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Found 2 results

  1. Hi, I hope that someone understands how the disableChannels configuration and the enableChannel command works and can help me understand if I can disable the chat between the player and AI units in the transport using these commands in SP mission. So, I copy this in description.ext disableChannels[] = { { 4, // channel ID false, // disable text chat false // disable voice chat } }; Also in the mission itself, I run this script: 4 enableChannel [false, false]; But as a result, nothing changes. Being in a vehicle with the effectiveCommander function enabled on player, the player constantly sends commands to the driver (like "Left, Right, Forward ..."), which in my case really spoils the atmosphere and I want to get rid of it. I have read the information on the links, but could not find any solution for my problem: Is it possible to disable a separate chat channel between the player and the AI units in the singleplayer?
  2. The effectivecommander behavior, especially in MP with players inside your group inside your vehicle, is very, very strange. So far I have not found a way to set the effectivecommander of the vehicle when players are in the vehicle. In singleplayer you can force the effectivecommander by ejecting the player, making the player the group leader, and then loading the player in. Changing the group leader after the player has reembarked the vehicle has no effect on the effectivecommander. This technique does not work at all in multiplayer with a player already inside the vehicle. In multiplayer, the first person in the vehicle will be the effectivecommander, but a gunner or commander turret will overwrite the effectivecommander status and will take control of the vehicle. Is this config based, or hardcoded? The intent is to get the driver of all armored vehicles as the effectivecommander, for purposes of dictating the turnout/in of the vehicle to stop the disabling when a commander/gunner turns in.
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