Drongo69 117 Posted April 17, 2014 In my ME Irregulars addon I remove all magazines from a unit temporarily, add a new uniform and vest and then replace all mags. This causes the AI to report "out of ammo", even though the magazines are quickly replaced. Is there any way to prevent AI from saying anything, then re-enabling speech? Share this post Link to post Share on other sites
IT07 10 Posted April 20, 2014 "Out of ammo" or "low on ammo" seems to be a hardcoded function in ArmA. Try searching the wiki for a function that gives you what you want. If you can't find it, try to find another way of achieving your goal if you didn't already. Share this post Link to post Share on other sites
Gunter Severloh 3949 Posted April 21, 2014 Drongo --> http://armed-assault.de/downloads/mrb-arma3-voicestop.html Share this post Link to post Share on other sites
Vasilyevich 20 Posted April 21, 2014 (edited) enableSentences false; enableRadio false; in init.sqf not sure if it helps for the out of ammo thingie... Edited April 21, 2014 by Vasilyevich Share this post Link to post Share on other sites
kremator 1064 Posted April 21, 2014 Drongo --> http://armed-assault.de/downloads/mrb-arma3-voicestop.html What he said. Works perfectly in all situations! Share this post Link to post Share on other sites
Drongo69 117 Posted April 22, 2014 Thanks for the responses guys. I want to do this at the script level. In SP at least, the commands provided by Vasilyevich should do the trick. Share this post Link to post Share on other sites
Rath 10 Posted April 22, 2014 The problem I had with "enableSentences false;" is that it would stop the enemy Ai from talking as well - so it takes away some of the ambience when they are around a corner or behind a wall talking and you can hear them. Other than that though it does stop the annoying chatter from friendly Ai and players. Share this post Link to post Share on other sites
Drongo69 117 Posted April 22, 2014 I use it in a script run on each unit and set "enableSentences true" a few seconds after the script is done. It also is only applied if (time < 10), so units that are spawned by script later in the mission will still complain about no ammo. But at least this should stop the player's entire squad making the annoying reports at the start of the mission. Share this post Link to post Share on other sites