rebel12340 46 Posted April 18, 2018 16 hours ago, xXThanatosXx said: I will tkae screenshot later one and post it :) Here is the message i keep gettinghttps://ibb.co/fCO8p7 Hmm. Strange. I tested it using the example mission and did not recieve an error. How are you executing the script? Share this post Link to post Share on other sites
Dedmen 2714 Posted April 18, 2018 1 hour ago, rebel12340 said: Hmm. Strange. I tested it using the example mission and did not recieve an error. How are you executing the script? Error happens when you pass nil's as first parameter. My guess is he is passing variable names of units that don't exist because no player filled their slot. Share this post Link to post Share on other sites
xXThanatosXx 14 Posted April 18, 2018 I placed a laptop as Jammer1 . but yes there is some units that are not always filled by players.... well I place the script folder with the script in the mission folder Added initPlayerLocal file and set up a jammer in a laptop naming it Jammer1 Share this post Link to post Share on other sites
rebel12340 46 Posted April 19, 2018 5 hours ago, xXThanatosXx said: I placed a laptop as Jammer1 . but yes there is some units that are not always filled by players.... well I place the script folder with the script in the mission folder Added initPlayerLocal file and set up a jammer in a laptop naming it Jammer1 so, in the initPlayerLocal file you have something similar to this? radioJammer = [[jammer1]] execVM "scripts\TFARjamRadios.sqf" As Dedmen said, it's likely due to an incorrect variable name being passed as the first variable, so, if you haven't already, make sure you double check that you spelled the variable name the same both on the laptop and in the initPlayerLocal.sqf. Share this post Link to post Share on other sites
xXThanatosXx 14 Posted April 19, 2018 5 hours ago, rebel12340 said: so, in the initPlayerLocal file you have something similar to this? radioJammer = [[jammer1]] execVM "scripts\TFARjamRadios.sqf" As Dedmen said, it's likely due to an incorrect variable name being passed as the first variable, so, if you haven't already, make sure you double check that you spelled the variable name the same both on the laptop and in the initPlayerLocal.sqf. Yea will check that. I opened again the sample mission and i dont get any error neither jamming though but i will try it again today and see what bloody thing i messed up :P Anyways Great Script i will post again when i check everything. Thanks A LOT FOR THE HELP you guys are awesome :) Share this post Link to post Share on other sites
rebel12340 46 Posted April 19, 2018 Your radio isn’t being jammed in the sample mission? What version of TFR are you using? Share this post Link to post Share on other sites
Dedmen 2714 Posted April 20, 2018 17 hours ago, rebel12340 said: Your radio isn’t being jammed in the sample mission? What version of TFR are you using? TFAR* Share this post Link to post Share on other sites
Spoor 23 Posted April 26, 2018 @rebel12340 - Hi there, trying to run your script (sample mission) but unfortunately I dnt succeed. Is the script broken after some updates ?? or is it me ? Please to hear thanks Best Spoor Share this post Link to post Share on other sites
rebel12340 46 Posted April 26, 2018 5 hours ago, Spoor said: @rebel12340 - Hi there, trying to run your script (sample mission) but unfortunately I dnt succeed. Is the script broken after some updates ?? or is it me ? Please to hear thanks Best Spoor What problem are you having, exactly? It should be working as of, at least, TFAR version 1.0.274 Share this post Link to post Share on other sites
Spoor 23 Posted May 3, 2018 @rebel12340 - thanks yr reply - its just not working for me but let me first check the scrip again on a dedi and with some players before wasting yr time - reverting - thanks Best Spoor Share this post Link to post Share on other sites
rebel12340 46 Posted May 4, 2018 Were you not testing the script with other players before? Share this post Link to post Share on other sites
neodyn 14 Posted May 4, 2018 Is it possible to add the Radio Jamming Script to an moving vehicle ? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 4, 2018 Thank you rebel12340 for this script ! nice idea it's really needed!! 1 Share this post Link to post Share on other sites
Spoor 23 Posted May 4, 2018 21 hours ago, rebel12340 said: Were you not testing the script with other players before? Hi, indeed just on my own. I was expecting that that was the problem will test over the weekend and let you know - thanks Share this post Link to post Share on other sites
rebel12340 46 Posted May 4, 2018 9 hours ago, neodyn said: Is it possible to add the Radio Jamming Script to an moving vehicle ? Yes. Share this post Link to post Share on other sites
rebel12340 46 Posted May 4, 2018 3 minutes ago, Spoor said: Hi, indeed just on my own. I was expecting that that was the problem will test over the weekend and let you know - thanks Yea. TFAR (and, subsequently, this script) will only work in multiplayer. Share this post Link to post Share on other sites
