killzone_kid 1326 Posted December 23, 2016 10 hours ago, bad benson said: you should just do publicVariable is much better solution in this case Share this post Link to post Share on other sites
bad benson 1733 Posted December 23, 2016 21 minutes ago, killzone_kid said: publicVariable is much better solution in this case oh. i see that the wiki page says it is persistent. was that always the case? i could swear it wasn't at some point. sorry for apparently wrong info phronk. Share this post Link to post Share on other sites
killzone_kid 1326 Posted December 23, 2016 58 minutes ago, bad benson said: oh. i see that the wiki page says it is persistent. was that always the case? As long as I could remember ;) 1 Share this post Link to post Share on other sites
phronk 895 Posted December 23, 2016 (edited) The great Killzone_Kid has spoken! And yes, publicVariable is working now. Some reason TRUE and FALSE simply were not working and it had to be a numerical value. The script should work as intended again. I apologize for the inconvenience. ________________________________________Download Link (Google Drive)Download Link (Armaholic - Pending) Version: 0.2ADDED: • Added: Contribution credits via comments at bottom of script to Davidoss, R3vo, rob223344, and Killzone_KidADJUSTMENTS: • Tweaked: Player sending radio traffic cannot hear himself transmit static anymore • Tweaked: Added "r_" prefix to most variables/functions to avoid possibility of conflicting with other script functionsFIXED: • Fixed: Script now selects 1, instead of 0 from the entities check list to avoid player receiving himself • Fixed: Description.ext in demo mission had a typo, breaking the mission REMOVED: • Removed: Redundant "else" switch structure in init.sqf Edited December 23, 2016 by phronk Hotfixed 3 Share this post Link to post Share on other sites
Guest Posted December 23, 2016 New version frontpaged on the Armaholic homepage. Addon-Free ArmA Radio v0.2 Share this post Link to post Share on other sites
specie 11 Posted December 28, 2016 Hi phronk, Cool script! I played arround with it on my server. I noticed that when you are part of a 3 member group and two members are near each other, but 1 is not, the Single person can still hear the two members which are near each other on group channel, but this Single person can't talk back on group channel because of the distance from him to the others. Overall I like the mic and noise effects and the fact it works mod-less! Regards, Patrick Share this post Link to post Share on other sites
phronk 895 Posted December 28, 2016 Really? That's very odd, because the player who is far away should have his Group channel voice/chat abilities disabled which in turn should also disable his ability to hear incoming traffic on Group channel. I'll definitely look into this and figure out if it's an engine limitation with VON or if I overlooked something. Thank you for your report. Share this post Link to post Share on other sites
in005 241 Posted December 29, 2016 @phronk Nice script, but I noticed something on my exile server, its starts the script and when I'm activating the radio, it appears, but it doesn't disapper, if I stop pressing capslock... Did I used it wrong or is this a bug? #EDIT 1: My team mate notice it doesn't stop sending my voice, even if I don't press caps... Share this post Link to post Share on other sites
phronk 895 Posted December 30, 2016 Never had that issue occur. Would need more information to understand why/how it happened in your case. Share this post Link to post Share on other sites
csk222 23 Posted December 30, 2016 Just skimming the forums and doesn't that sound like a double tapped Caps Lock key which allows an open mic? 2 cents think nothing of it. 1 hour ago, in005 said: @phronk Nice script, but I noticed something on my exile server, its starts the script and when I'm activating the radio, it appears, but it doesn't disapper, if I stop pressing capslock... Did I used it wrong or is this a bug? #EDIT 1: My team mate notice it doesn't stop sending my voice, even if I don't press caps... Share this post Link to post Share on other sites
