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Found 17 results

  1. Flash-Ranger

    Radio Arma

    Web : http://radioarma.com Mail : contact@radioarma.com Hosts : Stef, Flash-Ranger, Syhrus What is Radio Arma ? Radio Arma is a project initialized between Stef, Flash and ArmaHosts. We aim to release weekly interviews, podcasts and news about what is happening in the Arma 3 community. Bohemia Devs, Modder, Youtubers, Units, we provid you with all the latest information on the insides of the community. Episodes : Radio Arma : EP #01 - Community Manager Homesick EP #02 - Warlords EP #03 - RealLifeRPG EP #04 - The Shermanator EP #05 - 15TH MEU Unit EP #06 - Paramarine Task Force Unit EP #07 - 242nd Nightstalkers EP #08 - ASOR Unit EP #09 - Operation Green Axe EP #10 - Hells Bells Unit EP #11 - IFA3 Mod EP #12 - Buying the Creator DLCs EP #13 - First Impressions about Global Mobilisation EP #14 - War Is Hell EP #15 - Tactical Training Team EP #16 - Task Force Spectre EP #17 - Nato Task Force EP #18 - Thoughts about CONTACT DLC EP #19 - Nassau 1715 mod EP #20 - BlackWolves unit EP #21 - Logos, Patches and Websites Fight News : EP #01 - Electronic Sports Masters EP #02 - War Machine EP #03 - SPECTRUM: Neon Madness EP #04 - Frontline EP #05 - Wet Boots TvT event by AFI EP #06 - Fly in PvP EP #07 - crCTI EP #08 - Arma Commander EP #09 - Let's Talk about PvP EP #10 - OFCRA Event "Rhodisia Never Dies" EP #11 - "SABOTAGE" by Skelly EP #12 - ESM Capture The Flag Tournament EP #13 - PvP News of 17-05-2019 EP #14 - Large Scale Arma Combat
  2. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring weather conditions during transmissions. No mods or third-party programs required. Setup is easy! I created a Feature Request ticket for BI to add a mutePlayer command. Please up vote! VIDEO: SCREENSHOTS: FEATURES: No mods required! No third-party programs required! Script will initialize only if TFAR / ACRE2 aren't enabled Tiny file size (41 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom sounds; AFAR recycles Arma 3's audio files No custom artwork; AFAR recycles Arma 3's models/textures No custom animations; AFAR uses an animation already Arma 3 No custom items; Players just need a radio equipped to talk on radio channels Adds interesting depth to VOIP, which it has lacked for so long Talking on VOIP channels in-game will broadcast radio noise to all friendlies with a radio Radio noise gets louder based on overcast, rain, and sunOrMoon Incapacitated / dead players cannot use radio In-game radio interface includes options to customize settings locally Compatible with land, sea, and air vehicles Compatible with Arma's End Game respawn templates Compatible with Arma's End Game Spectator Compatible with Arma's Dynamic Groups More information in the "ReadMe.txt" TO DO LIST: Simplify script installation Add new (Optional) radio animations Rewrite interface code into .SQF instead of .HPP Singleplayer compatibility Extend AI communications with you Terrain interference Expand radio interference effects Reintroduce distance factors (Once BI adds necessary commands to Arma) Add Zeus compatibility (Low priority) Release a separate standalone mod version (Very low priority) Create official AFAR gitHub repository (Lowest priority) KNOWN BUGS: (Upcoming Change-Log) Mouse button inputs (LMB, MMB, RMB) are not supported Not Zeus compatible Players can talk underwater without a rebreather CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • DirtySanchez: Helped organize functions/define CfgRemoteExec • Metalman [EXP]: Helped optimize code initialization TESTERS: • BadBenson • BruceAlmightyy • KingCarter • Limey • MorpheousMike • PRYMSUSPEC • Sjakal • statsback2zero INSTALLATION: (04JUL2019) - v0.92 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic - OUTDATED) CHANGE-LOGS:
  3. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  4. GF Vehicle Radio chatter script by GEORGE FLOROS [GR] Description: GF Vehicle Radio chatter script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Vehicle Radio chatter script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/Notes: Notes: Configurable Script. You can display Custom or game's default sounds, select distance from vehicle and repeat time. The radio is disabled for the civilian vehicles and there is available an exclude list. It is working on any type of vehile (Landvehicle,Tank,Air,Ship). It is working also for the spawned vehicles. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special Thanks to : @tpw https://forums.bohemia.net/profile/762937-tpw/?do=content&type=forums_topic&change_section=1 For helping , with sharing part of his mod / script . @TPW MODS / tpw_radio https://forums.bohemia.net/forums/topic/154944-tpw-mods-v20180630-enhanced-realism-and-immersion-for-arma-3-sp/ Changelog: v2.0 Reedited code. Added a Mod version ,possible to unpack and edit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40143 Armaholic download GF Vehicle Radio chatter script
  5. I've been working on this all day and it's finally done. Nothing big, but it's a nice detail :P I'm going to add more Animations and improve the UI at a later date. Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2 Release 1.2 Changelog on Steam Features: -Performing Gestures while transmitting over Radios from Task Force Radio & Advanced Combat Radio Enviroment 2. -3 different Animations that you can choose from. Screenshots: Download: For Task Force Arrowhead Radio For Advanced Combat Radio Enviroment 2 Upload on Armaholic is allowed. Credits: License:
