I'd consider this a priority due to the helmets and armored vests you can find, that are then just replaced by a tactical vest and bandanna when you do a regular mission.
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May 10 2016
Why transfer of the code in public variables should be optional.
//server function handling PV
"myPV" addPublicVariableEventHandler {diag_log _this};
//client broadcast
myPV = "hello"; publicvariable "myPV";
//server result
["myPV","hello"]
//client hacker broadcast
myPV = compileFinal ""; publicvariable "myPV";
//server result
["myPV",{}]
//client broadcast
myPV = "good bye"; publicvariable "myPV";
//server result
["myPV",{}] <-- PV value is now locked and cannot be changed. Great way for a hacker to broadcast malicious code and wrap it in unchangeable function, myPV in this case which will exist on every client including JIP.
Add to it waypoint statement, which is executed globally. setWaypointStatements ["true", "...i'm the nasty code here, do me globally..."]
Also it would have been great if there was a universal addPublicVariableEventHandler like this
"" addPublicVariableEventHandler {} available on the server
It already has 2 params 0 - name of the variable, 1 - value. What needed is also originating client.
so one can simply
switch (_this select 0) do {
case "PV1" : {//do something};
case "PV2" : {//do something};
default {//unknown PV, originating client is known do something about it}
};
Dwarden, personally I think BE should be used as last resort and not to patch security holes that could be avoided otherwise.
As I mentioned in th eticket, createUnit with init syntax is absolete, no one is using it but hackers, there is alt syntax, which is safe.
A few other things. BIS_fnc_MP - put an on off switch on it via description.ext param. AFAIK only secondary explosions are using it in Arma 3, very easy to move to custom publicVriable, so that BIS_fnc_MP can be safely disabled.
Another, absolutely crucial feature would be to have ability to disable publicVariable CODE. Again, has to be param in description.ext Tightening security this way should make it more difficult for scriptkiddies and easier to add additional layer of defence with BE
What about
unit setSpeaker "NoVoice";
Could you please load savegame again and then attach here .rpt file with newest date in name? You can find this file here : C:\Users\<Name>\AppData\Local\Arma 3\
Did you try verify integrity of game cache?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Thank you.
Thanks Killzone, will try that now :)
Nope, and I know none of the details of this server's internal (map) modifications.
Probably going to have to log in really quick to their main server and download & examine (or grep) the files. Likely there's some SQF scripting for each of the players incorporated into the map scenario, sending all scripted voices to /dev/null. Probably should be a server side setting, and maybe something already internally incorporated into the stable version for all I know.
Like I said, I still see such scripted text as "Reloading..." or "Regroup" scrolling. Other then this, it is ominously quiet now, even though I initially already had the Voice Scripted chat audio minimized. It's nice, but now I (nor anybody else) can see any of the enemy until it's too late.
Like I stated previously, the Scripted Voice was actually a wonderful crutch for having to squint through a two foot by one foot window. The human eye I obviously cannot immediately see enemy more than the 3D simulated 50 feet away without using magnification as within the 3D world the object is basically a pin-point at this 3D simulated distance. Of course, most admins are seemingly completely blind to this as they're young and the game looks more cool without the voices.
I think simply minimizing the scripted voices to a minimal volume, and reducing the unnecessary scripted voices to an absolute minimum. For example, such voice chat as "Regroup" or "Reloading" is really unnecessary, and I only found "Enemy (or tank) at 3:00 o'clock (or bearing)" useful.
Granted, the above is slightly off-topic from the main bug description, but figured I'd leave no stone unturned as the information is relevant.
Thanks again for that Rogerx - let me know if you uncover an .sqf that would enable a workaround. That'd be awesome! I'll have a look too, when I get a moment.
Real simple little command would be great!
There's still no way to turn off the player's radio voice. enableSentences doesn't work. DisableConversations doesn't work. It's so sad to have put so much time and effort into hiring professional voice actors, only to have a radio voice break immersion. Maybe something along the lines of: enableRadioVoice true/false.
Hi rogerx, thanks for that. Do you know if it's using a mod?
FYI: I think the Anzu's War Games server has successfully cut or removed the scripted voices, and only scripted text is currently shown.
