Turning off autoSpot on the server at all difficulties

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SuicideKing
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Turning off autoSpot on the server at all difficulties

Post by SuicideKing »

You know how the player's AI calls out stuff? Contact reports and such? We currently use two methods to suppress it:

A) In the f3 template for init.sqf, there's:

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enableSentences false;
B) The Voicestop addon

Both disable ALL AI barks, both friendly and enemy. That means if an enemy is close by, there's no chance you can hear it talk to its group, which can be disadvantageous in CQC.

Update: So no, disabling autoSpot wasn't working and is broken. However, thanks to Wolf, this seems to be working:

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player setSpeaker "NoVoice";
Needs another test though.

Now, it turns out that the player generated contact reports are a difficulty setting called AutoSpot. Yes, I see the note that it doesn't work as of Arma3 v1.24; however it works in 1.52.

As you can see, it disables notification of friendly deaths, enemy units, and injuries. It does so for players only, the AI will still make contact reports and stuff. The player will also shout things like "Reloading!" and "Enemy down!" but they might actually be helpful. In exchange you get to hear enemy AI too if they're close by.

For PvP things remain unaffected because enableSentences is false by default.

EDIT: What I'm saying is, that if autoSpot=0 then enableSentences can be set to true (if the mission maker desires) to mostly just let the enemy AI talk.

Fire up f3_AutoSpotTest_AAF on the test server to check. Make sure you've set the server difficulty to Elite.

Wolfenswan says it's off for all difficulties but player callouts were working in Winter Invasion Part 1 (v1), when I hadn't turned off enableSentences. Setting autoSpot=0 on my own dedicated server, and allowing enableSentences worked as desired. It also works on the test server in Elite, where autoSpot=0 by default.
Last edited by SuicideKing on Sun Nov 29, 2015 6:50 pm, edited 2 times in total.
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AJAX
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Re: Turning off autoSpot on the server at all difficulties

Post by AJAX »

I second that! I would love to hear the enemy talk. The setup we run on our server has them talking to each other and no auto spotting. The immersion is freaking great! I really see no reason this can't be done on the folk server.
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Re: Turning off autoSpot on the server at all difficulties

Post by SuicideKing »

AJAX wrote:I second that! I would love to hear the enemy talk. The setup we run on our server has them talking to each other and no auto spotting. The immersion is freaking great! I really see no reason this can't be done on the folk server.
How do you guys do it? The wolfenswan method mentioned above?
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