Jump to content

nkey

Member
  • Content Count

    1046
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by nkey

  1. Unfortunately, currently there is no way to do it :( In next version same frequencies for squad will be set (maybe for team, but only in case of additional option). Also, I'll add API to set frequencies. Currently we are writing frequencies on the map during briefing. As simple workaround, there is a script, which will write random frequencies on the map for each squad - https://www.dropbox.com/s/rnm71fsjf2vdkrt/zlt_gen_freqs.sqf at the briefing.
  2. Thanks you, will try to figure it out.
  3. Probably it is because you close to this players. In such case you hear radio together with direct speech at the same moment (so, not easy to hear LLR effect). Try to go for some distance - you should receive low-freq sound...
  4. For example if you want INDEPENDEN (AAF) to communicate with BLUEFOR (Nato), set this (at client side): tf_west_radio_code = "_alliance"; tf_east_radio_code = "_opfor"; tf_guer_radio_code = "_alliance";
  5. Looks like BTC does some tricky stuff and leads to: (side player != west) and (side player != east) Could you try to execute "side player" after revive?
  6. Not possible now - but check for "serious mod" and "TaskForceRadio" channel in documentation. Plugin will automatically move all the players (from channel 1 and channel 2) to "TaskForceRadio" on game start and move back on the game end. ---------- Post added at 06:55 ---------- Previous post was at 06:53 ---------- In backpack with radio? Possible, but just some little volume. ---------- Post added at 07:07 ---------- Previous post was at 06:55 ---------- I will do some work on effects in near future (will try to move to real radio code). Hm... You should not hear any effect during "transmitting on LR" - because it is you talking :) Regarding backpack - not sure about it, possible not.
  7. 1) Will think about it 2) Hm. You may use PRC-152\168\Fadak for it as wel.... 3) You may have several radios in the inventory and hear all of them. You will speak to your "active" radio. You may switch active radio from the menu (opened on Ctrl + P if you have more than 1 radio). 4) I have plan to switch to real software radio codec 5) Just press Num7 (or 1-8) to switch to unused channel
  8. 1) Ok, will check for BTC revive compatibility in next version 2) Please check this: a) It is recommended to disable the TeamSpeak built-in alert sounds: Options> Notifications> Sound Pack: "Sounds Deactivated". To use this option, restart TeamSpeak. b) Make sure the volume of alerts is not turned off in Team Speak: Options > Payback > Sound Pack Volume - set a positive value (used as volume level for beeps)
  9. Yes, but it is better to communicate somehow to merge all the work into single addon - to avoid problems with incompatible versions. ---------- Post added at 20:19 ---------- Previous post was at 20:16 ---------- Looks like after respawn you became INDEPENDENT or something related (not west, not east)...
  10. After respawn you'll get all radios you have before death replaced by radios of your faction. Settings of your active radio are saved beetween respawns. Or you got PRC 152 on the first respawn? ---------- Post added at 19:57 ---------- Previous post was at 19:41 ---------- Looks like problem solved - it is required to have at least 3 letters in Arma3 nickname.
  11. Should work with voice activation without any problems. ---------- Post added at 19:14 ---------- Previous post was at 19:10 ---------- Hello. Do you see any error message in the game (at the right top part of the screen)? Have you TS plugin enabled? Please copy me error messages. Is addon started on the server? Are other TS plugins\Arma addons enabled? Are other players able to use radios\dikrect talk? Thanks you.
  12. Thanks you, this feature planned for the next version.
  13. Yes, in plans. ---------- Post added at 18:18 ---------- Previous post was at 18:15 ---------- In my case - F:\Program Files\TeamSpeak 3 Client\plugins\radio-sounds Hm, maybe try to restart teamspeak. You should hear them only during transfering (tangent click) and receiving (pshshsh :) ) ---------- Post added at 18:21 ---------- Previous post was at 18:18 ---------- Try to reduce radio volume (using in-game interface). Also, you could send me video - to check how it sounds on your system.
  14. As I remember - they are BLUEFOR, so they use same encription key.
  15. There is a long range radio effect, but it is much more clear than such on personnel radio (uses low pass filter). Long range radios are backpacks, so Arma engine handles dropping. ---------- Post added at 18:00 ---------- Previous post was at 17:57 ---------- To change the encryption codes used by factions (to allow multiple factions talking), add the following code: tf_west_radio_code = "_bluefor"; tf_east_radio_code = "_opfor"; tf_guer_radio_code = "_independent";. To allow two factions to contact one another by radio, they must have an identical encryption code (you'll need to change values). ---------- Post added at 18:05 ---------- Previous post was at 18:00 ---------- Hm... But what is reason? If you want to plan mission in separate channels (for different sides) - you may use plugin in "serious mode" with automatic switching to channel "TaskForceRadio" on mission start.
  16. Thread for Task Force Radio - http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio We were getting a set of problems\questions: Admin rights for Arma and TeamSpeak Direct input switch in TeamSpeak (to make direct speach work) (also, direct input removed in last TS version) Some strange TS crashes (especially after respawn) You sometimes hears someone 10 miles away from you without radio usage Dead players sometimes hear alive players and vice versa Sometimes radio stops to work.. Also, often some of players get some unique problem we have not seen before
  17. 99% of the code is running on client only, Arma 3 engine handles it well so far. Also TS message load is small. Also, please, could you describe some script to break the scheduler. To fix the problem if it exists. We are playing PvP at most (with some scripting of course, but mapmakers are trying to reduce loops). You may check this server (new server, so history is about a few weeks only). Also, there is another (small) COOP server. There is a set problems with ACRE for A3: no easy to setup for players (admin rigths, direct input, etc), TS crashes, no automatic channel switch, some dead/alive players you hear but should not, etc. We were getting about 30% of player with problems - and it breaks the war atmosphere... Of couse Task Force radio is not totally bug free - but now it is simpler to play big and small games (at least for me :) ).
  18. Totally new product. Yes, used as replacement - we were unable to get ACRE worked for more than 100 players :( You can get all info here -radio.task-force.ru/en/. I'll create addon thread soon, so let's avoid of flooding in ACRE thread.
  19. You can try this mod - https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/README_EN.md :) It has underwater transceiver interface, undewater voice simulation, direct speech voice level and a bunch of other things. Used by two russian communities (more than 100 player per game sometimes). It is pretty stable, official release will be soon (need to prepare english version of site).
  20. Thanks for your asnwer, but playableUnits in MP does not contains slots which are not occupied by players and AI. ---------- Post added at 08:18 ---------- Previous post was at 08:15 ---------- Thanks for your answer, but unfortunately I have no control on a missions (it is all required for addon). Also, I need to know max number of players + what is position number used by concrete player.
  21. Hello everyone. Do you know any way to get all mission player slots (even not assigned to player or AI)? So, the main idea is to get some unique number for each player (possible JIP) and avoid any conflicts (without server-side code). If I'll able get some kind of number of the slot (including unassigned) - I may use it as unique some unique ID of the player. I can't use getPlayerUID and nicknames because number must be in [0-256] range. allplayableUnits, allunits and so on return only assigned players (who in the game now). But I need to take into account JIP players too. Thanks a lot.
×