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levrex

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Everything posted by levrex

  1. I'd like to announce the release of TFAR for ArmA-II: Combined Operations, version RC4. Info: This is a port of Task Force Radio (ArmA-III) to ArmA-II: CO. It requires @CBA_CO addon. It runs on TeamSpeak 3.0.16 and older (till 3.0.11). It requires beta patch no less than 1.62.103718 to work properly, otherwise you sometimes won't hear players in vehicles and encounter other errors. Currently it requires plugin version no less than 0.9.7 to work. Plugins are 100% compatible with ArmA3 plugins. Having @ACE addon is very preferable, otherwise you will encounter different errors. You can play without it, though, but make sure to delete task_force_ace_radios.pbo and .bisign then. Installation: If you already had @TFAR_CO installed (if not, skip first two steps): 1) Delete the old addon folder (or the content of @TFAR_CO\addons and @TFAR_CO\keys folders). 2) Remove old keys (TFA2_cfolks_rc4.bikey and TFA2_rc.bikey, and probably some sixupdater key too) from your arma 2 operation arrowhead\Keys folder. Common steps: 1) Unpack the archive in game folder. There should be a @TFAR_CO folder now. 2) Go to @TFAR_CO, copy "Keys" and "userconfig" folders to the game folder. 3) Copy the TeamSpeak 3\plugins folder to your TeamSpeak 3 core folder. If you already have an actual version of TF Radio for ArmA-III installed, you can skip this step and the one following it, as the plugins are totally compatible. 4) If you have TS3 older than 3.0.14 (for example, 3.0.11), replace the plugins (task_force_radio_win32.dll and task_force_radio_win64.dll) with the plugins in "plugins for old TeamSpeak" folder after you complete the previous step. 5) If you wish, change plugin sounds by copying the contents of "old" or "new" folder to the main one. 6) Add @TFAR_CO to the launcher (or in enabled mods, if you run ArmA2 via Steam). Preferably, it should be in the very end of the mod queue. 7) Open "arma 2 operation arrowhead\userconfig\task_force_radio\radio_keys.hpp", make changes according to your preferences and using the provided keyboard layout. The download link can be found here: http://yadi.sk/d/cdXj_n9eRvYmQ Some images: The documentation and pictures with explanation are included in the mod folder. ArmaHolic Link (old version, with more pictures): http://www.armaholic.com/page.php?id=25865 Test mission including all available radios and some vehicle radios too (10 slots, 3 sides): http://yadi.sk/d/GHcpBn7VSGJoX The original add-on and also the general idea of what it is: Original site and documentation Documentation on github Task Force Arrowhead Radio (forum thread) A2 version also includes new radios: Changelog:
  2. ......Как Ñ ÑƒÐ¶Ðµ Ñказал, овчинка не Ñтоит выделки. Серверу от клиентÑких Ñообщений в клиентÑкий же лог ни холодно ни жарко (ну, ежели *нÑшн*оÑÑ‚ÑŒ его хозÑев ещё не дошла до такой Ñтадии, чтобы поÑтрочно копировать лог каждого клиента), а вот его название упоминать не Ñтоило, тушинцев не уважаю. У Ð²Ð°Ñ ÐµÑÑ‚ÑŒ Ñвоё поделие (горÑчий, кÑтати, привет его ÑоздателÑм, коÑвенно Ð¼ÐµÐ½Ñ Ð¿Ð¾Ð´Ñ‚Ð¾Ð»ÐºÐ½ÑƒÐ²ÑˆÐ¸Ð¼ к портированию рации TFA), чего бы им дальше не пользоватьÑÑ? ЕÑли так неймётÑÑ, у ВОГа была ÑÐ²Ð¾Ñ Ñ€Ð°Ñ†Ð¸Ñ, чаÑтично оÑÐ½Ð¾Ð²Ð°Ð½Ð½Ð°Ñ Ð½Ð° моём порте, поддержка которой, возможно, ещё ведётÑÑ. От Ð¼ÐµÐ½Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰Ð¸ ждать не Ñоветую.
