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nkey

Task Force Arrowhead Radio

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Thanks NKey.

Do you think we'll see a revamp in the key mapping any time soon? One push to talk and one radio switch key would make this so much better. The key mapping right now is all over the place.

I plan to add key to switch radios... Which additional keys are you want?

PS

Could anyone please ask to update addon on PWS(https://getsatisfaction.com/withsix/topics/mod_update_or_addition_requests_pt2?page=1) Can't submit request due some error....

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I'd like to have an active radio switching key that can cycle between the long range, short wave radios. Similar to an ACREs CTRL+SHFT+A and S.

If you can do that, then all you need to do is a radio transmit key, like a CAPS LOCK in ACRE. It'll much more intuitive and user friendly than have so many different key combos spread all over the keyboard.

Edit: oh also a general radio interface key. Whatever your active radio is, pressing for example CTRL+Q, will bring that radios interface up. You have it right now where there's three combos to bring up any of the three types of radios again spread out all over the place.

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@nkey - how do we use the API to set frequencies? My team has switched to using only 2 frequencies - is there a way that we can set these in the mission init?

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@nkey - how do we use the API to set frequencies? My team has switched to using only 2 frequencies - is there a way that we can set these in the mission init?

Please check "To Mapmakers" section in http://radio.task-force.ru/en/

You may switch to the same personal frequencies for whole team (tf_same_sw_frequencies_for_side = true) and use first and second channel.

Also, as far as I knon Zealot soon will create script to set frequencies and show them on map.

If you still have some question - feel free to ask.

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Hello, First of all, great mod!

Me and a few playing buddies have had a problem though, while playing the DUWS mission it seems that the radio seems to break as soon as you get teleported after initialization.

Now, I'm wondering, could it be that teleporting players around breaks the radio in some way?

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Hello, First of all, great mod!

Me and a few playing buddies have had a problem though, while playing the DUWS mission it seems that the radio seems to break as soon as you get teleported after initialization.

Now, I'm wondering, could it be that teleporting players around breaks the radio in some way?

Hm.. Strange. What you mean about radio "break"& Maybe it is because distance after teleport?

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Well, basically we hear each other the "default" teamspeak way, omnidirectional. It also switches us out of the TaskForceRadio channel, we've tried rejoining the channel manually, but that does not fix the problem.

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Thanks very much for this new version, i tested in a mission and is very nice, actually my comunity change from ACRE to TFAR:ok:

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Hello, First of all, great mod!

Me and a few playing buddies have had a problem though, while playing the DUWS mission it seems that the radio seems to break as soon as you get teleported after initialization.

Now, I'm wondering, could it be that teleporting players around breaks the radio in some way?

Hm.. Strange. What you mean about radio "break"& Maybe it is because distance after teleport?
Well, basically we hear each other the "default" teamspeak way, omnidirectional. It also switches us out of the TaskForceRadio channel, we've tried rejoining the channel manually, but that does not fix the problem.

Same problem as alex911 pointed out, TFR works initially when you launch the DUWS mission - players get moved to TaskForceRadio channel on TS and you can use the radios fine as soon as you spawn in the ocean (waiting for host to confirm mission parameters and choose a starting location). However, as soon as players are teleported to the HQ starting location, TFR stops working completely, audio is returned to normal and players moved out of the TFR channel.

Something to do with the teleporting maybe?

Keep up the fine work!

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What is the procedure for having two short range radios?

Will it be possible in the future to allow med packs and tool kits into the long range radio ruck sack? Any chance a long range radio can be utilized similar to med pack and tool kit?

Currently using Taskforce Radio within a unit's SOP and its lacking the flexiblity to converse over multiple radio systems while maintaining individual fireteam roles (medic RTO and DEMO repair specialist)

Awesome mod thanks for the recent update. Realy digging the left / right audio enable from radio settings.

I read previously some one mentioning the under water radio for seperate radio duties and it would be kinda neat to see this type of radio put within a helmet's capabilty... Just an idea.

Thanks.

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What is the procedure for having two short range radios?

Will it be possible in the future to allow med packs and tool kits into the long range radio ruck sack? Any chance a long range radio can be utilized similar to med pack and tool kit?

Currently using Taskforce Radio within a unit's SOP and its lacking the flexiblity to converse over multiple radio systems while maintaining individual fireteam roles (medic RTO and DEMO repair specialist)

Awesome mod thanks for the recent update. Realy digging the left / right audio enable from radio settings.

I read previously some one mentioning the under water radio for seperate radio duties and it would be kinda neat to see this type of radio put within a helmet's capabilty... Just an idea.

