Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by rebel12340

  1. About This is a multiplayer compatible script that jams the radios of players that are in range of the jamming device(s). The script supports multiple jammers and terminates once all of the jammers have been destroyed. This script affects each player individually, so a person standing inside the radius will have their radio jammed, while someone else standing outside of the radio will not have their radio jammed. Usage An example mission is included in the download. To use this script simply place down the object(s) you want to act as the jammer(s) in the editor and give the object(s) a variable name (Ex: Jammer1) create a file in the mission folder called: initPlayerLocal.sqf put the following line into initPlayerLocal.sqf: radioJammer = [[Jammer1]] execVM "TFARjamRadio.sqf"; You can also change the radius and strength of the jamming signal if you wish. Download Available for download on Google Drive. Sample mission available on Steam Workshop. This script requires Task Force Arrowhead Radio in order to function.
  2. I believe that both long and short range radios use the same variable to determine their transmission power, so you can't jam a player's short range radio separate from their long range radio. Someone can correct me if I'm wrong.
  3. I've never used Achilles, so I'm afraid I can't really be of much help with that.
  4. Add this to line 57 of the script (below where they TF receiving and sending distance multipliers are being set) if (_interference > 1) then {hint "Your radio is being jammed!"};
  5. Do you want it for testing purposes or to show during the actual mission?
  6. Kromka provded a way of adding an add action on the first page of this thread. https://forums.bohemia.net/forums/topic/203810-release-radio-jamming-script-for-task-force-radio/?do=findComment&comment=3178248
  7. Double check that the variable name(s) you have in the activation of the script match the variable name you have assigned to the object(s) you want to act as the jammer(s). In other words, if you're executing the script as such: [[jammer1, jammer2, jammer3], 1000, 50, TRUE] execVM "scripts\TFARjamRadios.sqf"; You would need to have three jammers, one named jammer1, one named jammer2, and one named jammer3. Hope that helps.
  8. This could probably be done using the OnTangent event handler for TFAR: https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Events As far as I'm aware, the size of the area shouldn't really be a factor as far as performance goes. The only thing I can think of that would affect performance would be the amount of jammers, as the script has to find the distance from the player to each jammer to find the closest one. I haven't done any real sort of testing on the matter to see what sort of performance impact there is, though.
  9. In addition to what Dedmen said, looking at your initPlayerLocal.sqf you have the following lines: Line 1: radioJammer = [[jammer1, jammer2], 1000, 50, TRUE] execVM "scripts\TFARjamRadio.sqf"; Line 2: if (side player == EAST) then {jamOpforRadios = [[Jammer1]] execVM "TFARjamRadios.sqf";}; Line 3: if (side player == WEST) then {jamBluforRadios = [[Jammer2]] execVM "TFARjamRadios.sqf";}; You should really only be using either line 1 by itself or lines 2 and 3 together, not all three lines together. The way you currently have it, the script will run twice (unless the player's side is set to independent), which may cause some issues.
  10. You are running the script with debug mode enabled. All you need to do is remove the last parameter in the line used to execute the script (the bit that says TRUE) and the text/markers will stop showing up. It should end up looking similar to this: jamRadios = [[JAMMER],1000,50] execVM "TFARjamRadios.sqf";
  11. Radio Jamming for TFAR Script update (version 0.2.0) Download Link: Radio Jamming Script for TFAR version 0.2.0 Changelog - The debug function will now create markers locally rather than globally. - The script will now (properly) jam sending transmissions as well as incoming transmissions. - Changed the default "strength" of the jammer to 50 (previously 100) to hopefully compensate for sending transmissions being jammed. Note: Due to some of the changes in this script, if you choose to update any of your missions that used the previous version of this script, and had set a custom strength value for the script, then you may want to lower the custom strength value that you had set. If you experience any issue with the update, please don't hesitate to let me know.
  12. If you open the script, that information is listed at the top. Parameter(s): 0: ARRAY of object(s) (Required)- Entity(s) that will cause the radios to be jammed. 1: NUMBER (Optional)- Range of the jammer in Meters. Default is 1000. 2: NUMBER (Optional)- Strength of the jammer. Default is 100. 3: BOOL (Optional)- Enable Debug. Default is False. Example: [[jammer1],500, 100] execVM "TFARjamRadios.sqf";// This would make jammer1 the active jammer, and would have a radius of 500m and a strength of 100.
  13. 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.
  14. 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.
  15. Yea. TFAR (and, subsequently, this script) will only work in multiplayer.
  16. Were you not testing the script with other players before?
  17. What problem are you having, exactly? It should be working as of, at least, TFAR version 1.0.274
  18. Your radio isn’t being jammed in the sample mission? What version of TFR are you using?
  19. 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.
  20. Hmm. Strange. I tested it using the example mission and did not recieve an error. How are you executing the script?
  21. Can you provide more information? What does the error say, exactly? What code are you using to execute the script?
  22. rebel12340

    Keyframe animation system in DEV.

    It seems that if you place down the Camera module after playing a scenario in 3DEN, it breaks the 3DEN camera. Looks like it's making the camera created by the module the active camera rather than the 3DEN camera.