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EddiePrice

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Posts posted by EddiePrice


  1. On 2017-6-4 at 0:51 PM, Azza FHI said:



    all the cba options are now configured at map screen in a multiplayer session under configure addons. the settings should be persistent. u cant do the frequencies there tho, to do that do the following:

     

    put this in initserver.sqf or similar

     

    private _time = time;

    waituntil {sleep 1; ((call TFAR_fnc_haveSWRadio) || (time > _time +60))};

    _Channels = [1,2,3,4,5,6,7,8,9];
    _frequencySW = 311;
    _frequencyLR = 50;

    {
        if (call TFAR_fnc_haveSWRadio) then 
        {
            [(call TFAR_fnc_activeSwRadio), _x, str _frequencySW] call TFAR_fnc_setChannelFrequency;
        };
        
        if (call TFAR_fnc_haveLRRadio) then 
        {
            [(call TFAR_fnc_activeLRRadio), _x, str _frequencyLR] call TFAR_fnc_setChannelFrequency;
        };
            

        _frequencySW = _frequencySW + 1;
        _frequencyLR = _frequencyLR + 1;
        
    } foreach _channels;

     

    thats with the latest TFAR from git (v1.0.245) and the latest CBA. unsure if the latest version on withsix is the same

     

    Thanks but can you confirm what this does? The script I had set all the frequencies for all the channels as well as additional channel options and stereo settings. Is it still possible to do that?


  2. On 2017-5-23 at 7:10 PM, EddiePrice said:

    Hi all,

     

    Was wondering if anyone could shed some light on this problem. This script loads up until a point but the frequency assignments don't seem to be recognised:

     

    
    call compile preprocessFileLineNumbers "\task_force_radio\functions\common.sqf";
    
    ["TF_no_auto_long_range_radio", true, true,"mission"] call CBA_settings_fnc_set;
    
    ["TF_give_microdagr_to_soldier", false, false,"mission"] call CBA_settings_fnc_set;
    
    ["TF_same_sw_frequencies_for_side", true, true,"mission"] call CBA_settings_fnc_set;
    
    ["TF_same_lr_frequencies_for_side", true, true,"mission"] call CBA_settings_fnc_set;
    
    tf_defaultWestPersonalRadio = "tf_anprc148jem";
    publicVariable "tf_defaultWestPersonalRadio";
    
    tf_defaultWestRiflemanRadio = "tf_anprc148jem";
    publicVariable "tf_defaultWestRiflemanRadio";
    
    _settingsSwWest = false call TFAR_fnc_generateSwSettings;
    _settingsSwWest = [0,7,["260","261","262","263","264","265","266","62"],1,"SSQN",7,2,getPlayerUID player,false,true];
    tf_freq_west = _settingsSwWest;
    publicVariable "tf_freq_west";
    
    _settingsLRWest = false call TFAR_fnc_generateLRSettings;
    _settingsLRWest = [1,6,["52","62","72","82","0","0","0","0","0"],2,"SSQN",0,2,false,true];
    tf_freq_west_lr = _settingsLRWest;
    publicVariable "tf_freq_west_lr";

    As I said the radio types are assigned but the frequencies aren't being loaded.

     

    Thanks!

     

     

    Hi again all,

     

    Sorry to bump but still made no headway with this. If anyone can assist please PM me! I'd really appreciate it.

     

    Thanks!


  3. Any ideas why mine isn't working anymore since the update? Any tweaks that you can see need doing? Only main difference that I can see is my setup changes speaker and stereo settings for each player.

     

    I'd appreciate any help to get this working again exactly as it was. This took me forever originally - scripting isn't my strong point!


  4. Hi all,

     

    Was wondering if anyone could shed some light on this problem. This script loads up until a point but the frequency assignments don't seem to be recognised:

     

    call compile preprocessFileLineNumbers "\task_force_radio\functions\common.sqf";
    
    ["TF_no_auto_long_range_radio", true, true,"mission"] call CBA_settings_fnc_set;
    
    ["TF_give_microdagr_to_soldier", false, false,"mission"] call CBA_settings_fnc_set;
    
    ["TF_same_sw_frequencies_for_side", true, true,"mission"] call CBA_settings_fnc_set;
    
    ["TF_same_lr_frequencies_for_side", true, true,"mission"] call CBA_settings_fnc_set;
    
    tf_defaultWestPersonalRadio = "tf_anprc148jem";
    publicVariable "tf_defaultWestPersonalRadio";
    
    tf_defaultWestRiflemanRadio = "tf_anprc148jem";
    publicVariable "tf_defaultWestRiflemanRadio";
    
    _settingsSwWest = false call TFAR_fnc_generateSwSettings;
    _settingsSwWest = [0,7,["260","261","262","263","264","265","266","62"],1,"SSQN",7,2,getPlayerUID player,false,true];
    tf_freq_west = _settingsSwWest;
    publicVariable "tf_freq_west";
    
    _settingsLRWest = false call TFAR_fnc_generateLRSettings;
    _settingsLRWest = [1,6,["52","62","72","82","0","0","0","0","0"],2,"SSQN",0,2,false,true];
    tf_freq_west_lr = _settingsLRWest;
    publicVariable "tf_freq_west_lr";

    As I said the radio types are assigned but the frequencies aren't being loaded.

     

    Thanks!

