Closed Saborknight closed 2 years ago
I'm going to add these to the todo list: Add option to disable this, or only same side can connect Idea: Have wireless headgear reconnect automatically in case someone runs out of range by mistake. Make it so that they must disconnect via self interaction. Also, allow wireless users to change intercom channel Add channel switch to phone panel, not self interact Add attribute that can be added to individual vehicle from Eden, Config or Zeus(?) to customise max range of phone and/or wireless Issue: When jumping out of a vehicle, the intercom does stay connected wirelessly, but the icon doesn't appear? Issue: Rope breaking doesn't disconnect
Some change since the last review has caused the headgear setting not to be transferred to clients anymore? When I fetch the setting from the server, it looks the way it should, but when I just try and use the global variable normally via just stating it, it comes up blank. I was under the impression that CBA would handle the transfer of the variable to any clients with the onChange
parameter.... but it looks like I need to do it manually...
eagerly waiting for this, want to use that rope and model as a dependency for a telephone mod :)
love the external intercom feature too.
Is this waiting on anything else? I can't really make any more changes past the 26th as I'm hoping to be in the military and therefore won't be available at that point. So, anything that you guys need from me, please let me know beforehand. Thanks
Ugh... Many build errors. ACEActions.hpp has two TFAR_Radios classes, that can't be. CustomInteractionPoints.hpp has multiple base class declarations for B_APC_Tracked_01_base_F, that also can't be. And O_APC_Tracked_02_base_F too, and Tank_F,...
config.cpp has multiple CfgVehicles..
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_SOMEONE_USING_PHONE"><Original>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_SOMEONE_USING_PHONE"><English>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_SOMEONE_USING_PHONE"><Czech>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_SOMEONE_USING_PHONE"><Russian>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_SOMEONE_USING_PHONE"><Italian>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_HEADGEAR_NOT_WIRELESS_CAPABLE"><Original>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_HEADGEAR_NOT_WIRELESS_CAPABLE"><English>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_HEADGEAR_NOT_WIRELESS_CAPABLE"><Czech>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_HEADGEAR_NOT_WIRELESS_CAPABLE"><Russian>
18:51:00 Unexpected stringtable format inside <Text ID="STR_TFAR_EXTERNAL_INTERCOM_HEADGEAR_NOT_WIRELESS_CAPABLE"><Italian>
😢
When merged this pull request will:
I'll be adding to this pull request with any suggested edits made, and by covering the below currently un-handled situations.I think I'm done in terms of adding new features.I'll also be making another pull request which will implement the physical telephone and rope, to add to immersion.So it turns out I've done everything in one pull request. Oh well.Situations to handle correctly
Todo for this initial implementation (AKA 1.0?)
TFAR_ExternalIntercomSpeakers
variable of the vehicle is not syncronised so we're each seeing an option to disconnect ourselvesTFAR_ExternalIntercomSpeakers
of the vehicleWhen all users are connnected to the wireless and the Enable setting is changed to 2, the second player in the list still has the "Disconnect Wireless" ACE interaction showing on the vehicle, even though they've been otherwise completely disconnectedA player (previously connected to wireless) isn't disconnected from the intercom when disconnecting from the serverFix: Make sureNot so important if we just give the ability for the person to change channel themselvesfnc_getIntercomChannel
sorts the array bycommander
>gunner
>driver
>passengers
instead of the current sorting