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nkey

Task Force Arrowhead Radio

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Sending - your transmit randge multiplied

Receviing - range your receiving from multiplied

Yeah, I thought so. But I found that raising the receivingDM proportionally to the sendingDM wouldn't have any effect. Only if the receivingDM was lower than the sendingDM I would be able to hear and be heard over a wider range (given that both the transmitter and the receiver had the same values for both variables).

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Thanks for the response! Since I'm a total function noob, how would I go about using this function? I figured it wouldn't work, but to set frequency to 70.0 and speakers on I already tried:

[(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, "70.00"] call TFAR_fnc_setLrFrequency; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1] call TFAR_fnc_setLrSpeakers;

I saw you responded to something similar earlier in the thread, so instead I'm guessing it would have to look something like this?

[_vehicleObject, "driver_radio_settings"] call TFAR_fnc_setLrSpeakers;

What would I need to change to make setLrFrequency and setLrSpeakers to work with a LR backpack placed in the editor?

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Thanks for the response! Since I'm a total function noob, how would I go about using this function? I figured it wouldn't work, but to set frequency to 70.0 and speakers on I already tried:

[(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, "70.00"] call TFAR_fnc_setLrFrequency; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1] call TFAR_fnc_setLrSpeakers;

I saw you responded to something similar earlier in the thread, so instead I'm guessing it would have to look something like this?

[_vehicleObject, "driver_radio_settings"] call TFAR_fnc_setLrSpeakers;

What would I need to change to make setLrFrequency and setLrSpeakers to work with a LR backpack placed in the editor?

 

Oh.. It is not so easy... You need to put backpack in editor this some name and then use this name in scripts.

 

But as far as I remember backpack will wrapped into GroundWeaponHolder, so you will need to run everyBackpack function to get backpack object.

 

and then

 

[_x, "radio_settings", "70.00"] call TFAR_fnc_setLrFrequency;
[_x, "radio_settings"] call TFAR_fnc_setLrSpeakers;
 
where _x is backpack object.
 
Check fn_processSpeakerRadios.sqf in github repo for references.

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Oh.. It is not so easy... You need to put backpack in editor this some name and then use this name in scripts.

 

 

Thanks! I'm not having much luck with it at the moment, but I guess I'll just have to read up more on scripting. Thanks for helping and creating TFAR :)

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With 1.56 about to bring some pretty decent mod support to the 'vanilla' game, it would be nice to see TFAR on the steam workshop. I know there were concerns about whether or not you could add arbitrary loose files (especially the critical *.dll plugins) to a Steam workshop mods and yes, you now can. There's obviously no auto-install like there is with PwS or A3Sync but the files will be there, ready for users to manually move them to TS. It would be great to see an official TFAR release on Steam Workshop before 1.56 comes out, the publishing process is surprisingly painless! :)

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More people willing to play on servers that use TFAR?  Instead of just going to a vanilla server because they can't hassle with it?

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With 1.56 about to bring some pretty decent mod support to the 'vanilla' game, it would be nice to see TFAR on the steam workshop. I know there were concerns about whether or not you could add arbitrary loose files (especially the critical *.dll plugins) to a Steam workshop mods and yes, you now can. There's obviously no auto-install like there is with PwS or A3Sync but the files will be there, ready for users to manually move them to TS. It would be great to see an official TFAR release on Steam Workshop before 1.56 comes out, the publishing process is surprisingly painless! :)

 

I'm sure nkey is aware of the benefits but given various people's actions I'm quite sure he's decided not to. It's his mod, he can do as he sees fit.

 

More people willing to play on servers that use TFAR?  Instead of just going to a vanilla server because they can't hassle with it?

 

I hang out sometimes on the TF Warhorse (or a lot depending on what's really going on) and I like going on the TFAR channel as sometimes I'm there, I monitor, but I don't play with other people because Il like the 3D sound effect, so nobody is bothering me while I play. Nothing wrong with some people but pub servers sometimes i just like to do my own thing and be left somewhat alone. And I like to use the radio when needed.

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This is one mod my group misses using. We have moved exclusively to using steamwortks for our mods and this is probably the only mod that isn't on there that I miss.