in005 241 Posted December 30, 2016 19 minutes ago, csk222 said: Just skimming the forums and doesn't that sound like a double tapped Caps Lock key which allows an open mic? 2 cents think nothing of it. It tested that of course, it was deactivated. But it was sending. It seems that BE is blocking fuzz and hush ... 2:18:40 Scripting function 'fuzz' is not allowed to be remotely executed 2:18:40 Scripting function 'hush' is not allowed to be remotely executed Share this post Link to post Share on other sites
Jimmakos 168 Posted January 4, 2017 Sadly i can't get this continue working after i load a saved game, or after respawning. Isn't it supposed to add an EventHandler for "Respawn"? Share this post Link to post Share on other sites
phronk 895 Posted January 4, 2017 What I'm curious about is why you're trying to use this in singleplayer. Also, the eventHandler should be persistent and not get lost when you respawn. @in005Either your mission's "Description.ext" file or the Exile mod modify what remoteExec commands are allowed and is blocking the radio script from working. Share this post Link to post Share on other sites
Jimmakos 168 Posted January 4, 2017 4 minutes ago, phronk said: What I'm curious about is why you're trying to use this in singleplayer. Also, the eventHandler should be persistent and not get lost when you respawn. I don't, i used this with Ravage mod which have MP save persistency on a coop mission, after just loading a saved game i was unable to use this as like all the other clients. Share this post Link to post Share on other sites
phronk 895 Posted January 4, 2017 I've never worked with saving/loading support in any scripts or missions yet, so I honestly have no idea. In my very limited experience with that kind of stuff, scripts don't always like to initialize at all after a save is loaded. Not saying it's impossible to fix, I've just never dealt with that sort of stuff yet. I'll look into it and see if I can add the support in the next update or at least get started with it. Share this post Link to post Share on other sites
gaZthme 18 Posted January 5, 2017 Hello! Very nice! I saw this in your insurgency mission yesterday and loved it, and what do you know, here it is :D annyways; I got this warning ingame. From the .rpt: "10:11:17 Warning Message: File mpmissions\__cur_mp.Altis\description.ext, line 69: .CfgSounds: Member already defined." I'm trying to use this radio in a mission which also have the ATM airdrop script, and I noticed that (from the missions description.ext): #1 #include "ATM_airdrop\dialog.hpp" class CfgSounds { sounds[] = {Vent,Vent2,Para}; and... #2 //--- AFAR class Params { class AFAR { //paramsArray[0] (Enable/Disable Scripted Radio) title="Addon-Free ArmA Radio (On/Off)"; values[]={1,0}; texts[]={"On (Default)","Off"}; default=1; }; }; class CfgSounds { sounds[]={on1,out Not being so experienced, is there an easy way to give one of those a new classname?? Is it as easy as I hope, just change it in the description.ext or do I have to change alot of information other places as well? Sorry for the long post, and thanks for your time Share this post Link to post Share on other sites
Moon_chilD 200 Posted January 5, 2017 Don't know if I understand your problem right, but try to combine both cfgSounds!So that its just one in the end! 1 Share this post Link to post Share on other sites
gaZthme 18 Posted January 5, 2017 You understood it correctly, and from now on, I'll search and read other threads and wiki's before asking. :) Thank you Share this post Link to post Share on other sites
Moon_chilD 200 Posted January 5, 2017 Yeah but in doubt , I think its always good to just ask (my opinion). Simple question require little to no effort to answer :3 1 Share this post Link to post Share on other sites
Muecke 114 Posted January 12, 2017 Hi, I got this working fine so far but I found an error in my RPT. Error in expression <then{ _n=(entities[[r_PS],[],true,true])inAreaArray[position player,r_WS,r_WS,36> Error position: <inAreaArray[position player,r_WS,r_WS,36> Error Typ Jede, erwartet Zahl AFAR\rFN.sqf, line 91 Share this post Link to post Share on other sites
madpat3 29 Posted January 21, 2017 can it be, that you mixed up group and command channel? in your desciption (on map) command channel is in green letters and group channel is in yellow letters. when transmitting on these channels, it's the other way round. further there is a range limitation for command channel (1050m), while on group channel it is limited to 2000m. is that intendet? shouldn't it be the other way round, as well? Share this post Link to post Share on other sites
