nkey
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Everything posted by nkey
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Hm.. Very strange. I have tested - and it works. Could you please send me PM with mission file?
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My bad, fixed version of the script: #include "\task_force_radio\common.sqf"; tf_no_auto_long_range_radio = true; if ((isServer) or (isDedicated)) then { tf_same_sw_frequencies_for_side = true; _settingsSw = call generateSwSetting; _settingsSw set[2, "35.1"]; _settingsSw set[3, "65.1"]; tf_freq_west = _settingsSw; _settingsLr = call generateLrSettings; _settingsLr set[2, "65.1"]; _settingsLr set[3, "35.1"]; tf_freq_west_lr = _settingsLr; publicVariable "tf_freq_west"; publicVariable "tf_freq_west_lr"; };
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At start of init.sqf file (google for it). Same frequencies for side for long range are enabled by default.
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It will required to get little familiar with scripting, but lets try. Add to init.sqf of your mission add following lines: #include "\task_force_radio\common.sqf"; if (isSever) then { tf_same_sw_frequencies_for_side = true; _settingsSw = call generateSwSetting; _settingsSw set[2, "35.1"]; _settingsSw set[3, "65.1"]; tf_freq_west = _settingsSw; _settingsLr = call generateLrSettings; _settingsLr set[2, "65.1"]; _settingsLr set[3, "35.1"]; tf_freq_west_lr = _settingsLr; publicVariable tf_freq_west; publicVariable tf_freq_west_lr; }; Regarding respawn with resistance (guer) radios - check your addon version, it should be fixed in 0.8.3. ---------- Post added at 14:20 ---------- Previous post was at 14:15 ---------- Yes, it is know bug, will be fixed in next version. Currently I can only advice to adjust application (or communication) device volume....
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Yep, it is because "historical reasons". You may send me button scheme - maybe I'll able to fix it in the next version.
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Not sure regarding radio types... Maybe you about tf_no_auto_long_range_radio = true? Personal classnames: tf_anprc152_##X, tf_fadak_##X and tf_anprc148jem_##X, where ##X - is unique radio ID. So, if you game is not too long - you may use IDs from 900 to 1000. But be sure you use each radio ID only ONCE. Regarding button son radios - currently I keep it as simple, as possible. Arma is not too easy game, so I trying to not overload user with additional things to learn (currently there are 6 radios (will be more) - it will take few hours to knew how to program each of them IRL). ---------- Post added at 19:57 ---------- Previous post was at 19:56 ---------- Dead channel automatically enabled in Serious mode. Check http://radio.task-force.ru/en/ for docs about it. Also, you able to change name\password of serious mode channel.
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Please send your RPT log. ---------- Post added at 13:06 ---------- Previous post was at 13:05 ---------- Yep, even more.
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So, could you please attach your mission file?
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Boths ways should work. Looks like variable not been set for some reason - so, I ask to check its value in the game.
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Probably it is not set for some of players (maybe varible server only). Could you check value of this variable during the game? (for example using debug console)
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Yes, open playback device manager, select your output device and press 'Configure'.
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Hm. Do you have 7.1 audio system? Could you try to switch it to the stereo mode and check?
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Currently it is no easy way to do it. First option I see is to change GUER units side to OPFOR (by _unit joinSilent _opforGroup). For vehicles it is possible force side using API: _vehicle setVariable ["tf_side", "east", true] Another variant (as workaround for now) - add custom script to replace 148 to fadak. For example, if unit have 'tf_anprc148jem_123' - replace it by 'tf_fadak_123'. But you should fight versus BLUEFOR in such case... I'll add way to specify side radios to API. Also, you may try @RUSSIAN_CAMO (http://yadi.sk/d/2q9fRv3tEnVF6). They are OPFOR but still russians :)
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yes, but it already set by default.
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Try to set in init.sqf: tf_same_sw_frequencies_for_side = true;
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I have error regarding including JSRS2_Distance\\scripts\init.sqf at mission start in case of PWS 1.1 version. It contains 314 pbos. But version from site have 316 pbos. If I add 2 from site version - everying work as expected.
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At least in 1.1 you unable to shot from some windows: http://cloud-4.steampowered.com/ugc/506951799557177243/0DFBA22FDAE5962CEF01CDB9EE8A01AF6A44F7D5/ ---------- Post added at 00:16 ---------- Previous post was at 00:04 ---------- In case of attemp to go underwater in Chernarus lake you'll die :) Again, thanks for the mod.
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Will fixed by map author - http://forums.bistudio.com/showthread.php?160117-SP-Dynamic-Universal-War-System-(DUWS-alpha0-1)&p=2585519&viewfull=1#post2585519
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Strange problem in Chernarus at the lake - http://steamcommunity.com/sharedfiles/filedetails/?id=207592898 Also, here some problem with breaking glass in Chernarus. Thanks you for the mod.
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1) Long range radio is backpack, so it is dropped in way the backpack dropped in the game. But after respawn you'll get it again. With the same settings. 2) Fixed.
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You now already able to hear multiple personal radios simultaneously. Also you may change stereo channel for each.
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Just put two radios in inventory and use CTRL+P to select active one. I'll add some fast key to switch them soon. Good idea, I'll adjust size of longe range to feet medpack or toolkit. Regarding underwater radio - it is now in rebreather, what is the point to move it to the helmet? ---------- Post added at 06:27 ---------- Previous post was at 06:00 ---------- O, I see. Looks like it is because mission uses deprecated way to add frame handlers in file drawIcon.sqf. As workaround you may: 1) clear the content drawIcon.sqf, repack mission and play 2) Add enableDebugConsole = 2; to description.ext and after respawn press ESC and execute ["processPlayerPositionsHandler", "onEachFrame", "processPlayerPositions"] call BIS_fnc_addStackedEventHandler; Here report to DUWS thread - http://forums.bistudio.com/showthread.php?160117-SP-Dynamic-Universal-War-System-(DUWS-alpha0-1)&p=2584592&viewfull=1#post2584592
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[SP]Dynamic Universal War System (DUWS alpha0.1)
nkey replied to kibot's topic in ARMA 3 - USER MISSIONS
Hello. Currently in drawIcon.sqf deprecated type of frame handler is used onEachFrame. It breask compatibility with some mods, including TFAR: http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio&p=2584580&viewfull=1#post2584580 Could you please to replace onEachFrame by https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler Thanks you. -
Hm.. Strange. What you mean about radio "break"& Maybe it is because distance after teleport?
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Please check "To Mapmakers" section in http://radio.task-force.ru/en/ You may switch to the same personal frequencies for whole team (tf_same_sw_frequencies_for_side = true) and use first and second channel. Also, as far as I knon Zealot soon will create script to set frequencies and show them on map. If you still have some question - feel free to ask.