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Thread: ARMA 2: OA beta build 94209 (1.60 MP compatible build, post 1.60 release)

  1. #21
    Warrant Officer
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    You guys should add the ability to modify the channels even more. Such as vehicle, group, side, and global chat being dependent on whether or not the user has or is using a certain item. This item can be anything that the mission maker specifies. Let's say, for example you do not have a radio. You would only have access to direct chat. If you have a radio, you could be given access to certain channels. Vehicle chat should only show up when in a vehicle.

    Making channels dependent upon another object could make for some really cool and interesting scripts or addons.

    Imagine in DayZ if you found a ham radio, you could be given access to certain channels, where you could then talk to other users.
    Last edited by Nicholas; Jun 28 2012 at 01:05.
    "The greatest way to avenge your enemy is by learning to forgive." - Takashi Tanemori

  2. #22
    Quote Originally Posted by Nicholas View Post
    You guys should add the ability to modify the channels even more. Such as vehicle, group, side, and global chat being dependent on whether or not the user has or is using a certain item. This item can be anything that the mission maker specifies. Let's say, for example you do not have a radio. You would only have access to direct chat. If you have a radio, you could be given access to certain channels. Vehicle chat should only show up when in a vehicle.

    Making channels dependent upon another object could make for some really cool and interesting scripts or addons.

    Imagine in DayZ if you found a ham radio, you could be given access to certain channels, where you could then talk to other users.
    I heard there was a mod that already did all of that!

  3. #23
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    Quote Originally Posted by NouberNou View Post
    I heard there was a mod that already did all of that!
    Well, they should implement it directly into ArmA.

  4. #24
    Aaaaaaawesome, BIS! Bandwidth-hogging that's always been a problem for many complex mods and mission scripts! Two of the best commands ever made!

  5. #25
    Quote Originally Posted by Nicholas View Post
    Well, they should implement it directly into ArmA.
    Hrmm, maybe!

  6. #26
    Wow, I thought i would never see those commands.

    publicVariableServer (run on client)
    publicVariableClient (run on server)

    Epic

    Thanks bis

  7. #27
    First Lieutenant Tonci87's Avatar
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    Seriously, DayZ with radios and direct speech (ACRE) would make this mod really cool. Imagine a player finding a radio and trying to reach someone, picking up transmissions from other users etc. That would make me play that mod.

  8. #28
    Second Lieutenant GossamerSolid's Avatar
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    Those two new commands are brilliant. I'm glad that MP is getting a really large focus these days. It's paving a path of potential success for ArmA 3!

    Missions/Gamemodes - F.U.B.A.R. (WIP)
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  9. #29
    Thx BIS i will have to rewrite many lines of code now

    2 important questions:
    is official patch near, cause we need to decide if we implement the new commands now and release upcoming MSO a bit later together with official patch or make 2 seperate releases.

    It is lovely to see te new PV commands but would there be a way to apply it to setvariable, fe. _object setvariable [_var,_value,"client_id"/ "server" / "public"] - empty would mean false, no broadcasting

    Maybe need a new command for backwards-compatibility like SetVariableNetwork

    Would be cool to have feedback on that one

  10. #30
    Thanks for this nice update, while we're at it, would it be too much to ask for a publicFunction command where you pass a string with the function name? (If function exists in the remote machine)
    One other request, is it possible to make publicVariableClient to also accept an object as parameter?

    _neo_
    Proud community admin/member of The Tour of Teamrespawn

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