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Azza FHI

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Posts posted by Azza FHI


  1. 5 hours ago, michael poole said:

    thast funny i have done the full install and it doesn't seems to connect over TS 

     

    Task Force Radio Status (1.-1.0.245):Connected to Game: No
    Playing: No
    Plugin version: 1.-1.0.245
    Addon version: unknown

     

    thast what i am shown with in Teamspeak

     

    Strange, none of our players had any issues. If its installed correctly then it should work. 

     

    Try

    - running everything as administrator

    - updating ts

    - ts instalation matches your operating system (x32 or x64)

    - old plugins removed


  2. 2 hours ago, michael poole said:

    is V1.00 out yet or are we still using V0.9.8

     

    V1.0.245 is available on github. Although not an official release we switched to it recently and its working well. Its much better than 0.9.12 which is the most recent stable

     

    The changleog is quite big but the 2 things that make all the difference imo is the ability to hear players directionally when you are spectating them, and the cba settings menu is now working properly compared to 0.9.12 and has more options.

     

    The ts plugin system has changed, there is now an installer which will put the dll in users/appdata so its worth removing the previous plugins in TS/Plugins to avoid conflict

     

    https://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/1.0-PreRelease

     

     


  3. On 5/30/2017 at 8:28 PM, EddiePrice said:

     

    Hi again all,

     

    Sorry to bump but still made no headway with this. If anyone can assist please PM me! I'd really appreciate it.

     

    Thanks!



    all the cba options are now configured at map screen in a multiplayer session under configure addons. the settings should be persistent. u cant do the frequencies there tho, to do that do the following:

     

    put this in initserver.sqf or similar

     

    private _time = time;

    waituntil {sleep 1; ((call TFAR_fnc_haveSWRadio) || (time > _time +60))};

    _Channels = [1,2,3,4,5,6,7,8,9];
    _frequencySW = 311;
    _frequencyLR = 50;

    {
        if (call TFAR_fnc_haveSWRadio) then 
        {
            [(call TFAR_fnc_activeSwRadio), _x, str _frequencySW] call TFAR_fnc_setChannelFrequency;
        };
        
        if (call TFAR_fnc_haveLRRadio) then 
        {
            [(call TFAR_fnc_activeLRRadio), _x, str _frequencyLR] call TFAR_fnc_setChannelFrequency;
        };
            

        _frequencySW = _frequencySW + 1;
        _frequencyLR = _frequencyLR + 1;
        
    } foreach _channels;

     

    thats with the latest TFAR from git (v1.0.245) and the latest CBA. unsure if the latest version on withsix is the same


  4. You are definitely not the only one with this problem. I saw it a few months ago and Im amazed it has not been fixed as there are multiple tickets about it now (mine and yours at the very least). How can people use smoke grenades effectively with this problem?

    the weird thing about it is that if you zoom in with your right mouse button you can see the 'invisible' particles re-appear. So its just a bug, nothing to do with particle limit


  5. 21 hours ago, Nichols said:

     

    Weird we haven't noticed any issues with the mod in our mission we are currently running. When CBA updated I removed the mod from our modpack and launched the mission and it still functions using the ctrl + num + / to change the weapons magnifier. It works with the Aimpoint and the Eotech versions from what I have seen and no complaints from our player base yet either.

     

    Yeah my bad, should have listened to my own advice. Didnt realise we were still running MRT with the new cba which caused the issue. All working fine now

    • Like 1

  6. Is it possible that ASR_AI is causing the Syndicate Faction to have certain weapons not be heard? I think its the AK's - they all sound like they are now surpassed (I only hear bullet impact sounds).

    I am NOT using any sound mods.

    Thanx.

    Im 90% sure this happens when you use the additional ASR RHS compatibility pbos. U running them?

    The logic behind that is that after lots of testing a few months ago i can confirm that the rhs pbos were causing this issue when running robert hammers pistol pack (none of those pistols had any sound)

    The configs got updated so we started running them again, then i noticed the same issue except with rhs AKs. Removed the rhs pbos and havent seen the bug since.


  7. Any word on a volume fix for tfr? Everything is working really well except for the occasional transmit on wrong radio bug, and the elevated volume since the last update.

    Default volume has risen from 7 to 8 which almost blows your head off for most players. Yes its not hard to change it once at the start of a mission, but we play many types of game mods including TVT will many respawns, so having to lower your volume after each spawn is getting old quick.

    Ive even tried to edit the mod by looking in every single config for the word 'volume' and changing the default to 6, but this approach doesnt seem to have any effect.

    Cba settings menu at map screen on server has no effect for the volume option either.

    So can we expect this to fixed or at least a work around in the next update? Or can anyone suggest a work around for the time being?

