zach72 1 Posted March 16, 2014 It's OK nkey, after a sleepless night (literally) someone came on TS and 'looked over my shoulder' and pointed out that the mission (patrol operations 3.1) already had a TaskForce script that sets "tf_same_sw_frequencies_for_side = false;" ...so it was undoing what I was trying to do after my script had run! Thanks for speedy response again though. Now to try and get headless clients working again....... EDIT: Oh, and I 'stole' some script from the Patrol Ops mission too that checked isClass(configFile/"CfgPatches"/"task_force_radio"); before executing the TFR scripts, to avoid errors for those not running the mod. (So other people can avoid sleepless nights) Share this post Link to post Share on other sites
nkey 35 Posted March 16, 2014 Just wondering, maybe someone have skills to create image for R168-0.1UME (current russian "rifleman radio" in monoblock variant) ? Share this post Link to post Share on other sites
x39 101 Posted March 16, 2014 so its me again two questions: any news for the ability to mute the own player? is it possible to change the general volume for all players talking (sort of fadeSound just for TFAR so that im able to lower the volume of all players when the own player gets deafer) Share this post Link to post Share on other sites
nkey 35 Posted March 16, 2014 soits me again two questions: any news for the ability to mute the own player? is it possible to change the general volume for all players talking (sort of fadeSound just for TFAR so that im able to lower the volume of all players when the own player gets deafer) Hello. Both methods will be added soon (limiting max player voice level). And I'll be happy if you integrate them into XMedSys. Also, if you want - I'll send your dev build when its be ready. Share this post Link to post Share on other sites
x39 101 Posted March 16, 2014 Hello.Both methods will be added soon (limiting max player voice level). And I'll be happy if you integrate them into XMedSys. Also, if you want - I'll send your dev build when its be ready. would be nice if you could do ^^ Share this post Link to post Share on other sites
kennyleif 20 Posted March 17, 2014 Will a new update be posted on ex Armaholic for people that dont use PWS? Share this post Link to post Share on other sites
kgino1045 12 Posted March 17, 2014 Do you plan to make radio over hearing fethure? what i want to tell is if one person has radio and others don't have, can others hear radio? Not directly but in close range with low sound Share this post Link to post Share on other sites
Magirot 14 Posted March 17, 2014 if one person has radio and others don't have, can others hear radio? Not directly but in close range with low sound They can. You can use CTRL + TAB to change your speech volume (talk - shout - whisper). Share this post Link to post Share on other sites
kgino1045 12 Posted March 17, 2014 They can. You can use CTRL + TAB to change your speech volume (talk - shout - whisper). Well doesn't it work for voice? not radio income traffic? What i want to tell is let the others can heard Squad leader's Longrange radio traffic without even have it is it possible? Share this post Link to post Share on other sites
nkey 35 Posted March 17, 2014 Do you plan to make radio over hearing fethure? what i want to tell is if one person has radio and others don't have, can others hear radio? Not directly but in close range with low sound Planned, but not for next update (not easy to implement). Share this post Link to post Share on other sites
kgino1045 12 Posted March 17, 2014 Planned, but not for next update (not easy to implement). Cheers sir. Share this post Link to post Share on other sites
j. patterson 10 Posted March 18, 2014 Anyone else getting the API mismatch error on TS version 3.0.12?? (stable version for ACRE, so I have to use it for now). The TFAR uses API ver. 20, but TS is requiring ver. 19. I can't use the plugin so nothing works in game. Share this post Link to post Share on other sites
FartParty 10 Posted March 18, 2014 is there any way i can add a long range radio to a vehicle that doesn't have one, such as the civilian offroad vehicle? Share this post Link to post Share on other sites
lordheart 1 Posted March 18, 2014 @J. Patterson, in your @task_force_radio, there should be plugins available still for 3.0.13.. @FartParty, in the current version no, but it is coming in the next version. Share this post Link to post Share on other sites
