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Captives - Disallow ACRE/TFAR radio usage on surrender/handcuff #8388

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merged 3 commits into from
Sep 25, 2021

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LinkIsGrim
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When merged this pull request will:

If it's still necessary to have setVolume control radio transmission allowance, I can edit that to call the status effect instead.

@jonpas jonpas added the kind/enhancement Release Notes: **IMPROVED:** label Aug 23, 2021
@jonpas jonpas added this to the 3.14.0 milestone Aug 23, 2021
@kymckay
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kymckay commented Aug 23, 2021

(otherwise looks good 👍 )

@PabstMirror
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Added a minor optimization to not broadcast the setVars if the radio addon isn't loaded
Based on code from fnc_endTransmission if (isClass (configFile >> "CfgPatches" >> "task_force_radio")) then {

_object setVariable ["tf_unable_to_use_radio", _set > 0, true];
};
if (isClass (configFile >> "CfgPatches" >> "acre_main")) then {
_object setVariable ["acre_sys_core_isDisabled", _set > 0, true];
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This blocks direct speaking, not just radios.
It's no fun for people handcuffed

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ace_mouthgag when?

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Are you sure that actually works? I could swear a handcuffed person was speaking fine this weekend on our session.

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@BrettMayson BrettMayson Nov 1, 2021

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I can confirm, I used player setVariable ["acre_sys_core_isDisabled", true, true]; yesterday to prevent players from speaking during parts of a Halloween mission

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Yeah, yesterday we had self surrendering players which were muted, the character mimic was set to talking but they were unable to be heard.

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Ah I see, radio block for captive is completely new with this PR. We could add another variable to ACRE2 that only disables radio. Or API functions, even better.

AndreasBrostrom pushed a commit to AndreasBrostrom/ACE3 that referenced this pull request Dec 3, 2021
…od#8388)

* Block radio on captive/surrendered/unconscious via status effect

* missing semicolon

* Don't broadcast setVar if radio addon doesn't exist

Co-authored-by: PabstMirror <[email protected]>
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7 participants