madpat3 29 Posted January 21, 2017 also the readme in your download says, to put these lines in the ini.sqf: AFAR=0;r_WS=0; if(isServer||isDedicated)then{ if((!isClass(configFile>>"CfgPatches">>"task_force_radio"))&& {(!isClass(configFile>>"CfgPatches">>"acre_main"))&& (paramsArray select 0==1)})then{ r_WS=getNumber(configFile>>"CfgWorlds">>worldName>>"mapSize"); publicVariable "r_WS";AFAR=1;publicVariable "AFAR";};}; if i do so afar only works on self-hosted. if i leave out the first line, it also works on dedicated. like this: if(isServer||isDedicated)then{ if((!isClass(configFile>>"CfgPatches">>"task_force_radio"))&& {(!isClass(configFile>>"CfgPatches">>"acre_main"))&& (paramsArray select 0==1)})then{ r_WS=getNumber(configFile>>"CfgWorlds">>worldName>>"mapSize"); publicVariable "r_WS";AFAR=1;publicVariable "AFAR";};}; Share this post Link to post Share on other sites
madpat3 29 Posted January 22, 2017 some how it doesn't work for us on our dedicated. i put all lines in the right folders. we can hear beep sound and noises, but can't hear us talking. we also tried it with the demo mission and with takistan insurgency- same result Share this post Link to post Share on other sites
phronk 895 Posted February 22, 2017 [AFAR Development News] The current released version of AFAR is basically a proof-of-concept script, meaning it has bugs and is unoptimized. I'm starting to redesign / rewrite the code for better efficiency and reliability. It'll also be more optimized. AFAR is at the top of my priorities list and I'd like to get it updated as soon as it's ready. However, I need reliable people to help me test the script. I'll be hosting a vanilla insurgency mission on my server which uses the latest in-house version of the script. The testing process is tedious; we'll need to test the script together, find out what's wrong, I make some quick changes to the script, and we test again. Rinse and repeat. It's not fun, but it tremendously helps speed up the process with identifying the problems and fixing them. If you're interested, please send me a Private Message and I'll forward you the information to my TeamSpeak. Thanks! 5 Share this post Link to post Share on other sites
phronk 895 Posted March 8, 2017 This update introduces extremely important fixes and optimizations that were needed to get the script out of its conceptual stage. While the script is still incomplete and some core features need to be developed (Need to factor out players not in your group when you're talking on group channel, for example) it seems very stable and playable now. I am fully aware it still needs a lot of work, but your feedback is still very helpful and appreciated.NOTE: The script will only work if there are at least 2 players on your side in the mission. ________________________________________Download Link (Google Drive)Download Link (Armaholic) Version: 0.3ADDED: • Added: Automatically detects your in-game "Push To Talk" keybind • Added: Larrow to credits; suggested inputAction commandADJUSTMENTS: • Tweaked: Radio only checks for friendly players (AI not supported)FIXED: • Fixed: Players in vehicles couldn't directly receive transmissions • Fixed: Players could hear radio key-ups of players beyond radio range • Fixed: Your 3D radio would get hidden when someone else stopped talking on radio • Fixed: Radio noise / 3D radio weren't deleted efficiently • Optimized: Rewrote how script references source of sender/receivers when handling distances • Optimized: Distance check uses switch structure, instead of if()then{exitWith{};}; • Optimized: Radio checks distance once on keyPress, instead of 8 times • Optimized: Removed vehicle player reference in distance check • Optimized: Deletion of attached radio effects to player • Optimized: 3D radio / noise attaching/detaching to players • Optimized: Detection of whether player is in a vehicle or not • Optimized: Shortened comments and positioned them better in script • Optimized: Filesize of script reduced to 14kb, down from 20kb REMOVED: • Removed: Davidoss and R3vo from credits; contributions not used 4 Share this post Link to post Share on other sites