There is no way currenly to corerctly mod talking for DayZPlayer:
No way to correctly override this logic because it's just direct part of CommandHandler, it would be nice if you move it to some separate method, so we could override it.
DayZPlayerImplement.c:2554
```
#ifndef NO_GUI
#ifdef DEVELOPER
//! force speaking for debug
force = DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_ENABLETALKING);
#endif
#endif
float amplitude = IsPlayerSpeaking();
if (amplitude > 0.1 || force) // !!!!!!!!!!!!!!!!!!!!!!!!!!! --------------- no way to correctly override this logic because it's just direct part of CommandHandler,
{
if (ad)
ad.SetTalking(true);
// add noises on server
if (GetGame().IsServer())
{
int now = GetGame().GetTime();
if (now >= m_NextVoNNoiseTime)
{
m_NextVoNNoiseTime = now + 1000;
int voiceLevel = GetGame().GetVoiceLevel(this);
DayZPlayerType pt = GetDayZPlayerType();
// add noise every second while talking
NoiseParams vonpar;
switch (voiceLevel)
{
case VoiceLevelWhisper:
vonpar = pt.GetNoiseParamsWhisper();
break;
case VoiceLevelTalk:
vonpar = pt.GetNoiseParamsTalk();
break;
case VoiceLevelShout:
vonpar = pt.GetNoiseParamsShout();
break;
}
AddNoise(vonpar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
}
}
}
else
{
if (ad) // !!!!!!!!!!!!!!!!!!!!!!!!!!! --------------- even if i do that via overriding CommandHandler itself - it's resets here which result in laggy lips
ad.SetTalking(false);
}
```
**
Also `HumanCommandAdditives:SetTalking` works only serverside now. It would be nice if we would able to run it only clientside too.**