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Task Force Arrowhead Radio

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if (isServer) {}; should be enough though, wouldn't it? Saving characters everywhere possible! :D

I always thought it was like this: Every dedicated server isServer, but not every server isDedicated.

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Yes, frequencies are set by server, so

if ((isServer) or (isDedicated)) then {
   tf_no_auto_long_range_radio = true;
   publicVariable "tf_no_auto_long_range_radio";
   tf_same_sw_frequencies_for_side = true;
   publicVariable "tf_same_sw_frequencies_for_side";
   tf_same_lr_frequencies_for_side = true;
   publicVariable "tf_same_lr_frequencies_for_side";
};

in init.sqf

And what would the script look like if I want to pre-set the frequencies for both SW and LR?

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And what would the script look like if I want to pre-set the frequencies for both SW and LR?

if ((isServer) or (isDedicated)) then {
   tf_no_auto_long_range_radio = true;
   publicVariable "tf_no_auto_long_range_radio";
   tf_same_sw_frequencies_for_side = true;
   publicVariable "tf_same_sw_frequencies_for_side";
   tf_same_lr_frequencies_for_side = true;
   publicVariable "tf_same_lr_frequencies_for_side";

   _settingsSwWest = false call TFAR_fnc_generateSwSetting;
   _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]];
   tf_freq_west = _settingsSwWest;

    _settingsLrWest = false call TFAR_fnc_generateLrSettings;
    _settingsLrWest set [2, ["30","41","42","43","44","45","46","47","48"]];
    tf_freq_west_lr = _settingsLrWest;

};

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if ((isServer) or (isDedicated)) then {
   tf_no_auto_long_range_radio = true;
   publicVariable "tf_no_auto_long_range_radio";
   tf_same_sw_frequencies_for_side = true;
   publicVariable "tf_same_sw_frequencies_for_side";
   tf_same_lr_frequencies_for_side = true;
   publicVariable "tf_same_lr_frequencies_for_side";

   _settingsSwWest = false call TFAR_fnc_generateSwSetting;
   _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]];
   tf_freq_west = _settingsSwWest;

    _settingsLrWest = false call TFAR_fnc_generateLrSettings;
    _settingsLrWest set [2, ["30","41","42","43","44","45","46","47","48"]];
    tf_freq_west_lr = _settingsLrWest;

};

I copied this to my init.sqf and the LR frequencies works but SW is still random.

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I copied this to my init.sqf and the LR frequencies works but SW is still random.

You play for BLUEFOR?

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Yes we do. Using tf_anprc152 and tf_rf7800str

You copied to the first lines of init.sqf? Maybe some TFAR module on map used?

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You copied to the first lines of init.sqf? Maybe some TFAR module on map used?

Yes, copied every line from the example and No, not a single module added.

Mission file saved as a .pbo and uploaded to our dedicated server...

Edited by Watarimono

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Thanks a lot so far!

:ok:

So, where do i have to put the initPlayerLocal.sqf...?

In the mission-folder? Or on our server?

(when server, where exactly?)

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Yes, copied every line from the example and No, not a single module added.

Mission file saved as a .pbo and uploaded to our dedicated server...

Next time run with -showScriptErrors to see script errors.

Fixed version:

#include "\task_force_radio\functions\common.sqf";

if ((isServer) or (isDedicated)) then {
   tf_no_auto_long_range_radio = true;
   publicVariable "tf_no_auto_long_range_radio";
   tf_same_sw_frequencies_for_side = true;
   publicVariable "tf_same_sw_frequencies_for_side";
   tf_same_lr_frequencies_for_side = true;
   publicVariable "tf_same_lr_frequencies_for_side";

   _settingsSwWest = false call TFAR_fnc_generateSwSettings;
   _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]];
   tf_freq_west = _settingsSwWest;

    _settingsLrWest = false call TFAR_fnc_generateLrSettings;
    _settingsLrWest set [2, ["30","41","42","43","44","45","46","47","48"]];
    tf_freq_west_lr = _settingsLrWest;

};

---------- Post added at 20:51 ---------- Previous post was at 20:50 ----------

Thanks a lot so far!

:ok:

So, where do i have to put the initPlayerLocal.sqf...?

In the mission-folder? Or on our server?

(when server, where exactly?)

Put init.sqf from previous post to mission folder.

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Next time run with -showScriptErrors to see script errors.

