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VoIP Communication

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Is there a way or is there the interrest to have some other channels?

I play on 6th Sense server and we are setting up squad based gameplay and have HQ and a platoon and support squads.

We use TS and VoIP and both give lots of options for us to communicate but we're gonna end up with way too many keys just for TS while this may just be added ingame and switched to with standard keys and have the channel names shown ingame.

Now the channel WE (did not discuss this with whole 6thSense so actually it's just ME) might need is HQ;

I select HQ channel and speak > HQ hears me no-one else

But now the harder part:

HQ should be able to SELECT to who he's talking;

GROUP > TEAM > MEMBER

examples;

Alpha > One > ParaGraphic L ( A-1-1 )

Alpha > One > EVERYONE ( A-1-0 )

Alpha > EVERYONE > EVERYONE ( A-0-0 )

this should be easy to do during gameplay for someone like HQ as he is not actually fighting

But needs to be easy for player as he is fighting therefore just an extra HQ channel when one is present.

Offcourse this needs loads of extra stuff implemented such as HQ class.

So I'm not requesting BIS to make this, I'm asking if;

there is an interrest

BIS could allow us to just create channels (server side / add-on / script)

this is possible all together

And maybe just even an nice and simple alternative which;

- GIVES YOU EASY USEAGE; NOT HAVING TO MAP 3 KEYS

- KEEPS IT CLEAR; SHOWING CHANNEL ON THE SCREEN

- IS CONFIGURABLE

Greets,

Para

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Hello there,

I am a huge fan of having additional channels, i.e being able to structure the ingame-comms more than currently possible.

Obviously not for ArmA I , and I doubt for ArmA II , but still would love to see it.

As I personally don't like the whispering method you described in the first part of your post as I can't handle more than one person speaking to me myself ,

I may add some ideas to the extra channels concept of the second part of your post and general possible VOIP improvements as I see it.

- Permanent Channels : Lobby,All,Side,Group,Vehicle,Direct

No change(on the outside) there , other than I perhaps would give the Lobby channel a different colour than it has now.

- Dynamic Channels : I personally would leave those to the scripters to create and shut down, as then you can link them in with actual gameplay the way the scripter sees fit.

Commands could be <span style='color:blue'>createChannel 'Name' , deleteChannel 'Name'</span> , perhaps only allowed to be used on the server.

- Channel Control : To tie in the radio/chat system with the actual mission more , I would enhance the enableRadio command:

<span style='color:blue'>enableRadio [ChannelName,bool]</span>

This could work for both the dynamic channels and the permanent channels besides "Direct","All" and "Lobby" obviously.

It would either log a person into a channel , or log him out , resulting in him neither being able to send or receive both messages and voice-comms on that channel.

An application of that System could be simulating the loss of a radio for example.

- User Interface : No matter what channel you have selected , you can always see all typed text of all channels you are currently logged in.

You can also always hear the "Vehicle" and "Direct" VoiceComs , but if you have a different channel selected this should be in lower sound than usual,

enabling you to pick up short messages which don't interupt your chat you may have on a different channel . (Of course that doesn't work with constant yelling smile_o.gif ).

Other than those two channels , you only hear what is said in your currently selected channel , but like Para said it would be very useful ,

if you could get an info box(Like the "Whos Speaking" boxes in ArmA now) with the channel name displayed , if someone is using it.

All in all I think controllable radio channels ingame with a proper VOIP codec could enhance gameplay greatly.

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Nice ideas here, altough I believe that all that is needed is:

- Lobby / Dead Channel

- SubGroup Channels, which correspond to the group assignments: red, blue, yellow, green (iirc)

So you can actually remain with 1 squad, in 1 group.

While the squadleader divides his members over fireteams (sub-groups), and the members can use the subgroup channel, or the group channel.

@Looz:

Quote[/b] ]a proper VOIP codec could enhance gameplay greatly.
Tuned the settings already?  vonquality set to 7 (out of 10) is for us already pretty good.

Only thing really missing is the chance to determine volume of directspeak / radio indepedently, cause now when you put the radio higher, you loose directspeak more lol.

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I think perhaps he means a codec that has a better performance vs. bandwidth ratio. The quality at 10/10 is pretty good but at a significant cost? All these automated channels really lack the flexibility that's ultimately required by people playing a complex game.

The practical limitations I've run up against with the VON limitations I'll enumerate:

1. You cannot control what channels you hear and do not hear. People chatting ceaselessly on global or side when you only really care about is group or audible. Public annoyances aside, there are times when you want (in a controlled environment) to have independent levels of communication.

2. Access to communications cannot be restricted via scripts, items, server parameters, or range. Logical real-world immersing scenarios like having a party member lost in the woods, unable to simply all-chat to his squadmates about what mountain he sees or a squad scrambling for a Singcars (sp) radio to contact air support are not possible.

3. Direct chat with its audible range and volume attenuation are handy features but unfortunately hard-coded. A whisper carries too far and a shout is barely heard 30m away.

4. Ad-hoc or mission run-time groups are impossible to create. Groupings made in the editor are permanent unless the mission has a sophisticated group-changing routine (which has the side-effect of changing command groups).

-------------

My suggestion for an effective all-purpose voice communication system would be to look to real life. Voice is voice of course. But radios in real life aren't labeled "side" and "group" they are in channels or (heaven forbid) in frequencies. This lets people use their intelligence to make what works for them. The default channel 0 or whatever takes care of the knuckledragging droolers.

There are solutions for trying to deal with multiple channels at once. A lot of radios have dual-watch which means one channel is set to transmit/ receive and the other one is set for just receive (monitor).

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My suggestion for an effective all-purpose voice communication system would be to look to real life. Voice is voice of course. But radios in real life aren't labeled "side" and "group" they are in channels or (heaven forbid) in frequencies. This lets people use their intelligence to make what works for them. The default channel 0 or whatever takes care of the knuckledragging droolers.

There are solutions for trying to deal with multiple channels at once. A lot of radios have dual-watch which means one channel is set to transmit/ receive and the other one is set for just receive (monitor).

Dude, my thoughts exactly. Multiple channels could also be managed with different radio types, so you would have frequency bands (determined by radio type in inventory or vehicle) and channels (which are just frequency variations within the band).

Not sure what military units use, but during my civil protection times, we used 2m band hand radios for foot units that looked similar to the ones currently in Arma2 (without fancy stuff like a display, though :D ) and had larger 2m and 4m band radios in the vehicles and camps.

Some units used small 70cm radios, but those were rare (too short range).

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.....

Edited by Andre
See VBS2 and Calytrix Com-net radio

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