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digitalgeo

Realistic Radio system (like TFR) for vanilla communications?

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Task Force Radio (TFR) is a mod which adds realistic radio to the game.

What I'm looking for is a SCRIPTED radio system (like TFR) which uses sqf files (not mods) to make the chat more realistic.

A scripted version would be great, as it means the feature is automatically available to everyone, and players can use the feature without relying on mods, unlike TFR. Also I can use add them to my missions, keep their vanilla statues and get more downloads.

I have surfed the internet for such a script, but have found none so far.

So I'm planning to make a realistic radio system like TFR, but as a script rather than a mod. This way mission makers can just paste the script in, and get all the features for free.

The script will include factors such as weather consideration, distance from radio, radio static, radio beeping, radio channels and more. Arma already has radio objects, which can be used too.

I would do it, but I don't know if it's worth doing because players may not even use the feature, or are maybe comfortable with the vanilla chat system. So I want to hear your opinion

Do you think it's worth doing?

Would you use the features?

And How does the vanilla chat system appeal to you?

Vanilla = mod free

Edited by DigitalGeo
Grammar

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I'm afraid that it's not possible to create ingame radio system by scripting only, unless it would be text-based. VoIP replacement requires functionality that can be achieved only with mods.

We're getting mod support in Steam Workshop and PlayWithSIX has become really user-friendly mod manager though, so installing mods is much easier now than before and it'll get even better in future. :)

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Yeah, definitely worth doing. There are alot of vanilla servers with buch of people playing on them, it would be nice to introduce them to advanced radio evnironment

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I'm afraid that it's not possible to create ingame radio system by scripting only, unless it would be text-based. VoIP replacement requires functionality that can be achieved only with mods.

Ezcoo are you sure about this? Kindly elaborate.

It is definitely possible to replace VoIP with scripting, I have done and tested it before.

---------- Post added at 20:19 ---------- Previous post was at 20:00 ----------

Considering theres nothing wrong with TFR, why not use it.

You are absolutely right. I have nothing against TFR, it is a great system.

In fact, I believe all servers should be using something like TFR. So much so that a scripted version should be available, so that all forms of servers and missions ( vanilla or modded) can have a realistic radio system, without excuses.

Edited by DigitalGeo
Grammer

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Ezcoo are you sure about this? Kindly elaborate.

It is definitely possible to replace VoIP with scripting, I have done and tested it before.

I'm not really absolutely sure about that, and apparently I was wrong then. My apologies for the wrong statement!

But for the sake of curiosity, what kind of magic you need to replace the ingame VoIP with scripting only? I'm aware of the ability to create custom radio channels, but overriding the actual VoIP implementation is what puzzles me. How'd you do that? :p

Edited by Ezcoo
quote fail

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But for the sake of curiosity, what kind of magic you need to replace the ingame VoIP with scripting only?

Thanks for the reply

From my (amateur) point of view, you can't override VoIP :(

BUT! If you can, you barely need to touch it.

You can use other code which can make the radio more realistic.

Edited by DigitalGeo
Quote fail as well :(

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Thanks for the reply

From my (amateur) point of view, you can't override VoIP :(

BUT! If you can, you barely need to touch it.

You can use other code which can make the radio more realistic.

Ah, now that you said that... It's pretty neat idea actually. Having spent quite a lot of time playing on COOP public servers, in my opinion, people have often trouble figuring out how the chat channels work (and how they're linked to VOIP and e.g. visibility of map markers). Some kind of simple, scripted graphical radio UI could indeed have great effect on teamplay on public/casual servers, as it would probably be more user-friendly approach and immersive to use. It could even make people aware of the potential of mods like TFAR and ACRE :)

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You should PM NouberNou and ask him. He knows his radio stuff.

So can I assume that's a "yes, make the script" answer ? :)

---------- Post added at 23:01 ---------- Previous post was at 22:52 ----------

Some kind of simple, scripted graphical radio UI could indeed have great effect on teamplay on public/casual servers

Yeah that's a really good idea. Maybe put radio UI underneath chat, so it seems like chat messages are on radio screen? Or have the radio appear every time VoIP opens?

