Owenxpl Posted September 5, 2019 Share Posted September 5, 2019 Hi, I'm trying to add Task Force Radios to the mission but i have problem with this model "tf_prc152". Wherever i add, this script remove it from inventory (it's visible in arsenal). i'm using TFAR 0.9.12 whitelistArray = ["tf_anprc152"]; generalItems = [ //Optics: "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_Arco", "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_Hamr", "optic_Hamr_khk_F", "optic_Holosight", "optic_Holosight_blk_F", "optic_Holosight_khk_F", "optic_Holosight_smg", "optic_Holosight_smg_blk_F", "optic_Holosight_smg_khk_F", "optic_MRCO", "optic_NVS", "optic_Arco_arid_F", "optic_Arco_lush_F", "optic_Arco_AK_arid_F", "optic_Arco_AK_blk_F", "optic_Arco_AK_lush_F", "optic_Holosight_arid_F", "optic_Holosight_lush_F", "optic_MRD_black", "optic_ico_01_f", "optic_ico_01_black_f", "optic_ico_01_camo_f", "optic_ico_01_sand_f", //Accessories: "acc_flashlight", "acc_flashlight_smg_01", "acc_pointer_IR", //Suppressors: "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_58_blk_F", "muzzle_snds_58_ghex_F", "muzzle_snds_58_hex_F", "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp", "muzzle_snds_B", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_H", "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_H_MG", "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", "muzzle_snds_L", "muzzle_snds_M", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_570", //Bipods: "bipod_01_F_blk", "bipod_01_F_khk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", //Handgun Optics: "optic_MRD", "optic_Yorris", //Handgun Accessories: "acc_flashlight_pistol", //Night Vision Goggles: "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", "NVGoggles_tna_F", //Binoculars: "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_01_khk_F", "Laserdesignator_03", //Map, GPS, Radio, Compass, Watch: "ItemMap", "ItemGPS", "ItemRadio", "ItemCompass", "ItemWatch", //Other: "FirstAidKit", "Medikit", "ToolKit", "MineDetector", //TFAR: "tf_anprc152" ]; Backpacks work well... except "tf_mr_3000_multicam"... //Backpacks all slots have access to. generalBackpacks = [ "B_AssaultPack_blk", "B_AssaultPack_cbr", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_AssaultPack_tna_F", "B_Bergen_mcamo_F", "B_Bergen_tna_F", "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_oli", "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_oli", "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_rgr", "B_Kitbag_sgg", "B_LegStrapBag_black_F", "B_LegStrapBag_coyote_F", "B_LegStrapBag_olive_F", "B_Messenger_Black_F", "B_Messenger_Coyote_F", "B_Messenger_Gray_F", "B_Messenger_Olive_F", "B_Parachute", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_oli", "B_TacticalPack_rgr", "B_ViperHarness_blk_F", "B_ViperHarness_khk_F", "B_ViperHarness_oli_F", "B_ViperLightHarness_blk_F", "B_ViperLightHarness_khk_F", "B_ViperLightHarness_oli_F", "B_AssaultPack_wdl_F", "B_Carryall_green_F", "B_Carryall_wdl_F", "B_FieldPack_green_F", "B_AssaultPack_eaf_F", "B_Carryall_eaf_F", "B_Carryall_taiga_F", "B_FieldPack_taiga_F", "B_RadioBag_01_black_F", "B_RadioBag_01_mtp_F", "B_RadioBag_01_tropic_F", "B_RadioBag_01_wdl_F", "B_RadioBag_01_eaf_F", "B_SCBA_01_F", "B_CombinationUnitRespirator_01_F", //TFAR: "tf_rt1523g_big_rhs", "tf_rt1523g", "tf_mr_3000_multicam" ]; And one more. How can i add Gbu12 to Black wasp? I know that i have edit fn_vsetup02.sqf but idk what i have to change. Link to comment Share on other sites More sharing options...
Stanhope Posted September 5, 2019 Share Posted September 5, 2019 For the radios: go to functions/inventory/fn_cleaninventory.sqf and in the code that removes assigned items and inventory items make an exception for tfar radios. For the gbus on the wasp: have a look at fn_smsuccesshint.sqf, there's a wasp with gbus in there. Just search for the classname Owenxpl and MidnightRunner 2 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 Yeah but if i understand this code, if i add radio to whitelistArray it should work. Link to comment Share on other sites More sharing options...
