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nkey

Task Force Arrowhead Radio

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Replace:

-mod=Curator;Heli;Kart;@Blastcore-A3-Phoenix;@Blastcore-Tracers;@CBA_A3;@nato_russian_sf_weapons;@rhs_afrf 3;@rhs_usf3;@norwegian_units;@Ares;@ASR_AI3;@CPM;@ task_force_radio

With:

"-mod=Curator;Heli;Kart;@Blastcore-A3-Phoenix;@Blastcore-Tracers;@CBA_A3;@nato_russian_sf_weapons;@rhs_afrf 3;@rhs_usf3;@norwegian_units;@Ares;@ASR_AI3;@CPM;@task_force_radio"

I'm not sure "@rhs_afrf 3" is the correct folder name for the afrf mod.

If you want a space in a folder name you must use "", or else it is like you have it broken to 2 parameters, one -mod=Curator;Heli;Kart;@Blastcore-A3-Phoenix;@Blastcore-Tracers;@CBA_A3;@nato_russian_sf_weapons;@rhs_afrf and the other 3;@rhs_usf3;@norwegian_units;@Ares;@ASR_AI3;@CPM;@task_force_radio (note that the space between the '@' and the "task_force_radio" is added by the forum, ignore it and make sure not to have it in your own command line).

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Short question: Is there no transmitting sound, like when you press the trigger or so? that blip.. no clue how to call it.. right now I simply talk and that's it.. I really like these radio blips from real military radio

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Make sure to turn your sound pack volume up in TS. I had complete bleep-silence after a computer reinstall and that was my problem :)

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ah ok.. I totally forgot about that.. I have to check the readme again.. Btw. which sound folder is being picked by default? I got radio-sounds , radio-sounds-new, radio-sounds-old and they're all in that plugin folder.. for which folder name is TS looking??

Edited by Fruity_Rudy

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radio-sounds is the only folder that is being used. If you want sounds from the other folders you need to start renaming and so on :)

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thx for the hint with TS.. I totally forgot to copy over the sound folder.. I customized and renamed a bit, now I'm really happy :D

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Which of the sounds is actually the one you recorded? Or are they all recorded from real radios?

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First, thank you for helping me with the TFR-radio spawn problem. After Adding a Quotation mark in the end of the command line it worked perfectly. Strange problem.

Problem 2) I just tried Zealots freq. Script on my Zeus mission: http://pastebin.com/x4fUrvjM

Added [] execVM "zlt_gen_freqs.sqf"; in my mission init.sqf and added zlt_gen_freqs.sqf in my mission folder. But it is still random freqs.

Problem 2.1) Both Long Range and personal radio have different freqs. Even with tf_same_sw_frequencies_for_side and tf_same_lr_frequencies_for_side set to true in the mission init.sqf.

Problem 3)

I added this addBackpack "tf_rt1523g"; in the unit init of all units that should have Long Range radio, after I added tf_no_auto_long_range_radio = true; in the init.sqf, but no units spawn with Long Range radio. What is the correct way to do it?

Edited by Total

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First, thank you for helping me with the TFR-radio spawn problem. After Adding a Quotation mark in the end of the command line it worked perfectly. Strange problem.

Problem 2) I just tried Zealots freq. Script on my Zeus mission: http://pastebin.com/x4fUrvjM

Added [] execVM "zlt_gen_freqs.sqf"; in my mission init.sqf and added zlt_gen_freqs.sqf in my mission folder. But it is still random freqs.

Problem 2.1) Both Long Range and personal radio have different freqs. Even with tf_same_sw_frequencies_for_side and tf_same_lr_frequencies_for_side set to true in the mission init.sqf.

Problem 3)

I added this addBackpack "tf_rt1523g"; in the unit init of all units that should have Long Range radio, after I added tf_no_auto_long_range_radio = true; in the init.sqf, but no units spawn with Long Range radio. What is the correct way to do it?

2) Probably script is too old and not working correctly....

2.1) different for all players?

3) tf_no_auto_long_range_radio = true disable automatic backpack spawn. Probably some error in this addBackpack "tf_rt1523g" script...

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2) Is there any script that work correctly and gives every squad or all players on one side the same radio freq?

2.1) 40-50% gets the same freqs at mission start.

3) Does anyone have a working loadout script with Long Range radio?

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this is what we have in out missions. put it in ur init.sqf or initserver.sqf

// TFR mod configuration
#include "\task_force_radio\functions\common.sqf";

tf_give_personal_radio_to_regular_soldier = true;
publicVariable "tf_give_personal_radio_to_regular_soldier";

tf_no_auto_long_range_radio = true;
publicVariable "tf_no_auto_long_range_radio";

tf_give_microdagr_to_soldier = false;
publicVariable "tf_give_microdagr_to_soldier";

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;
publicVariable "tf_freq_west";

_settingsLRWest = false call TFAR_fnc_generateLRSettings; 
_settingsLRWest set [2, ["50","51","52","53","54","55","56","57","58"]]; 
tf_freq_west_lr = _settingsLRWest; 
publicVariable "tf_freq_west_lr";

sets all channels and freqs the same for blufor side for both sw and lr.

also disables auto microdagr and LR, and gives all units the same sw radio (the one that u can edit)

edit - this is just a script version of the in game TFR modules. we find it alot more reliable/efficient, so if u use it dont place any TFR modules down in the editor

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Thanks, will try this out. Where can I find \task_force_radio\functions\common.sqf?

