foxsch 3 Posted June 7, 2015 (edited) Hi, I have a Mission which begins during a descent in a parachute. It's a single-player mission and none of the Radio Channels are particularly important to the mission, in fact it would lend immersion to have a more or less 'silent' environment, apart from the sounds heard by the player during the mission, gunfire etc. Anyway, to achieve a silent parachute descent I added: enableRadio = false; 0 fadeRadio 0; enableSentences false; to the init.sqf added: disableChannels[]={0,1,2,3,4,5,6}; to the description.ext and also added: this unassignItem "Itemradio"; this removeItem "Itemradio"; to my players init ... and I still get radio chatter!!!! Anybody got any ideas? I've searched and found some complex MP threads regarding minimising or selective radio, for ACRE - servers and so forth, but I was sure that there would be some way of completely killing the radio chat for SP:confused: Update:- I have also added: {_x setVariable ["BIS_noCoreConversations", true]} forEach allunits; [BIS disableConversation] to the init.sqf {that used to work in ARMA 2, I know I have used it before myself - thread} then just to make sure: this setVariable ["BIS_noCoreConversations", true]; AND this disableConversation true to the players init field - still radio chatter - completely stumped:mad: Edited June 7, 2015 by Foxsch Share this post Link to post Share on other sites
HallyG 239 Posted June 7, 2015 (edited) Try changing: enableRadio = false; To: enableRadio false Also I think you can replace: this unassignItem "Itemradio"; this removeItem "Itemradio"; With: this unlinkItem "Itemradio"; unlinkItem does the same job as your original line. Edited June 7, 2015 by HallyG Share this post Link to post Share on other sites
Undeceived 392 Posted June 7, 2015 I think the point is not to remove the radios, but to make the AI STFU completely. Even if the radios are removed successfully (which unlink should do), the player would still hear the chatter (if his parachute is near to the parachute of the speaker). This however (shut them up completely) is something I also couldn't achieve so far, unfortunately. Still searching for a way to do it... It worked in Arma 2, I think. E.g. the AI always says "Target down!" after killing an enemy. Absolutely unneeded in cutscenes! Share this post Link to post Share on other sites
killzone_kid 1326 Posted June 7, 2015 I wouldn't use unit init for this sort of initialisations, it might happen too early in init and have no effect. Try init.sqf and waitUntil {time >0}; to make sure. Share this post Link to post Share on other sites
foxsch 3 Posted June 9, 2015 (edited) Thanks for the help guys! I've removed the '=' from enableRadio and added: waitUntil {time >0}; unitname unlinkItem "ItemRadio"; to the init.sqf The group channel is still active. Thankfully, this is for a SP Mission so; JIP / TeamSpeak or other VOIP complications aren't a part of the problem, but I would still like to find a way of (as Undeceived has pointed out) get the AI to STFU completely. Is it time to add to (or start?) a Bug/Dev Ticket. This ticket seems closest, although directly aimed at MP communications, it is still relevant to disabling the group channel chat. I am sure it can be resolved, and yes, it was definitely possible in ARMA 2. *update I've now also added 'unlink "ItemRadio"; to every member of the players group with no effect. I've assumed that the group channel (the bright green channel notification is still displaying btw) will only apply to the players group, and that there is no reason or need to attempt to silence or remove the radios from the entire side? Edited June 9, 2015 by Foxsch *update Share this post Link to post Share on other sites
2nd ranger 282 Posted June 9, 2015 (edited) Try unit setSpeaker "NoVoice"; Edited June 9, 2015 by 2nd Ranger Share this post Link to post Share on other sites
Undeceived 392 Posted June 9, 2015 (edited) Damn, is this the solution?? Have to rest it ASAP! EDIT: Yayyyy It works, thanks a lot 2nd Ranger! :) Edited June 9, 2015 by Undeceived Share this post Link to post Share on other sites
foxsch 3 Posted June 10, 2015 (edited) Excellent! Thank you 2nd Ranger :bounce3: "setSpeaker" was only introduced in ARMA 3 and I hadn't come across it at all. It will certainly come in handy to say the least - Cheers! Just to emphasise, what I needed to do to achieve a radio silence (for SP), was to add: unit setSpeaker "NoVoice"; to my players initialisation field. Add: disableChannels[]={0,1,2,3,4,5,6}; to the description.ext, but this did still leave the Group Channel (3) open. So I also added: unit unlinkItem "Itemradio"; to all the units in the players group. Radio Silence! I also noted on the BI wiki page for setSpeaker that there are some ways of modifying the speaker for a Unit. I'm not sure, but this might be configurable for those who wanted to use pre-recorded voices instead of the stock voices for their missions? ---------- Post added at 18:17 ---------- Previous post was at 16:34 ---------- There is also: unit setSpeaker "NoVoice"; to all the units in a players group, which would work in SP, but as Killzone Kid points out, anything more complicated and it will get messy. How is that done from the init.sqf? Edited June 10, 2015 by Foxsch Share this post Link to post Share on other sites
TedHo 53 Posted June 16, 2015 enableSentences false would stop all radio procedures and commands, shuts AIs and the player up. Share this post Link to post Share on other sites