Need to brainstorm, must write down :P

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Maybe put radio UI underneath chat, so it seems like chat messages are on radio screen? Or have the radio appear every time VoIP opens?

I was thinking of using it just as config UI for the actual chat & VOIP channels, but disabling the actual chat channels and using the radio UI instead for text messages too would be really cool too, a game changer actually. I think that the UI should have proper, ingame chat -like hotkeys (open/close dialog, change channel) though, as it could get frustrating if you had to click multiple times to send single message (thinking of casual players and the pace of the gameplay on casual servers) :p

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It's decided then. I'll start the Vanilla Radio script

I'd like to emphasise that everything here will be created using scripts, not a mod. This is so every single server and mission, vanilla or modded, has access to an authentic radio system by just pasting the scripts in.

Here's my proof of concept so far:

- The Radio itself can be accessed by opening your map. I want to avoid attaching radio access via key press, as Arma 3 is already overflowing with key binds and buttons. Those buttons should be left for other mods and more important actions. Anyway, it's how the radio was accessed in Arma 2.

The radio is where channels can be set, and where all the radio info. is and will provide the number of listeners, what channel your on and the statue of your connection.

- I will not include radio frequencies. This is because to simplify functionality and ease the use for players. I think this will be best as players can learn how to use the system quickly without confusion over what frequencies do. They'll have less to worry about, and more functionality to focus on. However frequencies will still be included as a cosmetic on the radio, for authenticity.

Instead, there will only be radio channels . Players can only hear and chat to players in the same channel. You can create as many channels as you want.

- Distance will also be considered. But there are problems.

Vanilla Arma 3 only has 1 usable radio model, which is short wave. In reality, this type of radio can't transmit very far. You need a heavy duty, and much bigger radio for far distances. Since we are limited to ONE usable radio, we'll just pretend this one can transmit long distances as well ( because radio technology is better in the future :P ).

As a result the range of the radio will be huge, but will be finite.

Also The further away you are, the more static is produced and the worse the quality of VoIP becomes.

- I may also consider terrain, which can also worsen the quality of VoIP. But I predict it will impact on performance (and seems very complicated), so I will not include this. If you disagree, please provide a solution.

- I may also provide the option to increase or decrease your VoIP and direct chat volume, but I don't think its necessary. However I want to see if you disagree

- I can also link the radio through to teamspeak, so that you don't have to use Arma's laggy VoIP. Plus many people prefer Teamspeak.

However that would require creating extensions, which I have no clue how to make. If you can help, please message.

And that's what I've come up with so far.

I'm aiming for a broad radio experience. I'm not aiming for a hardcore Mislm radio with all possible aspects of a real life radio, but one which takes the important aspects of it into the system to make it as authentic as possible, and appeal to as many (hardcore and casual) players as possible.

EDIT: I was mistaken, there are multiple radio models. Only one is usable

Edited by DigitalGeo

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Vanilla = mod free

Back in the day, the original TS3 integration (A2TS IIRC) was based on vanilla radios and didn't require that everybody on the server ran the mod. This meant that servers could allow the mod and a group of you could join all using A2TS and enjoy the functionality between yourselves without hindering other casual players who also joined the server. I always thought (and said) it a shame that this fallback capability wasn't preserved in ACRE. I think there are quite a few mods that could be better designed in this fashion (to work with or without requiring everybody to be running the same). Required mods are a huge PIA for public servers.

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a group of you could join all using A2TS and enjoy the functionality between yourselves without hindering other casual players who also joined the server. I always thought (and said) it a shame that this fallback capability wasn't preserved in ACRE.

That's an interesting concept. Do you think many people like yourself are willing to use features you describe in Arma 3, rather than the radio script being developed?

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You can't script any of what you want to achieve (range limitation, separate frequencies, audio quality etc.) with the vanilla VOIP system, there are no interfaces to it (at least not when I last looked).

You'd need to use something like a TS3/Mumble plug-in. As suggested I think the key for your purposes is to make it optional and based on vanilla classes and equipment. For instance, give short-range capability to anybody carrying a 'radio' item and more powerful options when in a suitable vehicle.

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You can't script any of what you want to achieve (range limitation, separate frequencies, audio quality etc.) with the vanilla VOIP system, there are no interfaces to it (at least not when I last looked).

