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alleycat

How to remove friendly fire warnings

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How does one disable the friendly fire warnings that units shout when being shot? I would like to remove that in FFA scenarios

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i dont think you can turn that off. your best best in that case since its ffa anyway would more then likely be to give everyone an enemy rating (so they wont say friendly fire)..

this addRating -10000;

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That might be a problem, I have AI slot players that would start running away from enemies. Would using a higher difficulty setting perhaps fix it? Or is there some way to stop ANY automated talking from units?

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i'm pretty sure all the "check fire" talk is hardcoded in config. i dont think there is any way around it without making an emeny to other side. i would say change side to civ but then any other faction wont shoot at them. but if you make everyone a civ then that would prob work.

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What about the gamemode in description.ext? In DM there should be no ff warnings.

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well, to be honest i have never used the dm gamemode and i assumed that you had and for some reason were still getting the messages.. :p

but, lets try that.. i would imagine it should work.. lol

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Same question here .... Any help appreciated.

disabled sidechat, no radios on the NPCs, tried the above gamemode change - nothing.

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solution: use setidentity and define classes that have speaker set to "novoice".

example:

class CfgIdentities {

class id_SAR {

name = "Rincewind";

face = "Face85";

glasses = "None";

speaker = "NoVoice";

pitch = 1.00;

};

class id_SAR_band : id_SAR {

name = "Cohen the Barbarian";

face = "Face101";

};

class id_SAR_sold_lead : id_SAR {

name = "Sarge";

face = "Face89";

glasses = "BlackSun";

};

class id_SAR_sold_man : id_SAR {

face = "Face66";

};

class id_SAR_surv_lead : id_SAR {

name = "Max Hero";

face = "Face04_baf";

glasses = "Sunglasses";

};

class id_SAR_surv_man : id_SAR {

name = "John Bambi";

face = "Face02";

};

};

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