Hi all - I think some are not quite understanding what I mean regarding the general thrust of this ticket. Removing the radio is not an option! I want to disable the pre-recorded, AI radio voice because it conflicts with recorded voices made by the mission-maker. For instance, say you take the time and effort to implement a voice for a character by getting a voice actor to record some dialogue. It all sounds well and good right? You get some nice banter between the player's character and his comrades. But then, when you give an order from the radio menu, your character will speak in a voice that is not his own - or, in other words, will speak in the pre-recorded voice. Thus, a command to silence radio speech is much needed, as it would enable mission-makers the freedom to fully create their own characters!
Girls usually do this, then one of their girlfriends exclaim, "Why throw out the baby with the bath water?" (Sorry, I couldn't resist this one. ;-)
Anyways, a good work around, but I don't think most would enjoy not having a radio. Good programming is evident when the program is written from the ground-up, accounting for almost all possible situations which could be encountered.
It's why I still enjoy using a command line console versus graphical click and play environments! Should be a global variable within the game scenery file enabling or disabling radio scripted dialogs. (ie. RadioScriptedDialogs="NoMeansNo" )
With the above being said, I'm also split on the decision to completely omit the radio scripted speech as well, because scripted alerts aide situational awareness to the lacking detail of looking through a two foot by one foot window. (I'm referencing a window, for a computer monitor or computer display.)
So at times when walking within the 3D game environment, it tends to be really nice to hear my unit call-out an enemy's location for which is only the size of a pin head or smaller on my computer monitor!
The best solution for me here, is reducing the Radio Scripted voices to where I can still hear them, while having Radio VON volume is significantly louder. (Currently, Radio Scripted voices is at the same volume as Radio VON, and tends to be confusing to the brain, as we ourselves are not initiating the voice, but the game is simulating our person, leading to confusion.)
As far as the Radio Scripted voices causing lag, think they should look at properly optimizing the programming or scripting.
The radio voice is back again in the Dev. build! If there's no squad mates, can we please disable the ability to talk? Even better, an option to disable radio speech - as it clashes with custom recorded voices and ruins immersion.
The main reason i deactivated them with the ACE mod was just because the radio protocol was making everything slower. AI took more time to react and the whole gameplay feel worse
To remove the radio voices -
• Go into your inventory and remove the "Radio" item.
You won't be able to hear other players or scripted dialogues.
Thanks BIS! Yay - no radio voice when you don't have any squad mates! Be great to get the option to disable radio voice when you do have squad mates as well. But for SP purposes, it is very helpful! Cheers!
i still fail to link this request to those things i have mentioned before
and campaign, single player, and make arma not war has to do with this ticket because.......
because entries would be less than perfect with this issue? I assume? Dunno mate :)
I guess what Armadillo means is: if we want to submit a campaign for the singleplayer section, we can't use a mod to fix the problem, thus, we need it fixed in-game?
what does this has to do with make arma not war?
Trouble is Armadillo, I don't really feel it ought to need a mod to fix it. And regarding your question, I'm not sure there is... (check out Armaholic, though, I might be mistaken!)
It would be nice to see something implemented here. As said above, shouldn't need a mod to sort this and it should be simple to fix?
Amen to that, mate.
I heard of a program that works so that you can command the radio commands with your voice, forgot the name of the program, and there are options to disable the AI voice, wich also helps making things faster
Upvoted. I ran into the same issue. It's a bit of a design incompatibility in regards to profiles and mission setups but I'm sure a solution can be found.
Be cool to find a program that works, but if were going to consider submitting anything for the 'Make Arma Not War' competition, we wouldn't be able to use a mod, so... let's hope BIS offer a solution, I guess.
I just kinda wanna get rid of the double voice thing when adding custom voices. Having AI voice for commands when you've roped someone into do some voice acting is well annoying. Love to get rid of it.
Hi Rogerx, yeah - I think the main issue is removing the voice for custom missions, where the default radio command voice clashes with any custom voice which is trying to be created. Turning down the command voice only resolves the problem for the creator of the mission.
Go into Config > Audio and turn down Radio commands.
Optionally if you also think the helicopter effects are too loud and need to give preference for VON, helicopter effects is under Effects. I'm always also turning down effects to around 5%, but need to routinely increase Effects as you won't hear ricocheted rounds. Hearing radio commands is good for detecting enemy, so I turn Radio commands down only so far as that I can still hear them.