     


  5. Hi all,

     

    Just been finalising a mission and run into a problem. I've been using LARS unitplay for some time but since the patch the other day I'm getting the following error message and the script is not terminating:

     

    Error in expression < _data select 10; (_endParams select 0) setvariable [_endParams select 1,true];
    Error position: <setvariable [_endParams select 1,true];
    Error Reserved variable in expression
     
    Seems to be a problem with terminating the script as seen here:
     
    	//--- Terminate when the recording is finished or when the object is disabled
    	if (_step >= _recordingCount - 2 || (!_ignoreDisabled && (!alive _object || !canmove _object)) || _object getvariable ["BIS_fnc_unitPlay_terminate",false]) exitwith {
    
    		//--- Terminate
    		_handler = _data select 11;
    		removemissioneventhandler ["loaded",_handler];
    		missionnamespace setvariable [_dataVar,nil];
    		[ missionNamespace getVariable format [ "unitPlayOEF_%1", netId _object ], "onEachFrame" ] call BIS_fnc_removeStackedEventHandler;
    		missionNamespace setVariable [ format [ "unitPlayOEF_%1", netId _object ], nil ];
    
    		_endParams = _data select 10;
    		(_endParams select 0) setvariable [_endParams select 1,true];
    	};
    
    

    If anyone could help I'd really appreciate it - even a quick fix like a manual terminate or the script or something.

     

    Thanks.


  6. Hello again,

     

    I'm currently playing around with TFAR_fnc_generateSwSettings and TFAR_fnc_generateLrSettings in the attempt to automatically set up all radios.

     

    I've managed to set the frequencies using this function but I was wondering if anyone's delved any deeper? According to this entry on github, there are 9 settings in total including being able to set the stereo settings.

     

    What I'm trying to do is find out the correct values for each of these settings.

     

    Thanks!


  7. Thanks for your feedback guys - I'll probably end up making a server side addon as mentioned earlier.

     

    While I'm at it, does anyone know an easy enough way to manually set the frequencies for a side? I've looked through the functions of the mod but it's a little too complicated for me. If anyone can help with this I'd appreciate it.


  8.  

    Okay, this is how we finally got it to work:

    • Start server
    • Launch a mission
    • enter #missions
    • Go to Game Options -> Difficulties
    • Switch to Custom Diffiuclty
    • Click okay
    Server will now use Custom difficulty. You can set the custom difficulty in the server's Profile. The settings in the admins Custom Difficulty is not used, only the one in the profile

     

     

    The settings still don't seem work properly. By server profile I assume you mean the .ArmAProfile?

     

    Just seen this:

     

    https://forums.bistudio.com/topic/190122-third-person-view-and-veteran-difficulty/


  9. The main problem is the AIs reaction to contact. On the BIKI it states that group in combatmode "YELLOW" will keep formation. However, my AI group starts doing bounds soon after contact.

     

    I guess all I'm trying to achieve is a patrol that holds its ground when being fired on, rather than advancing, then continues the patrol post contact rather than switching to combat mode for the next 10-15 minutes while searching for enemy.

     

    The stops are an added extra I can find other ways to simulate this.


  10. Hi,

     

    Does anyone know if there's any way to simulate a defensive AI patrol? I'd like to achieve the following:

    • Whenever the patrol stops, everyone takes a knee
    • On contact with the enemy the patrol holds position and draws the enemy in (rather then starting bounds and moving on the enemy)
    • As soon as the area is clear, the patrol continues in its original state 

    At the moment I cant seem to interfere with the behaviour when in contact. Setcombatmode doesn't seem to make any difference as the AI seems to overwrite it.

     

    Any ideas?

     

    Thanks.

     

     


  11. Please post a RPT file. Flashlights and lasers are working fine on my end. (current CBA + current ACE)

     

     

     

    Also guys. It's pointless to post bugs here. Use the bugtracker: https://github.com/acemod/ACE3/issues

     

    Running just current CBA + current ACE I still can't turn lasers or lights on. I can switch between IR and Laser with Shift+L as per the ACE controls, but that's it. Has ACE implemented something similar to MRT?

     

    https://github.com/acemod/ACE3/issues/2917

    • Like 1

  12. I found another strange issue and I looked through the change log, but don't think I see something related to this.  Only when I have ACE enabled do I see this issue.  When I get out of a vehicle or land after parachuting, if I am carrying any sort of binoculars (binos, range finders, etc), I will switch from my weapon to the item in the bino slot.  If I test by turning off ACE and do the same thing I stay with my weapon and don't switch.

     

    Yep also noticed that as well as the laser/light issue.


  13. Hello,

     

    I was wondering if anyone can provide me with some clarification on how the CPR system works.

     

    1) Does revive need to be on for CPR to work, or can CPR occasionally bring a dead unit back to life?

    2) What are the factors that affect the success rate of CPR? Does a unit shot in the head have less of a chance than one that's bled out from minor wounds?

    3) Following on from question 2, what wounds/conditions are considered as fully dead (fatally wounded) so the medic knows not to bother with CPR?

     

    Thanks!

     

     


  14. Nice work guys! Just tried out the ladders, work perfectly - so happy with this addition!

    Just a couple questions:

    I'm having some difficulty working out how the targeting system on the UAV works now. I can't seem to lock on to anything, using the default keys or the ACE lock (hold). Is there something I'm missing?

    On a completely separate note, are there any plans to add airway or breathing mechanics to the medical system?

    Thanks.

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