Thanks.

Just put two radios in inventory and use CTRL+P to select active one. I'll add some fast key to switch them soon.

Good idea, I'll adjust size of longe range to feet medpack or toolkit.

Regarding underwater radio - it is now in rebreather, what is the point to move it to the helmet?

---------- Post added at 06:27 ---------- Previous post was at 06:00 ----------

Well, basically we hear each other the "default" teamspeak way, omnidirectional. It also switches us out of the TaskForceRadio channel, we've tried rejoining the channel manually, but that does not fix the problem.

O, I see. Looks like it is because mission uses deprecated way to add frame handlers in file drawIcon.sqf.

As workaround you may:

1) clear the content drawIcon.sqf, repack mission and play

2) Add

enableDebugConsole = 2;

to description.ext and after respawn press ESC and execute

["processPlayerPositionsHandler", "onEachFrame", "processPlayerPositions"] call BIS_fnc_addStackedEventHandler;

Here report to DUWS thread - http://forums.bistudio.com/showthread.php?160117-SP-Dynamic-Universal-War-System-(DUWS-alpha0-1)&p=2584592&viewfull=1#post2584592

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nkey - Regarding underwater radio - it is now in rebreather, what is the point to move it to the helmet?

I liked that the diver radio was built in to the rebreather, and long range radio in the ruck sacks.

My inquiry is of a similar feature within the helmet as to incorparte more radios distributed thoughout the inventory.

Can radio's be easily added to any current existing gear or is all from the ground up design? I'm guessing not or there would be a mod to allow radio attachment to gear.

A helmet radio would be a short wave radio if one added to it kinda similar to a laser designater and battery. I know helmets don't feature that currently but is that a possibility or wishfull thinking?

Thanks for the reply. Looking forward to getting our RTO's their diversity back.

Also, will the fast key switch update add the ability to recieve transmissions on both short wave radios simultaneously.

(152) - (1st radio) freq 80 = bill take out the trash! heard in LEFT EAR & (152) - (2nd radio) freq 90 - bill take the dog for a walk while your at it! heard in RIGHT EAR

Edited by Strick

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Also, will the fast key switch update add the ability to recieve transmissions on both short wave radios simultaneously.

(152) - (1st radio) freq 80 = bill take out the trash! heard in LEFT EAR & (152) - (2nd radio) freq 90 - bill take the dog for a walk while your at it! heard in RIGHT EAR

You now already able to hear multiple personal radios simultaneously. Also you may change stereo channel for each.

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I wrote a litle script which generate random frequencies for TaskForce radio. Frequencies guaranteed to be uniq for each squad. Script just places markers on left upper corner of the map on the briefing screen at the start of mission. Those markers text contains frequencies for all friendly squads. (for West and Resistance for example). In the begginng of the mission each unit starts with his sw radio frequency already setup on his radio.

Script intented for MP TvT missions.

Use:

[] execVM "zlt_gen_freqs.sqf";

from init.sqf

zlt_gen_freqs.sqf

Latest version of the script:

// v1i by [sTELS]Zealot
// Use from init.sqf:
// [] execVM "zlt_gen_freqs.sqf";
// or ['a3ru'] execVM "zlt_gen_freqs.sqf"; for arma3.ru frequencies

#define SCRIPT_VERSION "1i"

_radio_t = [_this, 0, "TF"] call bis_fnc_param;

_radio_t = toUpper (_radio_t);

_markeast = [];
_markwest = [];
_markres = [];


_radio = [-2,2,32,64,100,400];

if ( _radio_t == "A3RU" ) then {
_radio = [-2,2,5,18,100,400];
};

if ( _radio_t == "TF" ) then {
tf_same_sw_frequencies_for_side = false;
tf_same_lr_frequencies_for_side = true;
if ([west, resistance] call BIS_fnc_areFriendly) then {
	tf_guer_radio_code = "_bluefor";
};
if ([east, resistance] call BIS_fnc_areFriendly) then {
	tf_guer_radio_code = "_opfor";
};
};


zlt_fnc_createmarkerlocal = {
private ["_marker","_pos","_shape","_type","_text","_color","_dir","_brush","_size"];
_marker = [_this, 0, "mrk"] call BIS_fnc_param;
_pos = [_this, 1, [0,0]] call BIS_fnc_param;
_text = [_this, 2, ""] call BIS_fnc_param;
_color = [_this, 3, "ColorOrange"] call BIS_fnc_param;
_type = [_this, 4, "mil_dot"] call BIS_fnc_param;
_size = [_this, 5, [1,1] ] call BIS_fnc_param;
_shape = [_this, 6, "ICON"] call BIS_fnc_param;
_dir = [_this, 7, 0] call BIS_fnc_param;
_brush = [_this, 8, "Solid"] call BIS_fnc_param;

createMarkerLocal[_marker, _pos];
_marker setMarkerShapeLocal _shape;
_marker setMarkerTypeLocal _type;
_marker setMarkerTextLocal _text;
_marker setMarkerColorLocal _color;
_marker setMarkerDirLocal _dir;
_marker setMarkerBrushlocal _brush;
_marker setMarkerSizelocal _size;
_marker setMarkerPosLocal _pos;
_marker;

