rekkless 240 Posted January 13, 2017 Quote Are you guys planning on adding zeus compability? So when you take control over a unit you can actually use direct speech and radio off the guy your controlling and also hear the other players near the person you took remote control over? 2 Honestly man I don't know what is wrong with your game. My group uses 9.12 and we have no problems in Zeus hearing players, communicating with players even when remote controlling AI. Share this post Link to post Share on other sites
ski2060 167 Posted January 13, 2017 This is not an uncommon thing. My unit has the same problem on all of our servers using 0.9.12. We cannot talk in direct or use radio while remote controlling an AI with Zeus. You mind posting up your module settings? Share this post Link to post Share on other sites
rekkless 240 Posted January 13, 2017 the only module setting we use is the Force TFAR module we have no long range radios, sw and lw radio frequencies the set to synced and rifleman radios set to NO - all players get a PRC 152. Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 14, 2017 Unfortunately not working with latest TeamSpeak version anymore :( Share this post Link to post Share on other sites
natrius 10 Posted January 14, 2017 On Github there is a temporary fix https://github.com/michail-nikolaev/task-force-arma-3-radio/issues/1186#issuecomment-271336501 I should add that i was not able to test it because we just did not update our TS yet. And you just could download the older version too, as an additional approach :) Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 14, 2017 I lost my bookmarks when I reinstalled ts. Other team members do not want to take that risk :) I will try the new plugin Share this post Link to post Share on other sites
rekkless 240 Posted January 14, 2017 we had someone last night have trouble with their TS plugin all they did was go into the new plug in settings on ts and click reload and their plugin worked fine. Share this post Link to post Share on other sites
Artyom Bokov 0 Posted January 15, 2017 I have problem When i press CAPS instead of radio channel i hear direct TS conversation. TFR initialized both on server side and client, everything seems like working, can manage radio interface, change frequency etc. PTT button moved from CAPS in TS3 and ARMA3 Do i have to create special channel in TS3 to make it work correct? Imade one "TaskForceRadio", when i load in the game TS3 automaticali directs me there Used with latest v. of TS3 3.1.0.1, with fix (.dll) and without. Need suppot please... Share this post Link to post Share on other sites
perfectum 26 Posted January 17, 2017 On 12.1.2017 at 4:33 AM, diehardfc said: My community is also having the problem where Remote Control units cannot hear other players and the players cannot hear the Remote Control character. This happened after we upgraded to 0.9.12, so two of us performed a test. We downgraded one client to 0.9.8 and that client used RC. The RC character could hear players, but the player on v.0.9.12 couldn't hear the RC character. Only when we downgraded both of us to 0.9.8 could both player and RC character hear each other. I wanted to clarify for Dedmen how the Remote Control function usually works: it doesn't usually involve syncing any units to Zeus or another module. In general, this is how RC occurs in many multiplayer missions: A curator joins the game as a playable unit with Zeus access. The curator ascends to/becomes Zeus and navigates to some far off location on the map where other players are. His player character is left behind. Curator places a unit. Curator switches to the Modules tab and twirls down the Zeus section. Curator selects Remote Control and clicks on the unit. After an onscreen effect, the curator "wakes up" inside the selected unit. With past versions of TFAR, the Remote Control character could hear everything around them and be heard by everyone around them, as if they were just another player. Meanwhile, the curator's player character couldn't hear or be heard, and was effectively "offline." Once the RC character died or you were finished, you could select another one, and it would have the same audio properties. This was a tremendous boon for Game Masters. Thank you for your continued work on this outstanding mod. It's an amazing addition to any group's collection, and I hope you're able to work up a solution to this particular issue. Please let me know if I can provide any additional information. I see that somebody listed this above. So I guess there's more people having problem with it. On 13.1.2017 at 10:03 AM, perfectum said: Are you guys planning on adding zeus compability? So when you take control over a unit you can actually use direct speech and radio off the guy your controlling and also hear the other players near the person you took remote control over? On 13.1.2017 at 5:03 PM, rekkless said: Honestly man I don't know what is wrong with your game. My group uses 9.12 and we have no problems in Zeus hearing players, communicating with players even when remote controlling AI. Do you guys have a own Zeus slot or do you take control over zeus after joining as a player? That's atleast what we do. It sounds like the audio is locked the to character you orgianlly joined with and not the one your remotely controlling so they hear you from the orginal player and not the person your remotely controlling. Share this post Link to post Share on other sites
