm the only one in my unit with the problem.

During our op last night I fixed it by rebinding my long range transmit primary and additional functions to Ctrl key combos.

Share this post


Link to post
Share on other sites
I've experienced the same exact reproducible situation although I'm the only one in my unit with the problem.

During our op last night I fixed it by rebinding my long range transmit primary and additional functions to Ctrl key combos.

I haven't noticed this happening to me (although I'll have to test further to be sure) and I haven't bound my SW or LR additionals to anything but I do use Ctrl+End for LR transmit, so maybe that's why.

Share this post


Link to post
Share on other sites

player setVariable ["tf_sendingDistanceMultiplicator",3.0];

player setVariable ["tf_receivingDistanceMultiplicator", 2.0];

Anyway this can be edited locally on the fly via script? I've tried several times using a trigger it will not change the value when I want. Say for example I was using this to create a pseudo radio-tower on said triggers and depending if players were present or not increase or decrease the sending / receiving distance?

Share this post


Link to post
Share on other sites
player setVariable ["tf_sendingDistanceMultiplicator",3.0];

player setVariable ["tf_receivingDistanceMultiplicator", 2.0];

Anyway this can be edited locally on the fly via script? I've tried several times using a trigger it will not change the value when I want. Say for example I was using this to create a pseudo radio-tower on said triggers and depending if players were present or not increase or decrease the sending / receiving distance?

Yes, it is possible to rebind in runtime.

Also:

player setVariable ["tf_receivingDistanceMultiplicator", 0.2]; (not 2)

Share this post


Link to post
Share on other sites

Having an issue with TFR Sounds , I placed my plugins and sounds file in the TS3 plugin directory but I get no sounds Anybody know a fix?

Share this post


Link to post
Share on other sites
Yes, it is possible to rebind in runtime.

Also:

player setVariable ["tf_receivingDistanceMultiplicator", 0.2]; (not 2)

How would you rebind it in run-time as I am having no luck and is the 0.2 a limit? Of how much can be applied?

Share this post


Link to post
Share on other sites
How would you rebind it in run-time as I am having no luck and is the 0.2 a limit? Of how much can be applied?

for tf_receivingDistanceMultiplicator:

effective distance for receive = real distance * tf_receivingDistanceMultiplicator (smaller value - better quality)

for tf_sendingDistanceMultiplicator:

effective distance for send = radio power distance * tf_sendingDistanceMultiplicator (bigger value - better quality)

To rebind just set new variables to player via script.

Share this post


Link to post
Share on other sites
Apologies if this has already been discussed.

It appears that TFAR radios were always envisioned to be a "reasonably" short to mid range solutions within a map (even in vehicles), but we and I'm sure others are discovering transceiver issues over extreme ranges. May I suggest that antenna development be a consideration of the mod? A battlewhip antenna with an extended length, all the way to a dipole scenario when a patrol or platoon are safe enough to set up such a configuration.

Would had an interesting dynamic to the mod and Arma 3.

Maybe it is possible to use the normal long range radio with one person and another one can carry a big antenna in a backpack like the Land_Antenna.

Then you can build up the antenna and connect the long range radio to it.

A feature like this would be awesome. :)

I mean this antenna:

https://www.dropbox.com/s/8yqqxq0fsd19ezr/2015-04-27_00001.jpg?dl=0

Edited by Meiestrix

Share this post


Link to post
Share on other sites

So - I downloaded TFAR for my server, and with the modpack i have running it simply doesn't work. I've tried it both with all the mods in the config line, and I've tried it with only cba_a3 and task_force_radio, and it simply doesn't work. This is the output I get with cba and tfar as the only two running things.

Also, I have deleted/reuploaded both tfar and cba multiple times, but I'm still getting this issue.

Am I supposed to move anything inside tfar anywhere? Or delete something?

tfar and cba_a3

http://pastebin.com/9ipZF6Je

with just cba

http://pastebin.com/c3enPLCk

with entire modpack in the -mod line, right now we have ACRE2, but I want to use TFAR so badly.

http://pastebin.com/GpLTePbb

Please help, as I've said we used TFAR when I hosted from my PC, and I absolutely love it.

Share this post


Link to post
Share on other sites
So - I downloaded TFAR for my server, and with the modpack i have running it simply doesn't work. I've tried it both with all the mods in the config line, and I've tried it with only cba_a3 and task_force_radio, and it simply doesn't work. This is the output I get with cba and tfar as the only two running things.

Also, I have deleted/reuploaded both tfar and cba multiple times, but I'm still getting this issue.

Am I supposed to move anything inside tfar anywhere? Or delete something?

tfar and cba_a3

http://pastebin.com/9ipZF6Je

with just cba

http://pastebin.com/c3enPLCk

with entire modpack in the -mod line, right now we have ACRE2, but I want to use TFAR so badly.

http://pastebin.com/GpLTePbb

Please help, as I've said we used TFAR when I hosted from my PC, and I absolutely love it.

Hm. What is exactly not working? So, server just hangs during start? Have you uploaded keys correctly?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×