};

zlt_prc_freq_updmarkers = {
_radio_t = _this select 0;
_chnls  = _this select 1;

_zlt_genfreq_xmap = 0;
_zlt_genfreq_ymap = 8000;
_zlt_genfreq_deltamap = 250;


if (worldName == "Altis") then {
	_zlt_genfreq_xmap = 1000;
	_zlt_genfreq_ymap = 30000;
	_zlt_genfreq_deltamap = 500;
};


_zlt_spawnSetSwChannel = {
	if (leader group player == player and not isNil "tf_setLongRangeRadioFrequency") then {
		[] spawn {
				waituntil {sleep 0.5;player call haveLRRadio};
				if (not isNil {zlt_genFreq_playerLrChannel}) then {
					_val = ([zlt_genFreq_playerLrChannel," "] call bis_fnc_splitstring) select 0;
					if (call haveLrradio) then {
						[(call activeLrRadio) select 0, (call activeLrRadio) select 1, _val] call setLrFrequency;
					};
				};
		};
	};
};


_zlt_fnc_printfrq = {

	_val = _this select 1;
	_group = _this select 0;
	_side = _this select 2;

	_txt = format["%1: %2 MHz",_group, _val];
	_mcolor = [_side, true] call bis_fnc_sidecolor;

	[format ["mrk_freq_%1", _zlt_genfreq_ymap], [_zlt_genfreq_xmap, _zlt_genfreq_ymap]  , _txt  ,_mcolor]  call zlt_fnc_createmarkerlocal;
	_zlt_genfreq_ymap = _zlt_genfreq_ymap - _zlt_genfreq_deltamap;

};



if (isDedicated) exitWith {};
waituntil {player == player};

_friends = ([side player] call BIS_fnc_friendlySides) - [civilian];
_friendsids = [];
{_friendsids set [count _friendsids, [_x] call BIS_fnc_sideID] } foreach _friends;

_playerSideId = _friends find playerSide;
_playerGroupId = groupID group player;

_lrside = _friends select 0;
_mcolor = [side player, true] call bis_fnc_sidecolor;
["mrk_freq_a", [_zlt_genfreq_xmap, _zlt_genfreq_ymap]  , "Frequencies:" ,_mcolor]  call zlt_fnc_createmarkerlocal;
_zlt_genfreq_ymap = _zlt_genfreq_ymap - _zlt_genfreq_deltamap;

_lrrecord = ( _chnls select (_friendsids select 0) ) select 0;
[_lrrecord select 0, _lrrecord select 1,side player] call _zlt_fnc_printfrq;

for "_x" from 0 to count(_friendsids)-1 do {
	_radioarr = _chnls select (_friendsids select _x);
	zlt_genFreq_playerLrChannel = (_radioarr select 0) select 1;

	for "_y" from 1 to count(_radioarr)-1 do {
		_carr = _radioarr select _y;
		if ( (_playerSideId == _x) and ([_playerGroupId,_carr select 0] call BIS_fnc_inString) and _radio_t == "TF" ) then {
			zlt_genFreq_playerSwChannel = str(_carr select 1);
			[] call _zlt_spawnSetSwChannel;
		};			
		[_carr select 0, _carr select 1,_friends select _x] call _zlt_fnc_printfrq;
	};
};

};


if (not isDedicated) then {
_radio_t spawn {
	waitUntil {!isNil "public_frequency_markers"};


	[_this, public_frequency_markers] call zlt_prc_freq_updmarkers;
};
};


_fnc_genfreq = {
private ["_state","_num","_isinbl","_l1","_l2"];
_state = _this select 0; 
if (isNil {zlt_freqblacklist}) then {
	zlt_freqblacklist = [];
};