  3. Okay, so the OS isn't the cause... well, most probably. You should test it in other missions, with VTS disabled, too. Preferably, with several players on server. IIRC, we had played on Patrol Ops i modified for my "late" server with TFAR, no problems, but it was about a year and half ago. What does it mean to change class in VTS way? And you still didn't say when the problem started. Was it right after that update or had you encountered it before? In the first case, maybe try reverting to "legacy" and see what happens. If that fixes the crashes, well, the only solution i see now is to revert to the old version. P. S. And just in case — the plugin (.dll library) you use in TS, it is from the folder you gave me (or from original TFAR-CO) and you did not update it via any means, right?
  4. Ðет. Смотрел как-то, ÑмыÑла прибирать чужой муÑор не нашёл. Можешь Ñчитать Ñто фичей, позволÑющей отÑлеживать Ð²ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ñ€Ð°Ñ†Ð¸Ð¸ длÑ, Ñкажем, дебага.
  5. Hmm, nothing outright suspicious at first sight, except for the line Unknown entity: ' Levrex <t color='#566D7E'>https://github.com/michail-nikolaev/task-force-arma-3-radio</t>' which creeped me out a little upon seeing it, but seems like it's related to CBA. Anyway, when did y'all start experiencing the crashes (and when did last ArmA-II and TS updates come out)? Do you encounter it in any mission you try to play on your server? Is it encountered on other servers? I. e., are there any known conditions for the crash? Does launching the game with CBA and TFAR only enabled help? Which OS do you and your mates use? The original port doesn't work on 0.9.8 version, since i stopped working on it earlier than it came out, but you can bypass this by rewriting TF_ADDON_VERSION string variable after it is defined. If you did not rewrite this directly, of course. On the other issue, you can run it without ACE freely, but you'd have to deal with clicking on the error window to remove it and see untextured things instead of sexy backpacks. I think i have asked for help on these forums with making standalone rucks, but to no avail, and models are "witchery too strong" for me to comprehend. Therefore, meh, ain't my business. It's not like you can't do anything about it yourself if you need it so much.
  6. Thanks! I guess that would be the last version with any major changes. If i release some more, then probably just to make the addon compatible to the future plugin versions. If anybody wants to make their own modification of TFAR for ArmA-2, just let me know and you're free to do whatever with it (if it isn't malicious, of course).
  7. Well, seems like this version is stable, so i'll leave things as they are.
  8. The same as you would add other weapons, i suppose?
  9. Yeah, all Win8 users i know have the same problem. IDK if using regsvr works, but if it don't, you can try methods described in my post on the previous page.
  10. I want to mention that createSoundSource is global, so you don't need to rSPAWN it in dog script, as it results in one dog barking as (insert player count here) dogs.
  11. Okay, here's the fix. Just replace the task_force_radio.pbo in @TFAR_CO\addons folder. Note that it's necessary for all players. http://rghost.net/59188229 The patch includes two new functions, TFAR_fnc_vectorDiff and TFAR_fnc_vectorAdd, made from corresponding BIS functions. However, they work like ArmA-III operators vectorDiff and vectorAdd; also they are a whole lot faster than old BIS functions. You can also download the updated full mod from the main link. Watch out for buildings. Probably will get another fix because of this. By the way, you should test whether it's possible to hear players on the second floor of a building (Chernogorsk would be ideal for this) while you are on the ground.
  12. Well, expected that. I'll (try to) do a fix when i get back from work; but do you have ArmA-III? If you do, please tell me what would be the following: [3,5,7] vectorDiff [7,2,5] I want to make sure that the wiki is correct.
  13. RC4 of ArmA-II version released. Untested, unwanted, a forsaken child — but maybe i'll support it for some time. http://forums.bistudio.com/showthread.php?179521-Task-Force-Arrowhead-Radio-for-ArmA-II-CO&p=2820058#post2820058
  14. Okay, well, here's the patch. https://yadi.sk/d/cdXj_n9eRvYmQ I have no idea how it works in multiplayer, but it should work at least. Note that MR-3000L, AN/PRC-117f, R-168 and DTR-650 don't have the speaker option (dunno where to put it, meh), but you can cheat by copying the settings from another radio. BY ALL MEANS BACKUP YOUR OLD VERSION (INCLUDING PLUGINS) BEFORE INSTALLING THIS. DON'T SAY I DIDN'T WARN YOU.