    Cheers


  8. We got it all working as intended. This code is in our init.sqf. Combined with using the CBA settings ( loggin in as admin --> map screen -- > configure addons ) seems to have made it all work including setting the frequencies to 311, 312 etc

     

    One thing that is not working is the volume setting, which by default is now at 80 which is very load for most players. Will be great once that is working.

     

    Cheers for progressing the mod!

    private _settingsSwWest = false call TFAR_fnc_generateSwSettings;
    _settingsSwWest set [2, 
    ["311", "312", "313", "314", "315", "316", "317", "318"]];
    tf_freq_west = _settingsSwWest;
     
    private _settingsLrWest = false call TFAR_fnc_generateLRSettings; 
    _settingsLrWest set [2, 
    ["50", "51", "52", "53", "54", "55", "56", "57", "58"]]; 
    tf_freq_west_lr = _settingsLrWest; 
    

  9. hmm, well thats not good. used that script in a coop tonight and the frequencies were not set the same each side like they used to be. 

    The frequencies were set the same for each individual group, but they were random freqs.

     

    Seems all the settings worked correctly, but setting the freqs to 311, 312 etc did not work...

     


  10. Back to the problem with settings not applied.. It's actually correct but not really reproducible. Settings get overwritten by CBA after postInit. Problem is.. Sometimes init.sqf runs before that sometimes after.

    The correct way is to use the CBA_settings_fnc_set for settings that are using the CBA framework. see this:

    ["TF_no_auto_long_range_radio", true, true] call CBA_settings_fnc_set;
    ["TF_give_personal_radio_to_regular_soldier", false, true] call CBA_settings_fnc_set;
    ["TF_give_microdagr_to_soldier", true, true] call CBA_settings_fnc_set;
    ["TF_same_sw_frequencies_for_side", false, true] call CBA_settings_fnc_set;
    ["TF_same_lr_frequencies_for_side", false, true] call CBA_settings_fnc_set;
    ["TF_same_dd_frequencies_for_side", false, true] call CBA_settings_fnc_set;
    

    The first parameter is the name of the setting(Variable) the second parameter is the value and the third parameter has to always stay true.

    The settings listed are all the CBA_Settings variables. All other variables can still be set the old way you are used to. A quick fix would be to put this to the end of your variable set scripts:

    ["TF_no_auto_long_range_radio", TF_no_auto_long_range_radio, true] call CBA_settings_fnc_set;
    ["TF_give_personal_radio_to_regular_soldier", TF_give_personal_radio_to_regular_soldier, true] call CBA_settings_fnc_set;
    ["TF_give_microdagr_to_soldier", TF_give_microdagr_to_soldier, true] call CBA_settings_fnc_set;
    ["TF_same_sw_frequencies_for_side", TF_same_sw_frequencies_for_side, true] call CBA_settings_fnc_set;
    ["TF_same_lr_frequencies_for_side", TF_same_lr_frequencies_for_side, true] call CBA_settings_fnc_set;
    ["TF_same_dd_frequencies_for_side", TF_same_dd_frequencies_for_side, true] call CBA_settings_fnc_set;
    

    This makes sure the variables you just set will stay set.

    I'm sorry for not knowing that before but the CBA_Settings documentation didn't say a single word about that.

    If you are running the scripts serverside Only you have to add ,"server" as last argument to CBA_settings_fnc_set

    how would i go about setting the lower half of the following code using the cba system?

    ["tf_give_personal_radio_to_regular_soldier", true, true] call CBA_settings_fnc_set;
    ["tf_no_auto_long_range_radio", true, true] call CBA_settings_fnc_set;
    ["tf_give_microdagr_to_soldier", false, true] call CBA_settings_fnc_set;
    ["tf_same_sw_frequencies_for_side", true, true] call CBA_settings_fnc_set;
    ["tf_same_lr_frequencies_for_side", true, true] call CBA_settings_fnc_set;
     
    private _settingsSwWest = false call TFAR_fnc_generateSwSettings;
    _settingsSwWest set [2, 
    ["311", "312", "313", "314", "315", "316", "317", "318"]];
    tf_freq_west = _settingsSwWest;
     
    private _settingsLrWest = false call TFAR_fnc_generateLRSettings; 
    _settingsLrWest set [2, 
    ["50", "51", "52", "53", "54", "55", "56", "57", "58"]]; 
    tf_freq_west_lr = _settingsLrWest; 
    

  11. Hey, did a quick skim but didn't find any solution - have the newer version of TFAR done away with the Teamspeak 3 Client Folder in the download file, and have just had the one plugin file? It's been a minute since I've used TFAR, heheh.

    Thanks!

    its an installer file. Run it, set the path if needed and then it will install the plugins

    • Like 1
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