_num = 0;
_l1 = _radio select 0;
_l2 = _radio select 1;
_isinbl = true;
if (_state == 0) then {
	_l1 = _radio select 2; _l2 = _radio select 3;
};
if (_state == 1) then {
	_l1 = _radio select 4; _l2 = _radio select 5;
};

while {_isinbl} do {
	_num = round (([_l1,_l2] call bis_fnc_randomnum) * 10) / 10 ;
	if not (_num in zlt_freqblacklist) then {
		zlt_freqblacklist = zlt_freqblacklist set [count zlt_freqblacklist, _num ];
		_isinbl = false;
	};
};
_num;
};



if (not isServer) exitWith {};

_num = [0] call _fnc_genfreq ;
_sdv = [2] call _fnc_genfreq ;
_markeast set [count _markeast, ["LR", str(_num)+" ("+(if (_sdv >0) then {"+"} else {""})+str(_sdv)+")"]] ;

_num = [0] call _fnc_genfreq ;
_sdv = [2] call _fnc_genfreq ;
_markwest set [count _markwest,["LR", str(_num)+" ("+(if (_sdv >0) then {"+"} else {""})+str(_sdv)+")"]] ;

_num = [0] call _fnc_genfreq ;
_sdv = [2] call _fnc_genfreq ;
_markres set [count _markres, ["LR", str(_num)+" ("+(if (_sdv >0) then {"+"} else {""})+str(_sdv)+")"]] ;


{
_num = [1] call _fnc_genfreq ;


if ((leader _x) in playableUnits) then {
	switch true do {
		case (side leader _x == west) : {_markwest set [ count _markwest , [groupID (_x)+"("+name leader _x +")", _num ]];};
		case (side leader _x == east) : {_markeast set [ count _markeast , [groupID (_x)+"("+name leader _x +")", _num ]];};
		case (side leader _x == resistance) : {_markres set [ count _markres , [groupID (_x)+"("+name leader _x +")", _num ]];};
	};
};

if (_radio_t == "TF") then {
	_vl3 = [] call generateSwSetting;
	_vl3 set [2, str (_num)];
	_x setVariable["tf_sw_frequency", _vl3, true];
};

} foreach allgroups;

public_frequency_markers = [_markeast,_markwest,_markres];
publicVariable "public_frequency_markers";

Edited by zealot111
  • Like 1

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That is quite a changelog there. Solved a few of stuffs that keep me from using this mod.

I've got 2 questions here since I haven't had the time to test it out.

I really hope to use this Radio mod in our community but this two issues are my main concern.

Does the long range radio still get automatically dropped when the player is dead?

Does the Blufor' Long range radio still get switched with Independent long range radio after respawn?

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That is quite a changelog there. Solved a few of stuffs that keep me from using this mod.

I've got 2 questions here since I haven't had the time to test it out.

I really hope to use this Radio mod in our community but this two issues are my main concern.

Does the long range radio still get automatically dropped when the player is dead?

Does the Blufor' Long range radio still get switched with Independent long range radio after respawn?

1) Long range radio is backpack, so it is dropped in way the backpack dropped in the game. But after respawn you'll get it again. With the same settings.

2) Fixed.

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oh right. yep, that is how backpack works. thanks for reminding me.

gonna test this update, if our leader approves then we are using this radio mod. :D

thanks again for making such a good radio mod.

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Same problem as alex911 pointed out, TFR works initially when you launch the DUWS mission - players get moved to TaskForceRadio channel on TS and you can use the radios fine as soon as you spawn in the ocean (waiting for host to confirm mission parameters and choose a starting location). However, as soon as players are teleported to the HQ starting location, TFR stops working completely, audio is returned to normal and players moved out of the TFR channel.

Something to do with the teleporting maybe?

Keep up the fine work!

Will fixed by map author - http://forums.bistudio.com/showthread.php?160117-SP-Dynamic-Universal-War-System-(DUWS-alpha0-1)&p=2585519&viewfull=1#post2585519

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Nkey, can you make the Num pad keys 1-8 that switch channels and frequencies all the same per faction?

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Tested for about one hour and made a video out of it.

Send it to our Leader.

I'm happy to say that our Leader has approved to switch to this radio mod.

Thanks, Nkey. :)

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Nkey, can you make the Num pad keys 1-8 that switch channels and frequencies all the same per faction?

Try to set in init.sqf: tf_same_sw_frequencies_for_side = true;

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We played around with this mod for a short time last night and we're already liking the looks of it. The nice "whispering, normal, and yelling" feature makes talking on direct much more useful than ACRE, and the radio system is very clean and simple.

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Thanks NKey will test it out in a bit. The LR version of that would simply be tf_same_lr_frequencies_for_side = true, if I'm correct?

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Thanks NKey will test it out in a bit. The LR version of that would simply be tf_same_lr_frequencies_for_side = true, if I'm correct?

yes, but it already set by default.

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