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Hello.

 

Myself and my Arma 3 unit is having some problems with TFAR.

 

For some reason whenever we start a mission, we spawn with no short range radios, even though the scripts are correct (it worked during singleplayer testing and LAN server testing). However the Long range radios work perfectly.

I've been doing some research on this problem and I believe that it could be due to use updating our CBAs. IS this the problem? If not what else could be the problem?

 

Now I also have my own problem, whenever I join the server it does not move me into the TFAR TS channel, and if I try to move myself it does not work.

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With 1.56 about to bring some pretty decent mod support to the 'vanilla' game, it would be nice to see TFAR on the steam workshop. I know there were concerns about whether or not you could add arbitrary loose files (especially the critical *.dll plugins) to a Steam workshop mods and yes, you now can. There's obviously no auto-install like there is with PwS or A3Sync but the files will be there, ready for users to manually move them to TS. It would be great to see an official TFAR release on Steam Workshop before 1.56 comes out, the publishing process is surprisingly painless! :)

 

yep, just need to strip out userconfig somehow.. (as I know it is not supported)

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Hello.

 

Myself and my Arma 3 unit is having some problems with TFAR.

 

For some reason whenever we start a mission, we spawn with no short range radios, even though the scripts are correct (it worked during singleplayer testing and LAN server testing). However the Long range radios work perfectly.

I've been doing some research on this problem and I believe that it could be due to use updating our CBAs. IS this the problem? If not what else could be the problem?

 

Now I also have my own problem, whenever I join the server it does not move me into the TFAR TS channel, and if I try to move myself it does not work.

 

Check your server logs for errors.

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So far the only issue I've noticed is that it automatically put on the Long Range Rucks, and so far that's it. Honestly that's my only nitpick and it substituted my personal radios for the PRC-148. Otherwise seemed to work okay. Although in all honesty I did revert back to the Armaholic version so I'd have control over the radio stuff.

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Hi,

 

Is it possible to spawn a unit without any radio?

Looking for a long time, but I can't find a way.

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Open the radio_settings.hpp in the userconfig/task_force_radio folder and it has the various settings and you can disable/enable them.

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I already try, it does not work.

The soldier always keeps a radio.

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Hover your mouse and see the type, if it' says "Rado" then that's the BIS version. IF it's like "AN/PRC-xxx" then that's the TFAR radio. Most default units already have it so it's the game itself, and not the mod.

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It's an AN/PRC-xxx. I try to use radio_settings.hpp and/or a TFAR module in the mission to block it but it's doesn't works. Units I use don't have any radio even the basic radio.

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This is what I use:

 

TF_give_personal_radio_to_regular_soldier = 0;

 

For various settings "0" and "1" should be used instead of other commands. You may be putting in "N" (not sure of course) and it simply doesn't recognize it.

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Hi :)

 

Since the eden patch our unit now has issues with using Taskforce radio.

 

Taskforce radio modules are assigned to all our missions, and since the Eden patch we are no longer able to use these modules, as the Taskforce radio stops. It is connected but does not work, it doesn't function as it should. You can hear everyone on Teamspeak with the same volume, no matter the radius.

 

While enabling the modules to force players to have a radio in their kit, it no longer functions. 

 

Message on Teamspeak with modules enabled: Task Force Radio Status (0.9.8):Connected Y Play N P:0.9.8 A: 0.9.8

 

Disabling module works, but every time you enter the server it forces players, both LR & SW and drops their backpack, every single time.

 

Message on Teamspeak with no modules: Task Force Radio Status (0.9.8):Connected Y Play Y P:0.9.8 A: 0.9.8

 

Has anyone experienced the same issues, or can offer a resolution?

 

Cheers, 

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Currenty Eden mixes something up when converting the modules.

You need to manually adjust the mission.sqm so it runs with the propper values. Same applies to modules from ACE etc.

Easiest way: Create a mission with your modules in 2d editor and copypaste the values into your new eden mission.

 

Hopefully BIS fixes that.

 

We just did a mission on EDEN on Sunday and it worked perfectly.

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