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Xydonus

Seperating the Radio Options in MP

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What do I need to do in either to seperate the radio options for each side? For example, I have a trigger set with the Radio Alpha in the Activation box. However, in MP or the editor, option comes up for both sides, I want to seperate that so that only BLUFOR will have the option, and not OPFOR.

I'm sure its something simple :P

Thanks.

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If you want the Radio options available from the beginning of the game, then in your inital trigger (the one that says 'Activation: Radio Alpha'), in the "TEXT" field type:

NULL

Next, in all of the units you want to have the Radio command available (in this case BLUFOR), type this in their Init box:

1 setRadioMsg "WhateverYouWantItToSay"

Not 100% sure if this will work, and I'd test it myself but I'm not near an ARMA computer at the minute! :D

I had a look on the COMREF though, and found nothing to do with Radio Sides!

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Brilliant, it works!

Thanks for that, had to test it in MP since it didn't work in the editor, but works like a charm.

Cheers :)

---------- Post added at 01:50 PM ---------- Previous post was at 01:06 PM ----------

Actually, its quite strange. It works only if I disable the AI that has the 1 setRadioMsg "WhateverYouWantItToSay" in its Init field. If I enable the AI, and start as OPFOR, I get the options. It doesn't seem to limit the sides after all :(

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Mmm I thought that might be the issue.

Just for clarity so I can help test, what's the setup of the mission?

I'm assuming there are two sides, BLUFOR and OPFOR, and both have AI? Are all the units on each side set to "Playable"? Or is there a set place for the player?

Will have a look later tonight if I get the chance!

Edited by Fuzzy Bandit

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The best I've found today is using Actions (using the Scroll-Menu in-game) instead of Radio Commands. Radio Commands are apparently quite a poor fit for multiplayer games, as the functions they produce effect all players, and scripts you have written or whatnot can get repeated multiple times for no reason. As well as that, there's seemingly no way of differentiating between who can see the Radio Command and who can't. You could specify the exact units you want to have the action, but it might be a bit long-winded depending on what your trigger does and how many units you have.

Regardless, assuming that a unit on your battlefield is called man1 and you're calling in CAS using the script "CAS.sqf":

man1 addAction ["Call in CAS", "CAS.sqf"];

If the radio command would be to blow up a BMP called BMP1:

man1 addAction ["Destroy BMP", bmp setDamage 1];

Anyway that's the best I can come up with at the moment. What exactly does your trigger do?

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You might be able to pull it off using triggers created for each client, using scripts.

Scripting Commands by Functionality, then click on activators. There are your relevant scripting commands.

Use switch to determine player, and create the needed radio trigger within. Info on setTriggerActivation says that effects are local to client, so what you're originally asking should be possible, but I've never tried myself.

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Might try the switch option and that. Essentially the mission is a hostage situation I'm working for COOP, allowing the BLUFOR to respond to demands issued by OPFOR utilising the radio feature. OPFOR would have a limited set of demands set out for them through the notes, so they know, issue them through chat, BLUFOR would have radio commands to trigger off various things.

It's a simple concept that has been halted because of this blasted two sided radio! I'll both things tonight see if it helps.

Thanks.

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