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lordheart

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Posts posted by lordheart


  1. Thanks, its not closing the game anymore however, it seems like our init.sqf code is outdated now, would be much appreciated if we could get some help to get it up to date :confused:

    I refer you to http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio&p=2679589&viewfull=1#post2679589 however, I will attempt to update your code to what is required.

    #include "\task_force_radio\functions\common.sqf";
    
    tf_no_auto_long_range_radio = true;
    tf_same_sw_frequencies_for_side = true;
    
    // Able to use same frequency
    tf_west_radio_code = "_opfor";
    tf_east_radio_code = "_opfor";
    tf_guer_radio_code = "_opfor";
    
    // Serious mode
    //tf_radio_channel_name = "";
    //tf_radio_channel_password = "";
    
    if ((isServer) or (isDedicated)) then {
    
       _settingsSwWest = false call TFAR_fnc_generateSwSetting;
    _settingsSwWest set [2, ["31","32","41","42","51","52","53","63"]];
    tf_freq_west = _settingsSwWest;
    
       _settingsLrWest = false call TFAR_fnc_generateLrSettings;
    _settingsLrWest set [2, ["30","40","50","60","70","80","90","10","5"]];
    tf_freq_west_lr = _settingsLrWest;
    
       _settingsSwEast = false call TFAR_fnc_generateSwSetting;
    _settingsSwEast set [2, ["11.13","12.13","21.13","22.13","31.13","32.13","33.13","43.13"]];
    tf_freq_east = _settingsSwEast;
    
       _settingsLrEast = false call TFAR_fnc_generateLrSettings;
    _settingsLrEast set [2, ["10.13,"20.13","30.13","40.13","50.13","60.13","70.13","80.13","90.13"]];
    tf_freq_east_lr = _settingsLrEast;
    
    publicVariable "tf_freq_west";
       publicVariable "tf_freq_west_lr";
       publicVariable "tf_freq_east";
       publicVariable "tf_freq_east_lr";
    };


  2. What method are you using for mine detection? I have an IED mod of my own that I am working on, so if there's some way to provide support from my end that would be awesome.

    With regards to making it a weapon, I don't have all the details but somethings you will need to consider, is having a weapon bone in the model for the detector, then you'd also need a "animation" which simply specifies where the hands will be placed on the weapon when holding it.


  3. As I was having trouble with the Modules as we are currently discussing. Now I know how to write the sqf array in the TFAR Frequency Module, but want to confirm if it is the same for the init.sqf?

    So would this work?

    tf_freq_west = ["400.0","401.1","402.2","403.3","404.4"]

    and the same for tf_freq_west_lr?

    Not exactly,

    tf_freq_west = false call TFAR_fnc_generateSwSettings;
    tf_freq_west set [2,["400.0","401.1","402.2","403.3","404.4"]];
    
    tf_freq_west_lr = false call TFAR_fnc_generateLrSettings;
    tf_freq_west_lr set [2,["50.0","51.1","52.2","53.3","54.4"]];

    Although you will want to ensure that there is 8 frequencies for SW and 9 for LR. I direct you to the module code


  4. From what I understand PiP is generally a much lower quality image and without particle effects (correct me if I am wrong). Which of course would mean, anyone using a scope would simply see through the smoke.

    From what I have read (can't recall from where), it would be better to do it the other way around. PiP the view around the scope (so the unzoomed view) and use the normal rendering for the scope view. But I am uncertain of the feasibility of having render textures with holes in them or if the trade off would be worth it.


  5. I'd like to take the time to introduce a mod I have been working on to increase the depth of insurgency and counter-insurgency means.

    ITK

    ITK or Insurgency ToolKit, started as an idea to have a suicide vest for a particular mission but has since evolved into a more in-depth insurgency mod. Facilitating the construction of a variety of IEDs from components and allowing multiple detonation methods.

    Videos: (These might be slightly out of date)





    Latest video



    Current Features:

    • Multiple detonators (clacker, cellphone, pressure plate, deadman's switch, wire)
    • Multiple fuse lengths (short, long)
    • Potential for multiple explosive charges (currently only a mortar shell is configured)
    • Suicide Vest
    • Thor III, jammer
    • IED creation interface
    • Bomb creation (currently only via script)
    • Bomb defusal
    • Speed dial for cellphones
    • Possibility to take clacker object off a dead unit and gain the ability to detonate that unit's placed IEDs
    • Ability to attach IED's to vehicles (really poor implementation currently)
    • Inventory screen driven interaction (double clicking on clacker will detonate first placed IED, double clicking on IED component will start IED creation interface, etc.)

    To-do list (for release):

    • Models for IEDs and IED components
    • Better model for Thor III (currently using a A2 backpack that has an antenna)
    • Configure multiple charge types
    • Vehicle mounted jammers
    • Interface for Thor III
    • Model for suicide vest
    • Creation interface for suicide vest
    • Creation interface for bombs
    • Bomb defusal kit
    • Ability to access triggers when in vehicles (due to lack of inventory access when in vehicles)
    • Ability to gain access to cellphone's speed dial when looting dead body/backpack/etc.

    Special thanks:

    Rage - Introducing the idea of IED creation

    Burga - Working on IED models


  6. However, if you can't wait until we get it in as a userconfig option. You can create a mod with the following as the config.cpp:

    class CfgPatches
    {
    class MY_TFAR_HintAdjuster
    {
    	units[] = {};
    	weapons[] = {};
    	requiredAddons[] = {"task_force_radio"};
    };
    };
    
    class RscStructuredText;
    
    class RscTitles
    {
    class RscTaskForceHint
    {
    	class controls
    	{
    		class InformationText: RscStructuredText
    		{
    			idc = 1100;
    			x = 0.85 * safezoneW + safezoneX;
    			y = 0.1 * safezoneH + safezoneY;
    		};
    	};
    };
    };

    Which will produce the following

    2014-04-29_00001.jpg

    Just know if TFAR changes anything and it breaks the display, that risk is yours to take.


  7. SpanishSurfer, I have tested that mission on both local server (normal multiplayer local network one) and a locally hosted dedicated server running just this mod and I am able to drag created objects perfectly fine. You might want to ensure that the server's mod is updated and all clients, other than that I have no idea what could be causing the issue.


  8. Really happy with the new update thanks for your efforts, I am in the process of integrating the radios with our various templates.

    In the userconfig file that we distribute via arma 3 sync I have placed the following.

    tf_west_radio_code = "_golclan"; tf_east_radio_code = "_golclan"; tf_guer_radio_code = "_golclan";

    Does this mean no matter what radios we use we will always be able to talk to each other? I am asking this because I would like to pick the backpack radio we use based on how well it matches the uniforms.

    Unfortunately not, encryption code isn't settable via userconfig yet. Be sure to check out the new modules, they should help you accomplish this if you have access to editing the mission.

    Sorry if this has been answered, couldn't find anything in the posts since the update.

    Everything seems to be working fine, except the sound effects. Note that this did work on version before. I've ensured that version in TS is 0.9. Before I try to remove and add the mod completely, does anyone else experience this?

    Ensure that there is a radio-sounds folder in your teamSpeak plugins folder and ensure it has files in it. Other than that, I won't be able to help you more in that side, nkey will have to.

    i'm searching for a way to make an eventhandler fire when a player uses long range/short range radio. is there something like isTransmitting?

    There is currently no events raised by TFAR in that regard, however you can check the following variables (do not modify them, otherwise issues will occur):

    TF_tangent_sw_pressed

    TF_tangent_lr_pressed

    TF_tangent_dd_pressed

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