Thank you both for ideas. Heres a long post so bare with me
Im writing as I think hehe
DBR_ONIX: Exactly that is what I though first, since it doesnt really "fires", I mean no proyectile comming out as you said, fire eventhandler wont work.
use either the player fire "BAS_satcom" (ish ), or the playsound command...
I dont understand what you mean
I used Huntas way before since the eventhandler didnt work. What I did was to check every delta member for radio, (secondaryweapon _man or primaryweapon _man) and I checked also if they were alive or not, (he could be dead with the radio on his inventory). So if a delta dies and he has the radio a hint msg will display saying "_man is dead and he had the radio", also and an optional marker on map ("Radio is around here") will appear where he died.
I did not addaction, (I think its annoying to have it in the players menu everytime, because player may hit it by mistake and trigger the extracion before time), so what I did was enable and disable Alpha and Bravo radio calls from map whenever Delta team had or not the radio on their possesion using the previous script I mentioned.
But this script has a drawback that I will explain in a second.
On the readme.txt the radio object name is not shown, I assume is BAS_Satcom since thats what secondaryweapon command returns. I cant, however use getpos BAS_Satcom, it returns a scalar error. This means that, if a player drops the radio on ground, or gets a rpg and therefore drops it too, I cant get the position of the radio later on. I though about making another script in which if primary or secondaryweapon were not BAS_Satcom, get the position of the player in that very exact moment, because thats where he lost the radio. I hope you follow me.
See how will a single fire eventhandler simplify all this?