Stanhope Posted September 5, 2019 Share Posted September 5, 2019 When you exit the arsenal tfar takes away the radio you have and gives you one with an almost identical classname but with and underscore and a random number between 1 and 999 to the end of it. Owenxpl 1 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 So i need help because idk syntax of sgf I add this if ((_x != "") && (_x != "tf_anprc152") && (!(_x in whitelistArray) || (_x in blacklistArray))) then { But i have to add there also any character after tf_anprc152 Link to comment Share on other sites More sharing options...
Stanhope Posted September 5, 2019 Share Posted September 5, 2019 use find, keep in mind that find is case sensitive Owenxpl 1 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 THX If in the future someone will have same problem //Assigned items: { if ((_x != "") && ((_x find "tf_anprc152") < 0) && (!(_x in whitelistArray) || (_x in blacklistArray))) then { _removedString = _removedString + (getText (configFile >> "CfgWeapons" >> _x >> "displayName")) + "<br/>"; _removedItems pushBack _x; player unassignItem _x; player removeItem _x; }; if ((_x == "B_UavTerminal") && ((roleDescription player find "Operator") == -1)) then { player unassignItem _x; player removeItem _x; }; } forEach (assignedItems player); WinterMute 1 Link to comment Share on other sites More sharing options...
Stanhope Posted September 5, 2019 Share Posted September 5, 2019 Don't forget to also do it for the regular inventory items Owenxpl 1 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 What kind of items do you mean? I checked it and it works. I think. Link to comment Share on other sites More sharing options...
Stanhope Posted September 5, 2019 Share Posted September 5, 2019 Try putting your radio in your regular inventory, not in the radio slot Owenxpl 1 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 OH THX one more time. Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 I wouldn't make now topic for one extra question How can i made like in your second server to arma require TFAR and only allow JSRS? Or even better it will be to make all of the mods will be suggested, but i ques that it will be impossible to make server with TFAR and make it optional... Link to comment Share on other sites More sharing options...
applechaser Posted September 5, 2019 Share Posted September 5, 2019 if i remember correctly: you need to set VerifySignatures to 2 in the server.cfg (0 disables it, 1 does somthing else i cannot remember, 2 checks for the allowed addons) and then only mods/addons that have a key in your keys folder are allowed on the server. and making TFAR optional is possible, but people that don't use it just won't be able to hear any of the radios nor proximity voice. Link to comment Share on other sites More sharing options...
Stanhope Posted September 5, 2019 Share Posted September 5, 2019 I have no clue, I write code, I don't manage servers, @GhostDragon might know Link to comment Share on other sites More sharing options...
Owenxpl Posted September 5, 2019 Author Share Posted September 5, 2019 I just do that but i heven't tested it well. I have added all keys, set Verify Signatures v2 and run mods this way -servermod=@task_force_radio;@CBA_A3 Server don't require any mods but you can join with them and you can't connect with any other. 2 hours ago, Stanhope said: I write code... And you do it well Quote 1 does somthing else i cannot remember, In arma 3 it should do exacly the same as 2 Link to comment Share on other sites More sharing options...
GhostDragon Posted September 6, 2019 Share Posted September 6, 2019 to make optional mods allowed you need to add the .bikey for the mod to the servers keys folder. TFAR as said above will introduce communication issues if people dont have it installed. Owenxpl 1 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 10, 2019 Author Share Posted September 10, 2019 I hope that this will not be a problem when I continue asking in this topic. How can I incrase Amount of infantry groups on the main AO over 10? Adding extra options in "Description.ext" seems doesn't work. How can I remove that info? Link to comment Share on other sites More sharing options...
Stanhope Posted September 10, 2019 Share Posted September 10, 2019 20 minutes ago, Owenxpl said: How can I incrase Amount of infantry groups on the main AO over 10? functions/AI/fn_mainAOSpawnHandler.sqf 21 minutes ago, Owenxpl said: Adding extra options in "Description.ext" seems doesn't work. Assume nothing in the options in description.ext works but don't delete any or everything will break. 22 minutes ago, Owenxpl said: How can I remove that info? It doesn't show in normal I&A 3 so it's something you changed Owenxpl 1 Link to comment Share on other sites More sharing options...
