Windwalking 18 Posted September 27, 2013 Hi, I have an problem now with my AICover mod. The mod works fine using domove to get the AI to take cover under different situations. However the spam of "Waiting...REady...Waiting...Ready" is unberable. while doMove is silent, the change in state after is not. Is there any way I can make the AI squad members not use the radio at least till the run to cover routine is over? Share this post Link to post Share on other sites
Larrow 2823 Posted September 27, 2013 enableSentences maybe? Share this post Link to post Share on other sites
Windwalking 18 Posted September 27, 2013 hmm would that affect multiplayer chat or any of that? Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 It affects players as well (but iirc it won't disable the text chat). This way you can disable the extremely annoying feature that player characters can spot something the player didn't see. Share this post Link to post Share on other sites
Windwalking 18 Posted September 27, 2013 hmm since its a mod, I am not sure if everyone is going to appreciate that effect at all. I want to be able to set particular unit to just shut up while executing a routine. I have tried disableConversation but its not really working. I can still hear them over the radio. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 I tested the command and it works as intended. enableSentences false; You don't have to repeat it multiple times, just put it to your init.sqf for example. Share this post Link to post Share on other sites
Windwalking 18 Posted September 27, 2013 No I meant the disableConversation command. I hoped it will allow me to selectively disable talking for units at particular times. It does nothing for me however. I am not sure what it does even. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 My bad, I thought you were talking about enableSentences... :) Try this: unitName setVariable ["BIS_noCoreConversations", true]; Share this post Link to post Share on other sites
Windwalking 18 Posted September 27, 2013 Ah yes I forgot to mention I tried that to. Still it has no effect on radio protocols. Even though it should if you ask me. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 What sorcery is this?! I'm out of options then. :) I'd use enableSentences because is it really necessary that player characters can spot and report contacts via radio even if the player was not able to spot it? Share this post Link to post Share on other sites
Windwalking 18 Posted September 27, 2013 It's not at all no. However the fact that it disables all other sentences like the unit is injured, found a contact, out of ammo, etc... Is the real reason I do not want to use it. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 27, 2013 Are there going to be any AI units in player group(s)? If no, then I'm sure the players can inform their current situation by themselves. ;) Share this post Link to post Share on other sites
Windwalking 18 Posted September 27, 2013 Yes there will be AI in the player's group. It's why I am trying to make them less spammy for the player. Share this post Link to post Share on other sites