DaViSFiT 21 Posted March 18, 2014 i like your mod! Keep up the good work, this is really one of the best mods out there. I have 2 questions. - when someone dies, he hear all other players while the respawn countdown drops down to zero. This is normal? Can this be fixed? Or is the only way the PvP mode? - a friend yesterday had a strange problem. he needs everytime he respawned set the radio to active. If he dont do this he cant talk or hear s.t. over radio? Never saw that. Is this known? is there a solution for this? Share this post Link to post Share on other sites
nkey 35 Posted March 18, 2014 i like your mod! Keep up the good work, this is really one of the best mods out there. I have 2 questions.- when someone dies, he hear all other players while the respawn countdown drops down to zero. This is normal? Can this be fixed? Or is the only way the PvP mode? - a friend yesterday had a strange problem. he needs everytime he respawned set the radio to active. If he dont do this he cant talk or hear s.t. over radio? Never saw that. Is this known? is there a solution for this? Hello. 1) check for "serious mode" in documentation 2) probably bug.... Can you please send link to map you played? Share this post Link to post Share on other sites
DaViSFiT 21 Posted March 18, 2014 2) only he had the problem. he hadnt used TFR befor, he installed the newest version with newest TS3 0.14 support. we played the newest "BEcti zerty's version" warfare. Perhaps he can make a screenshot these days. Share this post Link to post Share on other sites
j. patterson 10 Posted March 18, 2014 @J. Patterson, in your @task_force_radio, there should be plugins available still for 3.0.13.. Thanks! It worked (I'm using 3.0.11.1 for my unit, but the 3.0.13 file works just as well). Share this post Link to post Share on other sites
bilu90 10 Posted March 19, 2014 My friends and i use TS 3.0.14 and we all have the same problem I mean the task force plugin doesn't appear on the pannel with the others plugins. So We can't activate it. Do we have to re-install 3.0.13 or what ? :) ---------- Post added at 17:43 ---------- Previous post was at 17:21 ---------- My friends and i use TS 3.0.14 and we all have the same problem I mean the task force plugin doesn't appear on the pannel with the others plugins. So We can't activate it. Do we have to re-install 3.0.13 or what ? :) Share this post Link to post Share on other sites
nkey 35 Posted March 19, 2014 My friends and i use TS 3.0.14 and we all have the same problem I mean the task force plugin doesn't appear on the pannel with the others plugins. So We can't activate it. Do we have to re-install 3.0.13 or what ? :)---------- Post added at 17:43 ---------- Previous post was at 17:21 ---------- My friends and i use TS 3.0.14 and we all have the same problem I mean the task force plugin doesn't appear on the pannel with the others plugins. So We can't activate it. Do we have to re-install 3.0.13 or what ? :) Check few posts before please :) Share this post Link to post Share on other sites
pabstmirror 34 Posted March 20, 2014 With this in the init: tf_no_auto_long_range_radio = true; tf_same_sw_frequencies_for_side = true; tf_same_lr_frequencies_for_side = true; tf_freq_west = [0 ,7, "31","32","33","34","35","36","37","38","39",0]; tf_freq_west_lr = [3 ,7, "31","32","33","34","35","36","37","38","39",0]; On a dedicated server, if a player starts in a vehicle ( this moveInDriver VehNATO_TH1; ) then the vehicle's long range radio will just get random frequencys instead of the assigned freqs. I think the problem starts with the call in client.sqf (line 353): _value = (group player) getVariable "tf_lr_frequency"; if (isNil "_value") then { _value = call generateLrSettings; }; that is being run before server has a chance to set the variable because Server.sqf has a "waitUntil {time > 0};" on line 36. So I think there is a bad race condition where client is checking for variable before the server can push it out. I think this could be fixed by having the client wait until the server has gotten though with it's while loop at least once. Something like: _value = (group player) getVariable "tf_lr_frequency";if (tf_same_lr_frequencies_for_side) then {waitUntil {_value = (group player) getVariable "tf_lr_frequency"; !isNil "_value";} Share this post Link to post Share on other sites
