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https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_setVolume.sqf#L41
voiceVolume is outgoing speech. globalVolume is incoming sound Radio/Speech. and.. unable to use Radio should explain itself.
That code was triggered by a "Killed" eventHandler, and reset to normal on respawn event.
Should this be triggered prior to player death ?
We are running a public server but sometimes we run private zeus ops on the same server.
We just set a flag to true during those ops and clients not being member connecting while that flag is true are brought back to the lobby with a custom endMission message. And we are using a password protected channel during those ops, when running "public" we use a public TS channel.
So questions :
- Can we use a channel which is not password protected?
- Is it possible to change the value of tf_radio_channel_name / tf_radio_channel_password without restarting mission / server ?
EDIT :
- When using an empty password the serious mode is never enabled, but i can use a dummy password on a public channel, so not an issue.
- According to the ts plugin source, there is no way to trigger the clientMove to tf_radio_channel_name within the game, as the onGameStart plugin function is not bind to an extension call, and only triggered once at loading (inGame flag).
So,
do you think it would be possible for you to add an API wrapper function to an extension call to allow us triggering the ts3Functions.requestClientMove OR maybe detect that the
tf_radio_channel_name has been changed inside the ts plugin, and trigger that internaly ?
Maybe you made that change in the 1.0 ts plugin ?
On 1.0 you need to call "call TFAR_fnc_sendPluginConfig;" after chanign the variable. And you will be instantly moved.
but i m not calling TFAR_fnc_sendPluginConfig, i m calling TFAR_fnc_sendVersionInfo, i don't
think the function mentioned is available in stable version.
For What i understood : the plugin only move you into the channel defined by tf_radio_channel_name (in game) when the ts plugin pipe receive some data and the command is not VERSION and inGame flag is false and channel name is not empty.
When those conditions are met it plays the radioOn sound and then call onGameStart that will do the move (line 1456).
The code block that handle the FREQ command (line 1874 to 1908) have nothing related to serious_mod_channel_name.
EDIT:
If that can help i think i m using the task_force_radio_3.1Compat.ts3_plugin.
md5sum of the plugin i m running :
5cb5de7b9f902fc1b2a8ef0a0600bae3 task_force_radio_win64.dll