I have found solutions for range limitation and separate channels (& frequencies) for the vanilla system, so no worries there.

But I have to admit audio quality will be harder to affect as I cannot touch how VoIP sounds directly. However I am trying a few things.

As suggested I think the key to your purposes is to make it optional and based on classes and equipment. For instance, give short range capability to anyone carrying a 'radio' item and more powerful options when you get in a suited vehicle

Some good points. Your suggestions

- Make the vanilla radio optional

I don't know about this. It's true some players may not prefer a radio system, but I want all players to have the same commuinication capabilities to keep the gameplay fair.

Maybe the radio should only replace group chat, and leave all the other channels untouched. This way players can use radio or the default channels. But what's the point of radio when you have side channel, which is always clear and never affected by distance? players are unlikely to use radio then.

Or maybe the radio should replace the all channels, so your left with the radio channel, direct chat and vehicle chat. This way all players are equal in capability. But players may not even like using a radio.

Maybe I should just leave to the mission maker, and let him decide which channels should be disabled in the radio script, so it meets his intentions the best.

As for longer range radio in vehicles, that's an authentic idea and would definitely make the radio more immersive. I'll start working out the mechanics of this.

Thanks for your feedback, very useful

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Make the vanilla radio optional

Was only suggesting making a TS3 based mod optional. If you can achieve what you say you can with the built-in VOIP (I'm skeptical) then there's no reason to make the system optional.

That said, what is 'fair' should always be for the mission maker to balance. The ideal mechanism for doing so is the equipment available to each unit (radio/no radio/vehicle radio).

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I'm skeptical

Then I'm excited when it's release :D

But fingers crossed. I just really hope script effects, functionality and features I'm working on will satisfy.

The ideal mechanism for doing so is the equipment available to each unit (radio/no radio/vehicle radio)

- again, good point. Noted

Edited by DigitalGeo
Grammar

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NouberNou already released a mod that allows you better VON/Radio via the game, without needing TeamSpeak. It's in early release/development stages.

He named it ACRE2 Omnibus: http://www.armaholic.net/chili/addons/misc/acre2omnibus_2.1.0.651.zip

'ACRE2 Omnibus provides seamless VON experience in ArmA3, replacing the in-game VON system and removing the need for external voice chat clients (such as TS3). You can still use your favorite chat client alongside JVON, but this integrates ACRE2 and in-game voice into a single solution.

This is an alpha release of JVON, it is not considered stable!

To find out more information on how to setup JVON/Omnibus on your server please see the following tutorial: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/acre2-omnibus .'

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NouberNou already released a mod that allows you better VON/Radio via the game, without needing TeamSpeak. It's in early release/development stages.

He named it ACRE2 Omnibus: http://www.armaholic.net/chili/addons/misc/acre2omnibus_2.1.0.651.zip

'ACRE2 Omnibus provides seamless VON experience in ArmA3, replacing the in-game VON system and removing the need for external voice chat clients (such as TS3). You can still use your favorite chat client alongside JVON, but this integrates ACRE2 and in-game voice into a single solution.

This is an alpha release of JVON, it is not considered stable!

To find out more information on how to setup JVON/Omnibus on your server please see the following tutorial: http://gitlab.idi-systems.com/idi-systems/acre2-public/wikis/acre2-omnibus .'

Yeah I just heard about it too. Looks very good.

No need for a script I guess :)

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Yeah I just heard about it too. Looks very good.

No need for a script I guess :)

It does look like a potentially very good solution but it's still going to require a mod so, strictly speaking, doesn't solve the same scenario a script would (i.e. able to be included in a mission and operate without any need for a mod).

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It does look like a potentially very good solution but it's still going to require a mod so, strictly speaking, doesn't solve the same scenario a script would (i.e. able to be included in a mission and operate without any need for a mod).

I know. But it seems kinda pointless for me. One of my other reasons for making scripted system was to prevent my group relying on external VoIP program's such as teamspeak. This JVON mod accomplishes this perfectly.

However I might continue making a scripted radio system if there's enough interest. I've lost interest (for now)

Edited by DigitalGeo
Granmer

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