Does anyone know of a mod that can do something about this?
Scott_Ripley: I may have misinterpreted DogBo's previous comment. :-/
Certainly a little command to make this go away would be great.
I'd like to be able to disable the radio voice too. It does break immersion.
About the only thing useful with the voices, is when the voice calls out enemy detected and their direction and approximate distance. Everything else is just seems like useless chatter, including when the person is a group leader.
I wanna get rid of this so bad I could cry. Is there a way to silence radio commands? RadioCommands false or something? I hope this gets implemented...
The 'ready to fire' and 'cannot fire' dialogue options should probably be removed when a unit is not part of a group - I mean, who are they meant to be talking to?
Even better - an option to record voice for radio commands!
That'd be an amazing feature, but as it stands, it'd be nice just to disable the player's radio voice so it doesn't clash with a recorded voice used in KB tell conversations. If anybody knows of a way to suppress it (without effecting KB conversations), then please say and I'll close this thread.
Yeah but in mission where you command a group? All radio commands need to be able to be silenced.
The real culprits are options 2 and 3 on the radio command. Place a unit on the map with a radio and you will always be able to select these two commands and hear a voice that inherently conflicts with whatever voice you are trying to create for the player...
It's ok for BIS characters, as the speaker can be set (for instance 'Kerry'). But when creating a new character, the community cannot wipe the radio voice, so effectively, a player has two voices - one custom, the other default. Just need a quick command to disable the radio voice.
Yeah - it's a real pain having two voices for one character. Kind of makes all the hassle of doing voice acting a little lame...
Hey Astaroth. I resolved the issue I was having. Found out I didn't have a radio equipped after reloading to Bomos and then proceeding with the mission I had my radio and it all went as planned!
Do you have this issue only in this misson or in more missions?
Could you try verify integrity of game cache?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Thank you.
It was this only mission as I wasn't able to proceed. The missions leading up we're fine. I verified the game cache and it was fine. I also disabled all mods.
I had that problem on the mission multiple times. For example in the beginning I understand not being able to hear Miller on the radio when giving orders to have Kerry break off to meet up and no task came. After quitting then reloading the task would pop up. during the CSAT attack I destroyed I think 3 Ifrits and then the MI-48 and ORCA. No task popped up. I had that happen several times though where I would have to quit reload at that point and then the task would be assigned. I have since downgraded to play with some friends.
After deleting all mods and then verifying the task to meet Omega does not complete and the following is not given.
Cheers.
You should get task "Escape" during CSAT attack. I tried it and I got task correctly, you have to wait a moment.
Discovered the problem - for some reason the mod "Community Base Addons" was interfering. Disabled mod and now it works. Thanks for your time though :)
Could you please load savegame again and then attach here .rpt file with newest date in name? You can find this file here : C:\Users\<Name>\AppData\Local\Arma 3\
Thank you.
That was the first thing I tried. If the files were indeed missing, surely I would be unable to play the mission at all?
I'm getting the same error for other missions too.
Could you please try verify integrity of game cache?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Thank you.
Hi and thanks for the suggestion.
We have no design plan to make such items interactive because I feel it would bring unbalanced sand box behavior. A player would be confused if he could interact with items in this particular scenario and not in others.
I hope you understand,
Nelson Duarte
Another note to be added to this is when taking a weapon from an armory table, the original weapon is placed on the table but unable to be taken back. It doesn't show up in either the inventory screen or the action menu
Hi.
Do you have hw overclock?
Do you have latest drivers for your harwdare and system?
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
Arma 3 DEV 1.11.115778
still not fixed
Even if you can't store items in certain static objects it should be easily possible to add a weaponholder to said box and save the content to an individual player.
Thank you. I checked .rpt file. Did you have installed all in all mod or similar mod like this?
Could you try verify integrity of game cache?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
I have AiA but starting game clear without other mods.
Yes verifying help. Sorry, for that next time I´ll do this first.
Data mismatch. Verifying solved this issue.
I am glad, that I could help You. :) Enjoy the game!
Could you please load savegame again and then attach here .rpt file with newest date in name? This file you can find here: C:\Users\<Name>\AppData\Local\Arma 3\
Thank you.
Here it is.:-)