  15. Yep, the height would be the player's height above floor, as in getPos.
  16. What purpose does TFAR_fnc_fireEventHandlers serve (as well as two other TFAR-related eventhandler functions)? Is that just for debug or some potential functionality? === Also, how does TFAR_fnc_defaultPositionCoordinates work? What would _current_eyepos = (visiblePosition _unit) vectorAdd ((eyepos _unit) vectorDiff (getPos _unit)) return if the unit in question is in the building or on the ground level? Would the height be as in ASL or as in ATL or as in simple getPos, but with eye level?
  17. I think that's better to discuss privately. Sent you a PM.
  18. Hello there, QL. Some time ago i, inspired by this mod, made a mission based on its scripts adapted to vanilla arma — i. e. not requiring any mods to work, though i made them compatible to A.C.E.-2 too, — and in process, as i usually do, improved them. That means performance-wise (mainly due to porting the scripts to FSM and keeping the load off a client, which allows hundreds of anomalies in a mission without a noticeable performance drop) and effect-wise (like anomaly sounds, visual effects and how they react to different objects). Apart from anomalies, i also remade the dog and radiation scripts and ported a PDA texture from S.T.A.L.K.E.R. to GPS. The mission haven't had a warm welcome due to the idea of anomalies being novel to many (i made it for a regular server) and requiring a bit of time to learn its tricks, so now i simply want my efforts not to be wasted. If you would like so, i can provide you the mission with all these scripts and explain how they work, in case you would need an explanation. Are you interested?
  19. 1) Don't know. I think i've seen a post describing a crash when using custom sounds with the new plugin. You can try, though. The correct order would be A2 -> A3... probably. 2) Don't know. For sever-e/al reasons i'm not interested in supporting the radio anymore, sorry. In any case, if there WILL be an update, for two weeks at least i will be too busy with other things so i don't have the time to work on it (on the bright side, NKey should be able to fix all the newly emerged problems by then); it will be mostly untested; and it very well could be the last update. If you don't see an update before the end of this year, you can consider this project dropped for good. ======= Now, to the person that was so eager to see this post in Skype: enjoy your meal, Pig-kun.
  20. New FADAK display looks unrealistic somehow, at least in .paa. I mean, it looks like the frequency wouldn't look good on it. Could you provide screenshots of it in-game, both of day and night versions?
  21. Mirek and Jufari, try these one-by-one and tell the result of each method: 1) Start >> Run. Input: regsvr32 "(enter the address to arma2OA folder here)\arma 2 operation arrowhead\@TFAR_CO\task_force_radio_pipe.dll" 2) If the first one did not help, launch the game, then kill BE service in Task Manager and restart it manually (C:\Program Files (x86)\Common Files\BattlEye\BEService_arma2oa.exe, run with admin rights), and then connect to any server with BE enabled. See if it works. 3) If you can, roll back windows state to before 07th of October and don't install any windows-related updates. Let the BattlEye update, and it probably should be fine now. 4) I think this is going really too far, so do it only if you have nothing to lose and are dying to get TFAR working right now. Try to do a repair install or completely reinstall your system. Anyway, Bastian (BattlEye developer) says that he'll release a fix ASAP, so you can just chill for a bit (probably it won't take too long, a week or two in the worst case). I suppose he found out the cause. I actually wonder if it should be disabled.
  22. Actually, there seems to be an even an easier way which was found by an another user of our community. I didn't test it myself, because i was fine with system restore method, but it seems to have helped many users (i don't know whether they had that update installed, so if it doesn't work, do system restore if possible).
  23. Restoring Windows state to 1st of October miraculously repaired the radio. It worked even after i jumped back! HOWEVER! When i downloaded KB3001554 (update for Win7 x64), weighing 417 KB, and Windows Defender update KB915597 (Definition 1.185.2784.0), weighing 279 KB, it STOPPED WORKING. After i got to the server, BE Service closed the game, updated something and after the game restarted, well... So i restored the system to remove those two updates and didn't install them afterwards. Then BE updated, but now everything works fine. P. S. Also, XP and Win8 users did not experience the problem.
  24. I contacted BE developer. He says that Let's hope the cause will be found quickly.
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