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Good to know, have to update my quicksave mod then.

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  • Added: Ability to disable receiving of chat messages using the enableChannel command
Any info on this? Or is it just disabling the chat messages automatically?

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Please allow disabling of the systemChat BattlEye spam. Each time a client joins/disconnects takes 3+ lines in the chat box. In a high traffic server, chat box is broken. Type a message and its gone in 5 seconds due to BattlEye join/disconnect messages. Broken chat box + broken VON does not the players make happy :)

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Please allow disabling of the systemChat BattlEye spam. Each time a client joins/disconnects takes 3+ lines in the chat box. In a high traffic server, chat box is broken. Type a message and its gone in 5 seconds due to BattlEye join/disconnect messages. Broken chat box + broken VON does not the players make happy :)

I think the VON (side channel) could work better if we could restrict it to only squad leaders. In my experience, VON is mostly stuttering only if there are a lot of players listening to the message. Obviously a VON fix would be the best, but well... keep dreaming. :D

I agree on disabling the system message spam.

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I wonder what these are:

 

 

 

  • Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible.

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One can use that command to enable medic or engineer specialty to a unit. I hope that custom specialties will also be supported, like ace medic.

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One can use that command to enable medic or engineer specialty to a unit. I hope that custom specialties will also be supported, like ace medic.

 

Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties).

 

Maybe

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Any info about the specialty names? I know "engineer" and "medic" already

edit: "uavhacker"

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Another speciality would be "disarming mines". I don't know what the correct name for the script command is though.

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Another speciality would be "disarming mines". I don't know what the correct name for the script command is though.

Tried with the canrepair and candeactivatemines stuff (or something similar from the config), but those don't work. Engineer is already in, and the engineer can repair AND deactivate mines, so I think it won't be a separate specialty :(

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Any info about the specialty names? I know "engineer" and "medic" already

edit: "uavhacker"

 

agree. Be actually quite useful to have a full list.

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Tried with the canrepair and candeactivatemines stuff (or something similar from the config), but those don't work. Engineer is already in, and the engineer can repair AND deactivate mines, so I think it won't be a separate specialty :(

While the engineers can deactivate mines and repair vehicles, there also are repair and explosive specialists that can do either or.

Maybe the command doesn't support that though.

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Medic (bool) 
Engineer (bool)
Pyrotechnic (bool)
UavHacker (bool)

 

CamouflageCoef (float)

AudibleCoef (float)

FatigueCoef (float)

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CamouflageCoef (float)

AudibleCoef (float)

 

 

Am I in heaven already?

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Medic (bool) 

Engineer (bool)

Pyrotechnic (bool)

UavHacker (bool)

 

CamouflageCoef (float)

AudibleCoef (float)

FatigueCoef (float)

 

Will this be in the Eden update already? Please say "yes" :)

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Am I in heaven already?

 

Im not that in the know - why are these such a big deal?

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Will this be in the Eden update already? Please say "yes" :)

 

If not, I am gonna mod it in there anyway :D

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Will this be in the Eden update already? Please say "yes" :)

 

Sorry, you have to wait for 1.58.

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Sorry, you have to wait for 1.58.

Aw, too bad. Thanks for the reply!

Send from my tablet, so pardon any autocorrect bollocks

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 Any chance we'll ever get an "isIndoors" since the audio engine is already somehow calculating this? Would be amazing for special indoor behaviours.

 

 Also please link the new cancel autoDanger to a functioning player driven command "Clear" so that we are finally on even authoritative floor as #2

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hi,

 

CamouflageCoef (float)

AudibleCoef (float)

 

THANK YOU!

 

Now it would be nice to add:

 

- SensitivityCoef (How well and how far the given unit senses other units)
- SensitivityEarCoef (How well can the given unit hear others units)

 

and it will be PERFECT.

 

cya.

 

Nikiller.

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I am not sure if this is the right section.. I would usually check the feedback tracker but that's not around these days.

 

Waypoints of HighCommand Subordinates with assigned statements containing either this or thislist will throw a scripterror when hovering over the waypointmarkers on the map:

Error undefined variable in expression: this

However, the waypoint statements are executed perfectly containing both of these fixed variables - it's just hovering over the WP markers that throws the error, I assume that the waypointstatements are being checked by the engine when hovering.

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