Fixed version:

#include "\task_force_radio\functions\common.sqf";

if ((isServer) or (isDedicated)) then {
   tf_no_auto_long_range_radio = true;
   publicVariable "tf_no_auto_long_range_radio";
   tf_same_sw_frequencies_for_side = true;
   publicVariable "tf_same_sw_frequencies_for_side";
   tf_same_lr_frequencies_for_side = true;
   publicVariable "tf_same_lr_frequencies_for_side";

   _settingsSwWest = false call TFAR_fnc_generateSwSettings;
   _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]];
   tf_freq_west = _settingsSwWest;

    _settingsLrWest = false call TFAR_fnc_generateLrSettings;
    _settingsLrWest set [2, ["30","41","42","43","44","45","46","47","48"]];
    tf_freq_west_lr = _settingsLrWest;

};

---------- Post added at 20:51 ---------- Previous post was at 20:50 ----------

Put init.sqf from previous post to mission folder.

oDFh7jY.jpg

Thanks for awesome support!

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Hi, sorry i havent read the documents yet but i was just wondering why each player in a group has the backwards radio that cannot be edited and the team leader has the normal one? How do i make it so everyone has normal short wave radio?

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Hi, sorry i havent read the documents yet but i was just wondering why each player in a group has the backwards radio that cannot be edited and the team leader has the normal one? How do i make it so everyone has normal short wave radio?

You can edit the config. See here.

---------- Post added at 11:55 ---------- Previous post was at 10:20 ----------

You know what would be great? And extremely hard to accomplish I guess...

If when someone transmits over the radio, the receiving end is able to hear the ambient sounds around the transmitting person. So if there's a battle going on around him, you could hear that over the radio!

We played a search and rescue mission where a ground team is lost. We came under fire while the choppers were getting closer and it would have been plain awesome if the chopper pilots could have heard the gunfire and explosions over the radio while we, the lost ground team, cried for support.

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Hey nkey, first off thank you for making this awesome mod.

I've installed it on my Ubuntu 12.04 (LTS) server, using steamcmd. The long-range radios are given to the squad leaders but the other squad members aren't given any radio, nor can they pick up radios and use them (they can add them to their inventory but they just won't work).

I've looked through the logs and I encountered the exact same problem as nsnipe, who posted about the same issue a few months ago:

well I did a run throught almost 100K lines in log and only thing that has smth to do with TFAR are these errors:

Error in expression <

} else {

missionNamespace setVariable [_variableName, nil];

};

};

} forEach all>

2014/04/15, 17:06:39 Error position: <_variableName, nil];

};

};

} forEach all>

2014/04/15, 17:06:39 Error Undefined variable in expression: _variablename

2014/04/15, 17:06:39 File task_force_radio\server.sqf, line 146

2014/04/15, 17:06:39 Error in expression <") then {

missionNamespace setVariable [_variableName, time];

} else {

if (time >

2014/04/15, 17:06:39 Error position: <_variableName, time];

} else {

if (time >

2014/04/15, 17:06:39 Error Undefined variable in expression: _variablename

2014/04/15, 17:06:39 File task_force_radio\server.sqf, line 136

2014/04/15, 17:06:39 Error in expression <st_check = missionNamespace getVariable _variableName;

if (isNil "_last_check")>

2014/04/15, 17:06:39 Error position: <_variableName;

if (isNil "_last_check")>

2014/04/15, 17:06:39 Error Undefined variable in expression: _variablename

2014/04/15, 17:06:39 File task_force_radio\server.sqf, line 133

2014/04/15, 17:06:39 Error in expression <request = missionNamespace getVariable (_variableName);

if !(isNil "_radio_reque>

2014/04/15, 17:06:39 Error position: <_variableName);

if !(isNil "_radio_reque>

2014/04/15, 17:06:39 Error Undefined variable in expression: _variablename

2014/04/15, 17:06:39 File task_force_radio\server.sqf, line 85

I'm facing the exact same errors, I've tried to revalidate the files multiple times (using steamcmd's app_update <appid> validate) but the issue is still there. I even tried deleting functions_f.pbo and the like and revalidate them, but that didn't solve it.

Is this a problem with linux servers in general or am I just missing something obvious?

Thank you for your work and support nonetheless :D

Edited by napalm00

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You know what would be great? And extremely hard to accomplish I guess...

If when someone transmits over the radio, the receiving end is able to hear the ambient sounds around the transmitting person. So if there's a battle going on around him, you could hear that over the radio!

We played a search and rescue mission where a ground team is lost. We came under fire while the choppers were getting closer and it would have been plain awesome if the chopper pilots could have heard the gunfire and explosions over the radio while we, the lost ground team, cried for support.

