Arma 3
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WW2 Phones
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Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
70.387 MB
Mar 13, 2021 @ 3:13pm
Sep 16, 2022 @ 3:54pm
21 Change Notes ( view )

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WW2 Phones

Description
WW2 Phones

The mod uses functionality of the Task Force Arma 3 radio[github.com] mod to realize the corded phone communication .

Notes:

Mod requires v0.9.12 or v1.Beta of the TFAR mod.

To use phones place several phones in the editor. Set unique 3 digit phone number for each phone unit in the attributes. In the mission take the receiver and dial a target number using numerical buttons on the keyboard. Once the target phone receiver is taken the communication starts, no extra button usage is needed.

The field phones require a connection from Cable reel if checkbox 'Stationary' is not checked. Using numpad numbers (sw radio channel selection) one can select a 'line' the field telephone is connected to, thus sub-nets of phones of the same type can be organized. To talk use Push-to-talk button, the same as for the short range radio communication.

To be able to use a long range radio of a Radio Operator unit place 'Radio Operator Module' on the map. Use Push-to-talk button, the same as for the long range radio to talk.

The mod changes the default rope model to a thinner one.

Who experience an issue with not hearing the opponent on the phone, try the fix proposed by CDRommel: in the global TFAR settings enable the "dont mute manually on teamspeak" and the "initialize on briefing/start" options.

Acknowledgment:

Great thanks to [RATS] ARAB who initiated the phone mod development and did a lot of mod testing together with his squad.

Big thanks to Kate Pospelova[www.artstation.com] for providing very nice model of the Soviet radio station "North".

The mod was developed for the RED BEAR Iron Front[www.red-bear.ru] community making weekly TvT games with missions dedicated to WW2 battles.
If your team is interested to participate in those games you are very welcome!

Thanks to Frank Wickets for translation to czech language and deep test of the phones.

P.S. Here is also a simple demo mission on Altis where any caller phone location is displayed on a screen with the map when someone calls 911: map_phone.Altis.7z[drive.google.com]
266 Comments
Remy (Nordotor) Nov 15, 2024 @ 2:12am 
There some chance of ACRE radio version?
CmdrLittlez Nov 7, 2024 @ 2:18pm 
okay, thanks!
[ANVIL] KpoT  [author] Nov 7, 2024 @ 2:04pm 
in the search field type "class phone", and you get a list of all available phone objects
CmdrLittlez Nov 7, 2024 @ 1:11pm 
wheres the option to place the phones?
JEZwithNODS Oct 29, 2024 @ 6:24pm 
Ok cool I’ll copy all of that text and put it into console after next restart and let you know how it goes! Thanks for your help
[ANVIL] KpoT  [author] Oct 29, 2024 @ 11:07am 
@JEZwithNODS, yes, just after mission start paste and execute it in console. That will add interaction menu to all units having LR (backpacks) radios.
JEZwithNODS Oct 29, 2024 @ 1:13am 
Ok so I just chuck all of that in the console? Or in the mission pbo? Sorry for all the questions it’s just too good of a mod not to use and would love to get it working for our Vietnam rp unit
[ANVIL] KpoT  [author] Oct 28, 2024 @ 10:34am 
@JEZwithNODS, I will consider to add that functionality for missions from workshop.
At the moment one has to do some workaround, in console execute locally the script:
_hp = "Land_HelipadEmpty_F" createVehiclelocal [0,0,0];
_hp setVariable ["OnlySelected",false];
_hp setVariable ["Interaction_Menu_Type", 2];
KIF_Radio_Logic=_hp;
[] call KIF_fnc_RadioInit;
JEZwithNODS Oct 27, 2024 @ 2:41pm 
Or can you not put it in already made missions from the workshop?
JEZwithNODS Oct 27, 2024 @ 2:35pm 
@kpot how do I put the module in the map at mission start? Or is it preset missions