Owenxpl Posted September 11, 2019 Author Share Posted September 11, 2019 So if this file "fn_mainAOSpawnHandler.sqf" set amount of enemies what changes are made by changing "Amount of infantry groups on the main AO" in parameters? Link to comment Share on other sites More sharing options...
Stanhope Posted September 11, 2019 Share Posted September 11, 2019 None whatsoever. I&A 3 is a mission that's several years old now and has been maintained by several people who all do things differently. As I know that AW doesn't ever change those parameters I see no need to use them and work with hard coded values. Link to comment Share on other sites More sharing options...
Owenxpl Posted September 18, 2019 Author Share Posted September 18, 2019 Hmm Why when i have 3 players, mission spawns planes? //Determine how many units to spawn: private _amountOfPlayers = count allPlayers; private ["_MBTs","_AAVics","_IFVs","_Cars","_mainInf","_AAinf","_ATinf","_recon","_helis","_jet"]; switch true do { case (_amountOfPlayers <= 3):{ _MBTs = 0; _AAVics = 0; _IFVs = 0; _Cars = 2; _mainInf = 5; _AAinf = 1; _ATinf = 1; _recon = 1; _helis = 0; _jet = false; }; case (_amountOfPlayers > 3 &&_amountOfPlayers <= 6):{ _MBTs = 1; _AAVics = 0; _IFVs = 1; _Cars = 1; _mainInf = 5; _AAinf = 1; _ATinf = 1; _recon = 1; _helis = 0; _jet = false; }; case (_amountOfPlayers > 6 && _amountOfPlayers <= 15):{ _MBTs = 1; _AAVics = (0 + round (random 1)); _IFVs = (1 + round (random 1)); _Cars = (1 + round (random 1)); _mainInf = 6; _AAinf = 1; _ATinf = 1; _recon = 2; _helis = 0; _jet = false; }; case (_amountOfPlayers > 15 && _amountOfPlayers <= 30):{ _MBTs = 1; _AAVics = (1 + round (random 1)); _IFVs = (0 + round (random 1)); _Cars = (1 + round (random 2)); _mainInf = 7; _AAinf = 2; _ATinf = 2; _recon = 1; _helis = 0; _jet = selectRandom[true, false, false]; }; case (_amountOfPlayers > 30 && _amountOfPlayers <= 40):{ _MBTs = 1; _AAVics = 2; _IFVs = 2; _Cars = 3; _mainInf = 8; _AAinf = 2; _ATinf = 2; _recon = 2; _helis = 0; _jet = selectRandom[true, false, false]; }; case (_amountOfPlayers > 40 && _amountOfPlayers <= 50):{ _MBTs = 1; _AAVics = (2 + round (random 1)); _IFVs = (2 + round (random 1)); _Cars = (3 + round (random 1)); _mainInf = 9; _AAinf = 2; _ATinf = 2; _recon = 3; _helis = 1; _jet = selectRandom[true, true, false]; }; case (_amountOfPlayers > 50):{ _MBTs = 2; _AAVics = (2 + round (random 2)); _IFVs = (2 + round (random 2)); _Cars = (3 + round (random 2)); _mainInf = 10; _AAinf = 3; _ATinf = 3; _recon = 4; _helis = 2; _jet = true; }; }; Link to comment Share on other sites More sharing options...
Stanhope Posted September 18, 2019 Share Posted September 18, 2019 Which subobjective did it have? Both radio tower and HQ will spawn jets Link to comment Share on other sites More sharing options...
Owenxpl Posted September 18, 2019 Author Share Posted September 18, 2019 It have AAA But now i guess that something was bugged becouse it spawn 5 planes... and after this mission it's look like everything is back to normal. Link to comment Share on other sites More sharing options...
Owenxpl Posted September 19, 2019 Author Share Posted September 19, 2019 Ok it happend second time it spawn 4 jets every time after server restart. I skipped some mission by deleting the units and killing sub-objective and that whats happend. I have to check how it will looks like if we play the mission without deleting units and killing subobjective. Link to comment Share on other sites More sharing options...
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