rekkless 240 Posted January 17, 2017 Perfect please disregard my post. I hadn't yet updated Teamspeak. Now everyone has updated to the latest version it is now impossible to communicate with players when remote controlling AI. Share this post Link to post Share on other sites
Royal Eagles 1 Posted January 18, 2017 Thx for you jobs, it's very good ! And I have a question: Can you add the possibility of hearing the players via the radio task force without being beside them, but via the camera zeus ? Please ? Sorry for my bad english.. Share this post Link to post Share on other sites
shaker_F 1 Posted January 18, 2017 On 11/15/2016 at 9:53 AM, Tuntematon said: Hi. I noticed that when im using TFAR. Offroad (armed) is always RED. And if i try edit vehicle appearance in editor, in camo it show N/A. But when i remove TFAR. I can see all the normal camos. Always same thing when i downloaded TFAR and CBA from Steam workshop or armaholic. Hi we have the same problem. I think we found why the Task force Radio give us this effect. Everything is due to the vanilla Offroad_01_base_f class. This base is use for every offroad on the game. It's the primary class. In the vanilla game the offroad_01_armed_base is the subclass of the Offroad_01_military_base_01 and not of the Offroad_01_base_f. To create the camo offroad this military class is the subclass of the offroad_01_base_f_class. On the task force radio mod we could finds a vehicle.hpp file where the TFR team configure the vehicle. In this file we could see this parameters : class Offroad_01_base_f; class Offroad_01_armed_base_F:Offroad_01_base_f { tf_hasLRradio = 1; tf_isolatedAmount = 0.25; }; In these line we could see that the offroad_01_armed_base_F is now a subclass of the offroad_01_base_f ( the primary class) and not of the offroad_01_military_base_01 , its normal class. The color of the offroad_01_base_f class is RED. To found again the camo offroad vehicle and to get the configuration of TFR, I replace these line by : class Offroad_01_military_base_F; class Offroad_01_base_f { tf_hasLRradio = 1; tf_isolatedAmount = 0.25; }; class Offroad_01_armed_base_F:Offroad_01_military_base_F { tf_hasLRradio = 1; tf_isolatedAmount = 0.25; }; I test this modification on my local computer and it works again. I did not test the Task force parameters as I was alone. I let you see if it correct this problem , I will not modify the Mod by myself so we will still using the official Mod but now I kwow that I do not need to modify the color of my screen. 1 Share this post Link to post Share on other sites
Dedmen 2726 Posted January 25, 2017 On 13.1.2017 at 9:16 AM, M1ke_SK said: @nkey When I start using tfar I dont have radio on me yet, so I add there sleep for 5 seconds to wait that tfar is initialized. How to check if addon is initializated at mission start? Is there any variable to check of maybe function? There is a OnRadiosReceived Event. you can listen to it using TFAR_fnc_addEventHandler. It will fire after Your Radios were instanciated. This Event may only fire once and there is no Variable set after it. So you have to add the Eventhandler as soon as possible in your init.sqf or anything else. On 3.1.2017 at 2:20 PM, Johnny Drama said: any intel on the 64bit version? couldnt fint anything in github/website... The 1.0 Pre-releases have 64bit support. They are on Github under Releases ^^ But the Changelog is still missing the Entry for 64Bit support. On 9.1.2017 at 4:44 PM, Iceman2004 said: Does anyone have issue with TFAR saying wrong version after a dedicated server has been running for An extended period of time on their server Yes that also happens to my quite often.. I always just click it away because i know it's wrong. That Problem has been fixed in 1.0. The bug with the only Red Offroader was Fixed last Week. The Bug with Zeus remote Control only happens if you have the Game Master Module attached to a Unit. If you use a Zeus Logic it works fine. I am rarely checking this Forum thread and it's kinda hard to keep Track of stuff. If you always want to get the latest News or Live support you can get both in our Discord https://discord.gg/8emCVsz Many of the bugs you guys report have already been Fixed in our new 1.0 Update. But that will only be released when it's done and there will be no 0.9.x release anymore because we are putting all work into 1.0. It's also always a good Idea to check our Github. You can get the 1.0 Pre-Release there and also updates on latest issues like the Teamspeak 3.1 thingy. 1 Share this post Link to post Share on other sites
M1ke_SK 230 Posted January 26, 2017 9 hours ago, dedmen said: There is a OnRadiosReceived Event. you can listen to it using TFAR_fnc_addEventHandler. It will fire after Your Radios were instanciated. This Event may only fire once and there is no Variable set after it. So you have to add the Eventhandler as soon as possible in your init.sqf or anything else. Thank you, perfect. Share this post Link to post Share on other sites