Spoor 23 Posted May 6, 2018 On 5-5-2018 at 12:28 AM, rebel12340 said: Yea. TFAR (and, subsequently, this script) will only work in multiplayer. @rebel12340 Works fabulous - thanks 1 Share this post Link to post Share on other sites
neodyn 14 Posted May 7, 2018 For my new mission i want to create TFAR Jamming vehicle with an option to turn on/off the TFAR Jamming feature. So is it possible to turn on/off your TFAR Jammer script with an addAction ? How can i realize this with addAction? Share this post Link to post Share on other sites
rebel12340 46 Posted May 10, 2018 On 5/7/2018 at 2:27 AM, neodyn said: For my new mission i want to create TFAR Jamming vehicle with an option to turn on/off the TFAR Jamming feature. So is it possible to turn on/off your TFAR Jammer script with an addAction ? How can i realize this with addAction? Having not tested it, something such as this, I think, would get the job done: Action to Enable the jammer jammer1 addaction ["Enable Jammer", {[[[jammer1]],"scripts\TFARjamRadios.sqf"] remoteExec ["execVM"];}] Action to disable the jammer jammer1 addaction ["Disable Jammer", {jammerEnabled = false; publicVariable "jammerEnabled";}]; And then you'd have to edit the script and put this somewhere near the top: jammerEnabled = true and edit the while loop to be dependent on jammerEnabled being true while {alive _jammer AND jammerEnabled} do That could be one way of doing it. Share this post Link to post Share on other sites
Carlos Leung 0 Posted May 20, 2018 On 4/27/2018 at 1:24 AM, Spoor said: @rebel12340 - Hi there, trying to run your script (sample mission) but unfortunately I dnt succeed. Is the script broken after some updates ?? or is it me ? Please to hear thanks Best Spoor @rebel12340I have this issue too. I tried this sample mission in my team server with my teammate. But not succeed. TFAR version 0.9.12 Share this post Link to post Share on other sites
Spoor 23 Posted May 21, 2018 21 hours ago, Carlos Leung said: @rebel12340I have this issue too. I tried this sample mission in my team server with my teammate. But not succeed. TFAR version 0.9.12 @Carlos Leung - hi there, I made the mistake on my side the script runs perfectly. You need to be atleast with 2 guys and take a little distance from each other and you will then notice that it works - have fun Best 1 Share this post Link to post Share on other sites
Spoor 23 Posted May 24, 2018 @rebel12340 - Hi again, working on a TvT Campaign where both factions will have jammer-equipment. Blufor will have Jammer1 disturbing Opfor players and Opfor Jammer2 disturbing Blufor players. How can I accomplish this ? - (nood here) Thanks Best Spoor Share this post Link to post Share on other sites
rebel12340 46 Posted May 25, 2018 On 5/24/2018 at 1:33 PM, Spoor said: @rebel12340 - Hi again, working on a TvT Campaign where both factions will have jammer-equipment. Blufor will have Jammer1 disturbing Opfor players and Opfor Jammer2 disturbing Blufor players. How can I accomplish this ? - (nood here) Thanks Best Spoor Since the script runs on each client locally, you would just need to run the script for each side. I believe you would just change the code in the initPlayerLocal.sqf to something similar to this: if (side player == EAST) then {jamOpforRadios = [[Jammer1]] execVM "TFARjamRadios.sqf";}; //Jams Opfor's radios, using Blufor's jammer as the active jammer. if (side player == WEST) then {jamBluforRadios = [[Jammer2]] execVM "TFARjamRadios.sqf";}; //Jam Blufor's radios, using Opfor's jammer as the active jammer. 1 Share this post Link to post Share on other sites
Spoor 23 Posted May 27, 2018 On 25-5-2018 at 11:51 PM, rebel12340 said: Since the script runs on each client locally, you would just need to run the script for each side. I believe you would just change the code in the initPlayerLocal.sqf to something similar to this: if (side player == EAST) then {jamOpforRadios = [[Jammer1]] execVM "TFARjamRadios.sqf";}; //Jams Opfor's radios, using Blufor's jammer as the active jammer. if (side player == WEST) then {jamBluforRadios = [[Jammer2]] execVM "TFARjamRadios.sqf";}; //Jam Blufor's radios, using Opfor's jammer as the active jammer. Thanks will noboubt work will let you know testing later this week. Share this post Link to post Share on other sites
JD Wang 352 Posted May 27, 2018 Hey thanks for the awesome script @rebel12340 I've added 5 jammers across the map for my units latest ALiVE mission, and the script works great. We often forget about the jammers and will be pushing into a town to clear it when the radio comms start to degrade. All of a sudden the mission turns from a sweep and clear, into "where's that bloody jammer" I also believe it resulted in our CAS pilot dropping munitions on a friendly position. All great stuff, thanks again 1 Share this post Link to post Share on other sites