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It's inside a pbo in @task_force_radio

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Do I need that file the mission folder, or will the script find the file with the addon active?

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It'll find it if you have tfar activated

---------- Post added at 08:58 PM ---------- Previous post was at 08:57 PM ----------

If you don't, the game will crash

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Is it impossible to mute annoying players on teamspeak while Task Force Radio plugin is running?

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Create a channel in teamspeak called TaskForceRadio with a password 123

when you start the missions Teamspeak will automatically move you to that room. Everyone will be muted except for when they are within vicinity of you or on the radio.

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Is it impossible to mute annoying players on teamspeak while Task Force Radio plugin is running?

You can. It is called serious mode.

The mission designer can define a channel where all players that are in game (after mission start) get moved to. This can either be done via a module in the editor or in the init.sqf.

init.sqf

[color="#FF8040"]	tf_radio_channel_name [color="#8B3E2F"][b]=[/b][/color] [color="#7A7A7A"]"Tactical Server >> TFAR <<"[/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]//Move player to channel if connected[/i][/color]
[color="#191970"][b]publicVariable[/b][/color] [color="#7A7A7A"]"tf_radio_channel_name"[/color][color="#8B3E2F"][b];[/b][/color]

tf_radio_channel_password [color="#8B3E2F"][b]=[/b][/color] [color="#7A7A7A"]"123"[/color][color="#8B3E2F"][b];[/b][/color]
[color="#191970"][b]publicVariable[/b][/color] [color="#7A7A7A"]"tf_radio_channel_password"[/color][color="#8B3E2F"][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

In this case I defined the "Tactical Server >> TFAR <<" channel as the channel players get moved to. The channel doesn't actually need a password. If TFAR runs in serious mode, players won't hear users who are not not in game or dead.

If you are in a community and you distribute a modpack you could also change the tfar userconfig with above variables. This will eliminate the need for mission designers to set these variables in each mission.

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Hi since the 1.40 update I've been having a memory leak or something and I couldn't figure out what was causing it. The game would get progressively slower and slower, and if any loading was involved (new mission, different island etc) it would get DEAD slow.

Through systematic elimination, i'm 90% sure its TFAR causing this for me. I tried reinstalling it, as well as deleting the plugins for a fresh reinstall, and nothing changed. Any ideas what could be the root cause here?

Edited by icehollowpoint

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Hi since the 1.40 update I've been having a memory leak or something and I couldn't figure out what was causing it. The game would get progressively slower and slower, and if any loading was involved (new mission, different island etc) it would get DEAD slow.

Through systematic elimination, i'm 90% sure its TFAR causing this for me. I tried reinstalling it, as well as deleting the plugins for a fresh reinstall, and nothing changed. Any ideas what could be the root cause here?

Hm... Anyone else have such issues? While are you thinking it is TFAR-related issue?

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Hm... Anyone else have such issues? While are you thinking it is TFAR-related issue?

Initially i thought it was a problem with the latest arma update, but then i launched without any mods and it was fine. So i thought id start painstakingly eliminating mods and running the game, in and out of different maps, editor so on and so forth. Eliminated the most obvious suspects (stuff like MCC, ai mods etc), but it wasn't until i eliminated TFAR that the problem stopped.

I updated to the latest TS just to make sure, but that didnt fix it either. One thing I havent tried yet, is launching with only TFAR. Ill try that now.

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Initially i thought it was a problem with the latest arma update, but then i launched without any mods and it was fine. So i thought id start painstakingly eliminating mods and running the game, in and out of different maps, editor so on and so forth. Eliminated the most obvious suspects (stuff like MCC, ai mods etc), but it wasn't until i eliminated TFAR that the problem stopped.

I updated to the latest TS just to make sure, but that didnt fix it either. One thing I havent tried yet, is launching with only TFAR. Ill try that now.

I assume you were testing in MP when adding/removing mods with TS running at the same time during your scientific testing. If you were trying to test in SP or with TS not running, its possible the game was slowed by pipe errors and such.

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I assume you were testing in MP when adding/removing mods with TS running at the same time during your scientific testing. If you were trying to test in SP or with TS not running, its possible the game was slowed by pipe errors and such.

Ive tried both.

The initial frustration occurred during MP games, because I would only be able to play most of one mission with acceptable frames, and as soon as my group moved onto the next it was unplayable for me.

FWIW, I just launched with ONLY tfar enabled, and in SP its fine. Loaded over and over again in the editor, changed from stratis to altis, and no problems. So now I'm thinking its conflicting with another mod somehow, although I cannot imagine how :mad:

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You can. It is called serious mode.

That is a great answer, but to the wrong question :)

I just want to mute someone specific regardless of what TFR is doing so that I never ever hear him at all whatsoever. Some people have hot mics and it's incredibly annoying, since they make nothing but noise. However, when locally muting them (as in, not being an admin), TFR just unmutes them a few seconds later, even when we aren't actually playing (so TFR is not connected for either of us).

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Hey Nkey and team!

I've been looking for information regarding this but can't find anything. Is it possible to send a recorded message over TFAR?

Let's say I want to broadcast an automatic distress signal over a given frequency.. How would I do that?

Obviously that signal would an in-game sound file. How would you script that?

I want to do a mission where a crashed aircraft's emergency beacon sends a distress signal continuously over an emergency frequency and a CSAR helicopter plus escort have to triagulate its position based on signal strengh.

BTW.. Thanks for you great work and the wonderful effort you have made to document and share all your code.

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