tebbbs 33 Posted January 26, 2017 i have a script that adds a loadout to units, but sometimes the short range radio gets replaced by some item from tfar.. its some radio frequency setter.. how can i disable that? also one more thing.. the short range radios have an id attached to the name (for example tf_anprc152_3). Can this be removed? I store the loadout in a database and when 2 people have the same id, it creates a problem when one of them is switching the frequency Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 26, 2017 Just for the same reason like you experienced, I adjust the required radio via loadout editor otherwise frequencies are getting mess due to colliding radio IDs :/ Share this post Link to post Share on other sites
Dedmen 2726 Posted January 28, 2017 On 26.1.2017 at 3:47 PM, tebbbs said: i have a script that adds a loadout to units, but sometimes the short range radio gets replaced by some item from tfar.. its some radio frequency setter.. how can i disable that? also one more thing.. the short range radios have an id attached to the name (for example tf_anprc152_3). Can this be removed? I store the loadout in a database and when 2 people have the same id, it creates a problem when one of them is switching the frequency No the ID cannot be removed. BI doesn't offer a better solution. You can check the config entry of that radio for the tf_parent entry. It contains the base classname. ex. (configFile >> "CfgWeapons" >> "tf_anprc152_3" >> "tf_parent") -> "tf_anprc152" you can use the TFAR_fnc_isRadio function to check if a classname is a Radio. Share this post Link to post Share on other sites
Royal Eagles 1 Posted January 29, 2017 On 12/01/2017 at 4:33 AM, diehardfc said: My community is also having the problem where Remote Control units cannot hear other players and the players cannot hear the Remote Control character. This happened after we upgraded to 0.9.12, so two of us performed a test. We downgraded one client to 0.9.8 and that client used RC. The RC character could hear players, but the player on v.0.9.12 couldn't hear the RC character. Only when we downgraded both of us to 0.9.8 could both player and RC character hear each other. I wanted to clarify for Dedmen how the Remote Control function usually works: it doesn't usually involve syncing any units to Zeus or another module. In general, this is how RC occurs in many multiplayer missions: A curator joins the game as a playable unit with Zeus access. The curator ascends to/becomes Zeus and navigates to some far off location on the map where other players are. His player character is left behind. Curator places a unit. Curator switches to the Modules tab and twirls down the Zeus section. Curator selects Remote Control and clicks on the unit. After an onscreen effect, the curator "wakes up" inside the selected unit. With past versions of TFAR, the Remote Control character could hear everything around them and be heard by everyone around them, as if they were just another player. Meanwhile, the curator's player character couldn't hear or be heard, and was effectively "offline." Once the RC character died or you were finished, you could select another one, and it would have the same audio properties. This was a tremendous boon for Game Masters. Thank you for your continued work on this outstanding mod. It's an amazing addition to any group's collection, and I hope you're able to work up a solution to this particular issue. Please let me know if I can provide any additional information. How to slove this problem ? please? Share this post Link to post Share on other sites
O.Languedoc 67 Posted January 30, 2017 From the post on Github, all will be fixed in version 1.0 Share this post Link to post Share on other sites
Yoyodef 12 Posted January 30, 2017 23 hours ago, Royal Eagles said: How to slove this problem ? please? On 25/01/2017 at 10:02 PM, dedmen said: The Bug with Zeus remote Control only happens if you have the Game Master Module attached to a Unit. If you use a Zeus Logic it works fine. Share this post Link to post Share on other sites
Royal Eagles 1 Posted January 30, 2017 That is to say ? I have a zeus module with a UID, how to do with a game logic? Share this post Link to post Share on other sites
DieselJC 196 Posted February 2, 2017 I had to re-install my A3 due to a hardware upgarde after I re-installed Win7..my question is where do I put the "radio-sounds" folder? I got TFR installed shows up and seems to be transmitting fine but I have no radio sounds at all..plugin is working with no errors..just cant figure out why I dont have radio sounds. Any help would be appreciated. Diesel Share this post Link to post Share on other sites
Royal Eagles 1 Posted February 3, 2017 On 30/01/2017 at 5:50 PM, Yoyodef said: I have 3 Game Master module activated by UID and no work for me... Share this post Link to post Share on other sites
Crielaard 435 Posted February 3, 2017 I could not find it with the search option. Is there a way to manipulate the transmission range of radio's through a script? I want players to have increased range when they are near certain objects. And maybe decrease the range with others. Share this post Link to post Share on other sites
lawndartleo 109 Posted February 4, 2017 Searched on JIP issues. No hits. As long as we all are starting at the same time, we all have TFR working. Those who are late to the game can only talk to others who are late to the game as well. Close proximity communication works for all but not the radios. Is there a solution or is this an unfortunate shortcoming? Share this post Link to post Share on other sites