  6. Using @rebel12340 's Radio Jammer script, I wanted to add a little life to them. I updated to his latest version and made it much easier to use them mid-mission with any Zeus: Again, all credit to @rebel12340 for his work, I made 0 edits to his script, just added the effects and Zeus function. You can grab Rebel's original script here: You can download everything from here: https://github.com/phoenixdowngaming/Xians-Scripts/tree/master/Radio_Jammer Inside the Init of your Zeus Module: this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity]execVM "RadioJammer\jammer_Check.sqf"; } ]; RadioJammer\jammer_Check.sqf: private _jammer = _this select 0;//the jammer if (typeof _jammer == "Land_DataTerminal_01_F") then //check if the object Zeus placed is a Data Terminal aka Jammer { [_jammer,3] call BIS_fnc_dataTerminalAnimate;//Animate the jammer to be open and "on" [[_jammer]] execVM "RadioJammer\TFARjamRadios.sqf";//activate Rebel's radio Jamming script, ALL CREDIT TO HIM FOR THIS, I MADE 0 EDITS TO HIS WORK _jamPos = getPos _jammer;//get the position of the jammer _jamSource = "Land_HelipadEmpty_F" createVehicle [0,0,0];//create an invisible helipad to use as our sound source _jamSource setPos _jamPos; _Zeus = allCurators;//get a list of Zeus's incase multiple are being used {_x addCuratorEditableObjects [[_jamSource],false ];} forEach _Zeus;//make sure to add the helipad to Zeus incase he wants to move or delete the jammer after its been placed _jamDamage = getDammage _jammer;//in order to loop the sound, I chose to use a damage check [_jammer,["Shutdown Jammer","RadioJammer\jammer_shutdown.sqf",[_jammer,_jamSource],1,false,true,"","_this distance _target < 3"]] remoteExec ["addAction",0]; while {_jamDamage < 0.10} do { [_jamSource,["jammer_loop",25,1]] remoteExec ["say3D",0]; sleep 3; }; //this while loop checks the damage of the jammer every 3 seconds. apparently it can't be shot or blown up so we apply the damage manually in the shutdown script which ends the sound effects }; RadioJammer\jammer_shutdown.sqf private _jammer = _this select 0; //The Jammer device itself private _jamsource = nearestObject [_jammer,"Land_HelipadEmpty_F"]; //the sound effect source private _jamDamage = getDammage _jammer; //the jammers current damage deleteVehicle _jamsource; //stops the sound regardless of loop or length of sound effect _jammer setDamage 0.75; //set damage, can be any value really but I chose 75% [_jammer,"green","green","green"] call BIS_fnc_DataTerminalColor; //change the colors from red to green to let player now its "safe" [_jammer,0] call BIS_fnc_dataTerminalAnimate; //animate the box to Close, giving visually feedback to the player [_jammer,["power_down",25,1]] remoteExec ["say3D",0]; //play the power down sound effect directly from the jammer itself player setVariable ["tf_receivingDistanceMultiplicator", 1]; //variable used to turn radios back on player setVariable ["tf_transmittingDistanceMultiplicator", 1]; //variable used to turn radios back on }; Description.ext enableDebugConsole = 1; respawn = "BASE"; respawnDelay = 5; //This is the section that is most important. All the sounds are 'declared' here to be used in game class CfgSounds { class jammer_loop { name = "jammer_loop"; sound[] = {"\sound\jammer_Effect.ogg", db+2, 1}; titles[] = {1,""}; }; class power_down { name = "power_down"; sound[] = {"\sound\power_down.ogg", db+6, 1}; titles[] = {1,""}; }; }; 1 Known Bug so far: I've had a few people tell me that the sound effect is very low which is odd because on my machine, its loud. A quick workaround/fix is to just turn up the db+# in the description.ext to a higher number and that should get it working Any questions, suggestions or feedback, let me know! I learned most my scripting knowledge back in Arma 2 so if its old or if anything can be done an easier/better way, I'd love to know about it!
  7. I wrote a radio script for vehicles, but only those who execute the script can listen to the music, the expected would be everyone inside the vehicle could hear. I already researched how to use RemoteExec and other methods, but I was unable to reach my goal. Anyone Have Any Ideas On How Can I Do This? 'Sorry, I used Google Translate'
  8. I am making a mission where there will be custom sound dialog happening between multiple characters, including the player. I can effectively create custom text radio messages, but I want sound files to be played as well. Specifically, I am looking to achieve the Vanilla Arma 3 radio sound effects that are produced (i.e, the radio sound distortion, and play while the character is saying it in proximity. Exactly like the way orders are given in Vanilla Arma 3.). I have tried all the solutions present on the Wiki and other pages, and none of them worked. I keep getting an error message saying that the message is not found, when it is clearly defined in the appropriate places.
  9. I can't find radio of ACRE2 in arsenal after update v2.5.0.968. I'm using my own addon with xla_fixed_arsenal. Plz help me. This is my addon's script code. #include "..\SG_arsenal_list.sqf" params ["_player"]; ["arsenalLoadingScreen", "장비 설정창 불러오는 중"] call BIS_fnc_startLoadingScreen; ["Preload", true] spawn xla_fnc_arsenal; waitUntil {!isNull player}; [_player, true, false, false] call xla_fnc_addVirtualBackpackCargo; [_player, true, false, false] call xla_fnc_addVirtualItemCargo; [_player, _SG_whitelistRadio, false, false] call xla_fnc_addVirtualItemCargo; [_player, true, false, false] call xla_fnc_addVirtualMagazineCargo; [_player, true, false, false] call xla_fnc_addVirtualWeaponCargo; [_player, _SG_blacklistBackpack, false, false] call xla_fnc_addVirtualBackpackBlacklist; [_player, _SG_blacklistItem, false, false] call xla_fnc_addVirtualItemBlacklist; [_player, _SG_blacklistMagazine, false, false] call xla_fnc_addVirtualMagazineBlacklist; [_player, _SG_blacklistWeapon, false, false] call xla_fnc_addVirtualWeaponBlacklist; ["arsenalLoadingScreen"] call BIS_fnc_endLoadingScreen; ["Open", [false, player, player, false]] spawn xla_fnc_arsenal; closeDialog 0; Thank you for reading.
  10. atchodas

