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KokaKolaA3

[RELEASE] Transmitting / Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2

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I've been working on this all day and it's finally done. Nothing big, but it's a nice detail :P

I'm going to add more Animations and improve the UI at a later date.

 

Radio Animations for Task Force Radio  & Advanced Combat Radio Enviroment 2

Release 1.2

Changelog on Steam

 

Features:

-Performing Gestures while transmitting over Radios from Task  Force Radio  & Advanced Combat Radio Enviroment 2.

-3 different Animations that you can choose from.

 

Screenshots:

Spoiler

630C7E55AAA83456AB0C314ABC53636BC1C64E10

8827A5B63D8E7A095306844954C3396BFF85A1AD

644C97852F9AB80203EE47A56D13E82165ACA711

 

 

Download:

 

For Task Force Arrowhead Radio

Spoiler

rsg4rVG.jpg

 

 

For  Advanced Combat Radio Enviroment 2

Spoiler

rsg4rVG.jpg

Upload on Armaholic is allowed.


Credits:

Spoiler

-KokaKolaA3

@Speedo97 - scripts, UI

-Also thanks to Dedmen for helping me with TFAR stuff

 

License:

Spoiler

You are not allowed to:
-upload the material for public download purposes. (This includes, but is not limited to: Steam Workshop, Websites, Repositories.)
-remix, transform, or build upon the material.
-use this material in any commercial way.

You are allowed to:
-reverse engineer the material for educational purposes.

Exceptions may be granted upon contacting KokaKolaA3.
If someone (User/Community/Server) violates this license, 
or any other license of Addons that are being used, any Exceptions that have been granted, will be revoked automatically.
Exceptions can also be revoked by KokaKolaA3 without any reason or clarification at any time.

 

Notes:

If you want to upload this on your repository, just add me and ask :)

 

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This is a really nice touch. Also acts as a visual indicator you’re talking on the radio.

 

Looking forward to playing with this.

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This is a super cool concept for a mod! How does it work when you've got your weapon up? How does it work while firing? 

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26 minutes ago, klima said:

This is a super cool concept for a mod! How does it work when you've got your weapon up? How does it work while firing? 

While having your weapon up, the animation is still played, only the left hand is animated. You can still fire, but you can't aim. 

 

You can disable the animation in the menu, if you want to aim while transmitting over the radio. 

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14 minutes ago, KokaKolaA3 said:

While having your weapon up, the animation is still played, only the left hand is animated. You can still fire, but you can't aim. 

 

You can disable the animation in the menu, if you want to aim while transmitting over the radio. 

Awesome! This looks and sounds really interesting - Great little immersive addition, good job! 

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Would you ever consider making a version of this for the ACRE mod?

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39 minutes ago, Audric Sword said:

Would you ever consider making a version of this for the ACRE mod?

0it2G35.png

 

I'm working on it :)

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Will this still work with the 1.0 beta version of TFAR?

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Is it a local animation or can everyone see the animation?

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4 hours ago, KokaKolaA3 said:

0it2G35.png

 

I'm working on it :)

 

Can't wait!!!

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5 hours ago, JD Wang said:

Will this still work with the 1.0 beta version of TFAR?

I don't know if the EventHandler that I use is already in that Version, you can try :) But I'd guess yes. 

4 hours ago, kerozen said:

Is it a local animation or can everyone see the animation?

I did not execute the animations on every machine, but as far as my testing went, Gestures are always executed globally, so it should work but it's not tested on servers

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6 hours ago, KokaKolaA3 said:

I don't know if the EventHandler that I use is already in that Version, you can try

"already"? 1.0 is newer than 0.9. And yes it works o7

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17 minutes ago, Dedmen said:

"already"? 1.0 is newer than 0.9. And yes it works o7

oops. I thought 1.0 was the first version, as "first..". Anyway, yea it works as Dedmen said :P

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5 minutes ago, KokaKolaA3 said:

I thought 1.0 was the first version, as "first.."

It will be ;) :D
TFAR never got released. Cuz not even at version 1.0 yet. Just like DayZ :D

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ACRE Version just released:
rsg4rVG.jpg

 

Main post updated...

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Nice!

3 hours ago, KokaKolaA3 said:

ACRE Version just released:
rsg4rVG.jpg

 

Main post updated...

 

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Looks great! Going to give this a try. 

 

OT:

We seem the have the same ideas. I already had pretty much exact this minus the UI already as WIP. 

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I know this probably does not help, but for some reason with this mod loaded, our server hangs on the loading screen for people.

 

I tried checking server rpt. logs and found nothing that stands out.

 

Mods include RHS, CUP, CBA, ACRE.

 

Edit: I noticed even if the server does not have it loaded, if people individually have it loaded then it too causing the load screen to freeze.

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8 hours ago, mannulus said:

I know this probably does not help, but for some reason with this mod loaded, our server hangs on the loading screen for people.

 

I tried checking server rpt. logs and found nothing that stands out.

 

Mods include RHS, CUP, CBA, ACRE.

 

Edit: I noticed even if the server does not have it loaded, if people individually have it loaded then it too causing the load screen to freeze.

Thanks for this information. 

I will look into this, I'm pretty sure that my code cannot cause this issues, but I'll make sure! 

I did not have a single issue with the mod so far and the tfar mod seems to work fine for more than 1000 people.

 

So I know where to look, as the basic code works just fine and it's probably just the Acre specific stuff. If only some people have this loaded, does this cause their loading screen to crash or for everyone? 

 

Also there is no need to load this mod on the server. It's client-side only atm. 

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Believe the problem with the acre stuck loading screen is the

waitUntil{!isNull (findDisplay 46)};

line in fn_postInit.sqf.

Long suspension during postInit block the game from loading, according to CfgFunctions wiki page.

A diag_log after this line is never reached for me.

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@Keithen Yep, that's where the problem seems to be. I'm currently working together with the ACRE Team who are adding an EventHandler, in the next update, that I can use. This is probably the most performance friendly way possible.
I've also been asked by the ACRE Team if they could integrate this into their own mod, this will be done once my Mod is done (new Animations and bug fixes).

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I've noticed the animations aren't looped. Not telling you how to do your mod but right now you look epileptic when using radio because your hand keeps switching. 

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