mr burns 133 Posted October 14, 2013 Updated to 1.4, shuts up all nations now. Properly tested, really :) Share this post Link to post Share on other sites
Alex2k 13 Posted November 1, 2013 Great mod, there wasn't anything more annoying than hearing "myself" screaming "man spotted...." etc. when playing coop with friends. One question, is it possible to keep the playerunits silent, but have the AI talking and screaming orders? I like sneaking up on some CSAT and listening to them giving orders while they patrol or in combat. As it is, they're just completely silent. Share this post Link to post Share on other sites
ATTACKM0DE 10 Posted November 1, 2013 Great mod, there wasn't anything more annoying than hearing "myself" screaming "man spotted...." etc. when playing coop with friends.One question, is it possible to keep the playerunits silent, but have the AI talking and screaming orders? I like sneaking up on some CSAT and listening to them giving orders while they patrol or in combat. As it is, they're just completely silent. I second this question?? Share this post Link to post Share on other sites
mr burns 133 Posted November 2, 2013 (edited) Hey guys. I fear theres no simple solution, the approach i adopted from stone-old STOV addon just changes sound config values for nil values (if that makes any sense). It´s not asking for side or player specific chatter at any point (slightliy illogical, im drunk, have mercy). What you ask for would afaik very much be doable by scripting, but you´d have to ask SpeedOfSound & JSRS for it. I´m neither a scripting-heavy guy, nor being overly enthusiastic towards it :) Edited November 2, 2013 by Mr Burns Share this post Link to post Share on other sites
Alex2k 13 Posted November 2, 2013 No worries. It's an excellent fix for a really annoying problem! Would just love the little extra immersion for those cases where you really get up close and personal with the enemy. Thanks alot! Share this post Link to post Share on other sites
sxp2high 23 Posted May 26, 2014 Please everyone vote for this: http://feedback.arma3.com/view.php?id=18967 This shit's got to go. Share this post Link to post Share on other sites
kgino1045 12 Posted May 26, 2014 If you don't mind can you make option to silence specific faction for each mission? because we would lile to hear enemy voice. I think module is proper solution for this. Share this post Link to post Share on other sites
Barazin 10 Posted September 12, 2014 Sorry to bumb up an old thread, but the last post here is relevant for my group too. Has anyone looked into silencing only spesific faction? Share this post Link to post Share on other sites
domokun 515 Posted October 11, 2016 If you don't mind can you make option to silence specific faction for each mission? because we would lile to hear enemy voice. I think module is proper solution for this. I second this suggestion. Also, any chance that it could be hosted on Steam? Because I think that this mod continues to be popular among many clans and Steam offers mod management in larger communities. Share this post Link to post Share on other sites
kMaN175 34 Posted March 4, 2017 Can this be run client side only or does the server need to be running it too? Share this post Link to post Share on other sites
mr burns 133 Posted March 4, 2017 On 11.10.2016 at 3:20 PM, domokun said: Also, any chance that it could be hosted on Steam? Because I think that this mod continues to be popular among many clans and Steam offers mod management in larger communities. Nice idea! I´ll see into this asap (someone´s rough estimate for me getting it done was 8 hrs, so i´m almost motivated to prove him wrong) edit: Now available on workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=876991445 As for modulary muted sides, this still cannot be done in the simple way this addon works (replacement). It´d require a scripting effort, and I don´t speak magic :-/ 3 hours ago, kman_(kya) said: Can this be run client side only or does the server need to be running it too? This is a simple config replacement, I don´t remember running into any server dependency issues with these kind of addons in the past, i think it´s safe to say that clientside only should suffice :) 1 Share this post Link to post Share on other sites
kMaN175 34 Posted March 5, 2017 8 hours ago, mr burns said: This is a simple config replacement, I don´t remember running into any server dependency issues with these kind of addons in the past, i think it´s safe to say that clientside only should suffice :) Thanks Mr Burns! Share this post Link to post Share on other sites
domokun 515 Posted March 5, 2017 Quality mate. Much appreciated. Share this post Link to post Share on other sites
kMaN175 34 Posted March 19, 2017 Hey mr burns, love the script! Do you know if the 64-bit ArmA going to break the script? Share this post Link to post Share on other sites
mr burns 133 Posted March 20, 2017 On 19.3.2017 at 1:32 AM, kman_(kya) said: Hey mr burns, love the script! Do you know if the 64-bit ArmA going to break the script? Luckily a new exe cannot break addons. Scripts are another case, since all scripting commands are stored in the .exe, technically BI could remove some and break stuff that relied on it. But addons only rely on configs and those are stored in the .pbo´s - nothings changed here with 64 bit. Only if Bohemia decide on adding new voice lines, or rewriting their whole soundconfig agaiiiin, that would force an update of the addon. 2 Share this post Link to post Share on other sites
kMaN175 34 Posted March 21, 2017 7 hours ago, mr burns said: Luckily a new exe cannot break addons. Scripts are another case, since all scripting commands are stored in the .exe, technically BI could remove some and break stuff that relied on it. But addons only rely on configs and those are stored in the .pbo´s - nothings changed here with 64 bit. Only if Bohemia decide on adding new voice lines, or rewriting their whole soundconfig agaiiiin, that would force an update of the addon. Great to know! Thanks mr burns!! Share this post Link to post Share on other sites