Arma 3
task_force_radio
Cutting out all TX comm
Hi, someone got any idea how i can cut out all outgoing communication from a player ?
basicly like ACE does when entering unconcious mode.

so Far i tryed :
  • TFAR_fnc_sendPlayerKilled;
  • [player, true] call TFAR_fnc_forceSpectator;
  • 0 call TFAR_fnc_setVoiceVolume;
    player setVariable ["tf_voiceVolume", 0, true];
    player setVariable ["tf_globalVolume", 0];

All those were ran localy on the player i want to mute, and without success :(

What i m trying to do is preventing the global / ear speak during the respawnDelay.
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Showing 1-13 of 13 comments
Dedmen Miller  [developer] Apr 8, 2017 @ 11:01am 
If you want it just like ACE does it. Why don't you just copy it from ACE? ^^
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.
Last edited by Dedmen Miller; Apr 8, 2017 @ 11:02am
i already tryed that, as you can see above in point 3.
That code was triggered by a "Killed" eventHandler, and reset to normal on respawn event.

Should this be triggered prior to player death ?
Dedmen Miller  [developer] Apr 16, 2017 @ 4:59pm 
Originally posted by elchupacabra (ben):
i already tryed that, as you can see above in point 3.
That code was triggered by a "Killed" eventHandler, and reset to normal on respawn event.

Should this be triggered prior to player death ?
If you also want to prevent the Player from using his radio you also have to set unable to use radio. Besides that your code should work. What exactly isn't working?
During the respawnDelay (so player is dead without attached unit) everyone can ear the dead player like he does not have the tfar plugin loaded, and the dead can ear everyone. This is an issue because the respawnDelay in our mission is quite long (10s) with a deadcam effect.
Last edited by elchupacabra (ben); Apr 17, 2017 @ 4:07am
Dedmen Miller  [developer] Apr 23, 2017 @ 6:12am 
You could just enable SeriousMode. Dead Player's can't be heard there.
I see, the think is i do not want to add a dependency to tfar in the mission, so i checked what does the fn_initialiseEnforceUsageModule.sqf. This is maybe not really fitting our needs, i explain.

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 ?
Last edited by elchupacabra (ben); Apr 24, 2017 @ 12:08am
Dedmen Miller  [developer] Apr 26, 2017 @ 1:08pm 
clientMove is called regularly if you are not inside the currently specified channel. Why don't you just try it out and see that it works? ^^
I tried, but i guess i did not waited enough time, gonna try again and wait a bit longer.
I tryed once more and even after 10min, i was not switched to the private channel.
Maybe you made that change in the 1.0 ts plugin ?
Dedmen Miller  [developer] Apr 27, 2017 @ 10:29am 
You should say that you are using 1.0
On 1.0 you need to call "call TFAR_fnc_sendPluginConfig;" after chanign the variable. And you will be instantly moved.
elchupacabra (ben) Apr 27, 2017 @ 11:17am 
i m not,
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.
Dedmen Miller  [developer] Apr 27, 2017 @ 11:28am 
Old TFAR transmits channel every few seconds with frequency Info I think. And TS Plugin checks every few seconds if you are in right channel. and if not it moves you.
For the behavior i have experienced and the source i have read, this is not going like you said.

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
Last edited by elchupacabra (ben); Apr 27, 2017 @ 6:13pm
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