Jump to content

Problem with TFAR and plane pylons


Owenxpl

Recommended Posts

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

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);

 

Link to comment
Share on other sites

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

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

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

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? RIsZgP0.png

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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;
	};
};

 

 

aBqph4z.jpg

Link to comment
Share on other sites

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.

 

 

ob1yhDA.jpg

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Forum Statistics

    11.1k
    Total Topics
    66.4k
    Total Posts
×
×
  • Create New...