    Radio Tower

    So i was wondering does Radio Tower always spawn somewhere in the map or doesnt it ? Only once in plenty of runs i was able to find Radio , currently im settling in on 3rd island with a tent and did fair share of walking trough forests but havent found it yet , i already found 3 helicopter crash sites and abandoned shack in the woods on current map
  11. Hi. How can I send some audio message in group channel, like "Get in that vehicle"? Edit: I mean just play a sound, no groupchat or action.
  12. Christenson HHD

    Chat system

    Hi everyone! so I am trying to make a new chat system for some sort of roleplay, What I need is to make a system where I write in the chat /Laugh and then it says: my name " is laughing" Something like this picture: http://prntscr.com/fzjfif -Chris
  13. Hello, my question is : Is it possible to delete a respawn point OPFOR when a BLUFOR go into a trigger, I know how to create a respawn point with a trigger but I don't know if it's possible to do the reverse Thx for your help, And sorry if my English isn't good :/ PS: A second question : How to reserve a radio to the BLUFOR et an other to the OPFOR (For example; Alpha for BLUFOR et Beta for OPFOR) In other words I don't want that the Opfor use the radio of the Blufor ^^
  14. Hey! I've been trying to add compatibility between the OP4, BLUE4 as well as GREEN4 radios using the TFAR mod. Looking at NKEY's (Author of TFAR) website I came up with this: /* NAME: TFAR_Compat_fix.sqf INIT: execVM "tfar_combat_fix.sqf" */ _Encryption = tf_west_radio_code; tf_guer_radio_code = _Encryption; tf_east_radio_code = _Encryption; It should find the encryption code of BLUE4 and set it as the code for GREEN4 as well as RED4, however this doesn't work. Tested on dedi btw. If anyone have any info regarding this or could offer any help that'd be greatly appreciated. Thanks! :)
  15. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  16. I have a static radio which I would like to play music I added. I searched around, but I can't find anything that works in Arma 3. What is the best way? -I have 13 .ogg files (music) -I would prefer an option to turn the radio on or off. -Music should sound only from the static object.
  17. In our community we use Alive to provide combat supports (transport, CAS, artillery, etc... ) and for anyone to use the support, he needs to carry a TFAR long range radio "tf_rt1523g_big_rhs". Unfortunately, Making a supply drop forces mision editors on habilitating the full Alive combat logistic suite, which adds quite a lot of complexity. Instead, we use the vanilla supply drop. Easy to set up and flawless. The negative side is that a) vanilla supply drop is linked to an individual, if the individual dies it is the end of the supply drop. b) the link to combat logistics is no longer operating after respawn. c) the link cannot be moved to another individual. What we want is that the supply drop moves to whoever carries the indicated TFAR radio. Consequently Since I am a noob in coding, I have had a friend help me to make some code to put in the init.sqf to check who is carrying the LR radio and stablish the sincronizations to enable access to supply drop to that individual. If the radio changes hands (because the original operator was killed), the supply drop should be accessible to the new radio carrier. But we can't make it work and I would appreciate any help. _X would be each player, Req1 is combat support requester prov1 is virtual supply drop provider. if (hasInterface) then { // Only executed at client side checkbackpack = [ ] spawn { if (!isNull (unitBackpack _x)) then { if ((""tf_rt1523g_big_rhs"" == typeof _backpack)) then [_X, req1, prov1] call BIS_fnc_addSupportLink; } else { [req1, prov1] call BIS_fnc_removeSupportLink;// removes any existing support link. } sleep 1; // wait for a second to repeat }; };
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