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nkey

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Everything posted by nkey

  1. Hm.. Very strange. I have tested - and it works. Could you please send me PM with mission file?
  2. 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"; };
  3. At start of init.sqf file (google for it). Same frequencies for side for long range are enabled by default.
  4. 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....
  5. Yep, it is because "historical reasons". You may send me button scheme - maybe I'll able to fix it in the next version.
  6. 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.
  7. Please send your RPT log. ---------- Post added at 13:06 ---------- Previous post was at 13:05 ---------- Yep, even more.
  8. So, could you please attach your mission file?
  9. Boths ways should work. Looks like variable not been set for some reason - so, I ask to check its value in the game.
  10. 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)
  11. Yes, open playback device manager, select your output device and press 'Configure'.
  12. Hm. Do you have 7.1 audio system? Could you try to switch it to the stereo mode and check?
  13. 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 :)
  14. yes, but it already set by default.
  15. Try to set in init.sqf: tf_same_sw_frequencies_for_side = true;
  16. nkey

    J.S.R.S. 2.2 Soundmod

    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.
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. You now already able to hear multiple personal radios simultaneously. Also you may change stereo channel for each.
  22. 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
  23. 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.
  24. Hm.. Strange. What you mean about radio "break"& Maybe it is because distance after teleport?
  25. 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.
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