Yes, I also had such idea. But really hard ot implement. Plus some of players uses speakers...

---------- Post added at 11:24 ---------- Previous post was at 11:20 ----------

Hey nkey, first off thank you for making this awesome mod.

I've installed it on my Ubuntu 12.04 (LTS) server, using steamcmd. The long-range radios are given to the squad leaders but the other squad members aren't given any radio, nor can they pick up radios and use them (they can add them to their inventory but they just won't work).

I've looked through the logs and I encountered the exact same problem as nsnipe, who posted about the same issue a few months ago:

I'm facing the exact same errors, I've tried to revalidate the files multiple times (using steamcmd's app_update <appid> validate) but the issue is still there. I even tried deleting functions_f.pbo and the like and revalidate them, but that didn't solve it.

Is this a problem with linux servers in general or am I just missing something obvious?

Thank you for your work and support nonetheless :D

Looking to the error lines... Are you using 0.8.3? Could you try with 0.9.1?

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Yes, I also had such idea. But really hard ot implement. Plus some of players uses speakers...

Well for those who use speakers there's no need to do anything - you get the ambient whether you want that or not :)

The problem is to implement this feature for people with headsets. The mod will have to pick up the sound around the player "from the game" and inject it to the player's transmission when he uses the radio. There should be a flag to disable the "Ambient sound in radio" feature for people who use speakers.

It DOES sound complicated to implement, but one can hope... ;)

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Looking to the error lines... Are you using 0.8.3? Could you try with 0.9.1?

I was using 0.9.0 and updated to 0.9.1 today, I still have the same issue.

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I was using 0.9.0 and updated to 0.9.1 today, I still have the same issue.

Is logs you post from your server? Because some strange line numbers....

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Game changer mod you are offering us TFR team, thanks a ton!

I'm curious, how did you managed to get that displayed on the main menu?

6352858cc2209776fe63eb615b1fd8a9.png

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Hi

On todays wishlist: At the moment you recommend that we disable TS System Sounds, but I like to know when people join my channel or disconnects. As the default sounds are breaking immersion, I'm looking into adding this sound pack: http://addons.teamspeak.com/directory/addon/sound-packs/Military-Radio.html

Now, that is cool and all, but it'd be even better if there was a sound pack created spesifically for TFAR with the same radio effects used.

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Game changer mod you are offering us TFR team, thanks a ton!

I'm curious, how did you managed to get that displayed on the main menu?

http://i.gyazo.com/6352858cc2209776fe63eb615b1fd8a9.png

Check here: https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/arma3/%40task_force_radio/addons/task_force_radio_items/config.cpp#L21

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He nkey, as usual excellent improvement in version 9.1!

I have a few questions. I ran this all the missions in a dedi server.

1- I want players at the start with no radios

I read you docs and I found that in the API variable you define

tf_no_auto_long_range_radio false

TF_give_personal_radio_to_regular_soldier false

Now when I look at the user config file I have this variables:

class task_force_radio_settings {

tf_no_auto_long_range_radio = 0;

TF_give_personal_radio_to_regular_soldier = 0;

};

I'm assuming that 0 is false and 1 is enable? because the docs the value is not numeric.

If I change these in the server user config will it change for all the players joining?

2- Issue, when player join a squad, he was in a diff one.

Sometimes when they setup the radios in the same freq with the same faction radio they are able to transmit BUT

no one is able to hear him in the radio. Direct works fine.

Even when I asked this player to put his radio in the back and I try to copy the settings from my radio to his this is what happens:

I have both radio options when I hit control P

I select my friend's radio, copy settings, but when it has from which one there is nothing to select and copy.

Sometimes the solution is that this player pick up a radio from a diff faction and he is able to talk in the radio.

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Hi,

My friends and I have been using this mod and so far it's great, but we are experiencing a problem.

Several of my friends get a very low frame rate when they play Arma 3 on the normal build, whereas it's fine on the development build.

Using TFAR on the development build however, causes all the backpacks in the game (both the long-range radios added by TFAR and the vanilla backpacks) to stop working.

Every time you try to spawn in or attempt to place down a unit in the editor you get the following error message: ''no entry config.bin/Cfgvehicles/B_UAV_01_backpack_F.hasDriver''.

When you then try to spawn in anyway not a single class has their appropriate backpacks. The boxes which are supposed to contain the backpacks are empty, and the TFAR radio's box does not contain any

long range radios.

If one of us switches back to the normal build, everything is fine. It is just on the development build that the backpacks seem to magically disappear.

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