Alonso.E 10 Posted March 20, 2014 Hello nkey, First of all, thank you for your great mod and for filling an important gap in Arma 3. Our clan and most of the Spanish clans I know of use it extensively. Because of the change in the TS API as of version 3.0.14, you have been forced to rebuild the TFR DLL and re-package them into the mod zip file for distribution. I can see that you clearly have specified in the website from which the mod can be downloaded that the version is v0.8.3 (03-13-2014), and also added a note saying it is compatible with TS 3.0.14. I understand that the mod code base has not changed and therefore the version number should not change, but it is clear that the date is meaningful to the contents of the package. Could I suggest the date be also appended to the mod zip file, so instead of 0.8.3.zip we have something like 0.8.3-2014-13-03.zip ? That would work as some kind of build number and would let people understand that is a different build. Being a software engineer myself with some years of professional development on my back (not in the game industry unfortunately) I know these little things in versioning a package can lead to a great deal of confusion sometimes. Anyway, hope it helps. Regards, Alonso. PD: tried to send this as a PM but was not allowed because I had never post in the forum :-( Share this post Link to post Share on other sites
Variable 322 Posted March 20, 2014 Alonso;2648418']Could I suggest the date be also appended to the mod zip file' date=' so instead of 0.8.3.zip we have something like 0.8.3-2014-13-03.zip ? That would work as some kind of build number and would let people understand that is a different build.[/quote'] Good suggestion! Share this post Link to post Share on other sites
nkey 35 Posted March 20, 2014 With this in the init:tf_no_auto_long_range_radio = true; tf_same_sw_frequencies_for_side = true; tf_same_lr_frequencies_for_side = true; tf_freq_west = [0 ,7, "31","32","33","34","35","36","37","38","39",0]; tf_freq_west_lr = [3 ,7, "31","32","33","34","35","36","37","38","39",0]; On a dedicated server, if a player starts in a vehicle ( this moveInDriver VehNATO_TH1; ) then the vehicle's long range radio will just get random frequencys instead of the assigned freqs. I think the problem starts with the call in client.sqf (line 353): that is being run before server has a chance to set the variable because Server.sqf has a "waitUntil {time > 0};" on line 36. So I think there is a bad race condition where client is checking for variable before the server can push it out. I think this could be fixed by having the client wait until the server has gotten though with it's while loop at least once. Something like: Thanks for help, I'll try to find workaround. ---------- Post added at 17:33 ---------- Previous post was at 17:30 ---------- Alonso;2648418']Hello nkey' date='First of all, thank you for your great mod and for filling an important gap in Arma 3. Our clan and most of the Spanish clans I know of use it extensively. Because of the change in the TS API as of version 3.0.14, you have been forced to rebuild the TFR DLL and re-package them into the mod zip file for distribution. I can see that you clearly have specified in the website from which the mod can be downloaded that the version is v0.8.3 (03-13-2014), and also added a note saying it is compatible with TS 3.0.14. I understand that the mod code base has not changed and therefore the version number should not change, but it is clear that the date is meaningful to the contents of the package. Could I suggest the date be also appended to the mod zip file, so instead of 0.8.3.zip we have something like 0.8.3-2014-13-03.zip ? That would work as some kind of build number and would let people understand that is a different build. Being a software engineer myself with some years of professional development on my back (not in the game industry unfortunately) I know these little things in versioning a package can lead to a great deal of confusion sometimes. Anyway, hope it helps. Regards, Alonso. PD: tried to send this as a PM but was not allowed because I had never post in the forum :-([/quote'] Hello. Thanks, next time I'll do this way. Share this post Link to post Share on other sites
Crielaard 434 Posted March 20, 2014 Im using buzzards and the Whipeout for a west. But obiously they wont be able to hear eachother. How do I overcome that, while keeping Opfor from hearing them. I.e. how do I equip buzzards with Bluefor radios? Share this post Link to post Share on other sites