Arma 3: Radio Protocol

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Overview of the radio protocol technology.


Voice

Units' identities:

class CfgVehicles
{
	class myVehicleEN
	{
		identityTypes[] = { "myIdentityEN" };
	};
	class myVehicleCZ
	{
		identityTypes[] = { "myIdentityCZ" };
	};
};

Voices:
Note: In OFP, there were no multiple radio protocols and all definitions (Words, sentences) were placed here. This is reason for some unusual config structures and many obsolete params.

class CfgVoice
{
	// List of used voices.
	voices[] = {myVoiceEN, myVoiceCZ};
	// Words player after every radio message.
	micOuts[] = {micOut1, micOut2, micOut3};
	// Sound file played as preview in profile options menu.
	// When not format is given, *.wss is used.
	preview = "EN\combat\FireInTheHoleE.ogg";
	// Default speaker
	// When not defined or incorrect, first entry of voices[] is used instead
	default = "myVoiceEN";

	class myVoiceEN
	{
		// Protocol class.
		protocol = RadioProtocolENG;
		// Path to audio files based on 'singleVoice' param in profile (default 0 selects first entry.)
		// Second value is obsolete, was once used for limited demo which contained only one voice.
		directories[] = {
			"\ca\Dubbing_Radio_F\RADIO\myVoiceFolder\",
			"\ca\Dubbing_Radio_F\RADIO\myVoiceFolder\"
		};
		// Filter - what units can use this voice
		identityTypes[] = {"myIdentityEN"};
		// Availability for CfgVoiceTypes
		scope = 2;

		// Discontinued.
		voiceType = "";
		variants[] = {1};
	};
	class myVoiceCZ: myVoiceEN
	{
	};

	// Discontinued.
	femaleVoices[] = {};
	voicePlayer = "";
};

Profile menu:

class CfgVoiceTypes
{
	class myProfileVoice
	{
		// UI text
		name = "James G.";
		// Reference to CfgVoice
		voices[] = {myVoiceEN, myVoiceCZ};
		// Preview voice played in profile menu.
		// When not defined or incorrect, first entry of CfgVoice >> voices is used instead
		preview = "myVoiceEN";
		// Alternative CfgVoiceType class searched after this one (in case some params were wrong)
		alternative = "";
	};
	class myProfileVoice2
	{
		name = "David A.";
		voices[] = {};
		preview = "";
		alternative = "myProfileVoice";
	};
};


Protocol

  • Engine automatically calls predefined sentences
    • Any newly added sentence has to be either supported by engine or linked by other sentence.
  • Sentence can have two different sets of array params, both of them in format {class1, probability1, class2, probability2, ..., classN, probabilityN}
    • class:
      • sentences - class of other sentence.
      • variants - class of version within current sentence.
    • probability
      • Classes within array are selected randomly, taking into account probability weights. See Simple Expressions section for more info about supported expressions.
  • Sound files are combination of following values:
    • [CfgVoice >> myVoice >> directories] + [RadioProtocolENG >> Words >> myWord]
    • e.g. \ca\Dubbing_Radio_F\RADIO\myVoiceFolder\stealth\myWord1.ogg (based on examples above and below)
  • gesture contains link to action in animation config. Execution is same as using playAction command.
  • Protocol is named in format RadioProtocolISO, where ISO is ISO 639-2/B language code of the faction to which protocol belongs.
class RadioProtocolENG
{
	class Words
	{
		myWord1[] = {"myWord1.ogg"};
		myWord2[] = {"myWord2.ogg"};

		class StealthWords
		{
			myWord1[] = {"stealth\myWord1.ogg"};
			myWord2[] = {"stealth\myWord2.ogg"};
		};
	};
	class SelectMySentence
	{
		sentences[] =
		{
			"SentMySentenceA", "(1 - Stealth)",
			"SentMySentenceB", "(Stealth)"
		};
	};
	class SentMySentenceA
	{
		versions[] =
		{
			"Version1", 0.3,
			"Version2", 0.7
		};
		class Version1
		{
			text = "";
			speech[] = {myWord1, myWord2};
			gesture = "myGesture";
		};
		class Version2
		{
			text = "";
			speech[] = {myWord1};
		};
	};
	class SentMySentenceB
	{
		versions[] =
		{
			"Version1", 1,
		};
		class Version1
		{
			text = "";
			wordsClass = "StealthWords";
			speech[] = {%1, myWord2};
		};
	};
};


Words

List of words required by engine.

Background noise, defined in RadioChannels

loop

???

pause

Transmit a message to AI

xmit

Multiple targets separator

and

Numbers (used as units' call-signs)

zero
one
two
three
four
five
six
seven
eight
nine
ten
eleven
twelve
thirteen
fourteen
fifteen
sixteen
seventeen
eighteen
nineteen
twenty
thirty
forty
fifty
sixty
seventy
eighty
ninety
hundred

Addressing to a group of units

all
allGroup
whiteTeam
redTeam
greenTeam
blueTeam
yellowTeam

Spelling (digits + phonetic alphabet)

zero2
one2
two2
three2
four2
five2
six2
seven2
eight2
nine2
ten2
eleven2
twelve2

alpha
bravo
charlie
delta
echo
foxtrot
golf
hotel
india
juliet
kilo
lima
mike
november
oscar
papa
quebec
romeo
sierra
tango
uniform
victor
whiskey
xray
yankee
zulu

Target side
Texts in "STR_WORD_<wordParam>"

unknown
enemy
friendly
neutral

Map objects for movement orders (defined in Object::GetNameSound)

obj_tree
obj_bush
obj_building
obj_house
obj_forest
obj_church
obj_cross
obj_rock

Direction
Texts in "STR_WORD_<wordParam>"

at10
at11
at12
at1
at2
at3
at4
at5
at6
at7
at8
at9

Distances
Texts in "STR_WORD_<wordParam>"

dist50
dist100
dist200
dist500
dist1000
dist2000
far


Vehicle Words

class CfgVehicles
{
	class myVehicle
	{
		textSingular = "My Vehicle";
		textPlural = "My Vehicles";
		speechSingular[] = {};
		speechPlural[] = {};
		// SpeechVariants is used only when root speechSingular and speechPlural params are empty.
		class SpeechVariants
		{
			class Default
			{
				speechSingular[] = {"wordMyVehicle"};
				speechPlural[] = {"wordMyVehicles"};
			};
		};
		// nameSound is still used in some cases.
		nameSound = "wordMyVehicle";
	};
};
class RadioProtocolENG
{
	class Words
	{
		wordMyVehicle[] = {"DEFAULT\path\wordMyVehicle.ogg"};
		wordMyVehicles[] = {"DEFAULT\path\wordMyVehicles.ogg"};
	};
	class Arguments
	{
		class AggrTargets
		{
			modes[] = {"Default"};
		};
	};
};

Weapon Words

Property nameSound defines what word will be used for weapons.

class CfgWeapons
{
	class myWeapon
	{
		nameSound = "wordWeapon";
	};
};

In protocol, matching word has to be defined

class RadioProtocolENG
{
	class Words
	{
		wordWeapon[] = {"DEFAULT\path\wordWeapon.ogg"};
	};
};

displayName param of the weapon is displayed in radio message.

Location Words

Map locations containing speech are evaluated and can be used in position reporting:

class CfgWords
{
	class myWorld
	{
		class Names
		{
			class myLocation
			{
				speech[] = {"wordMyLocation"};
			};
		};
	};
};
class RadioProtocolENG
{
	class Words
	{
		wordMyLocation[] = {"DEFAULT\path\wordMyLocation.ogg"};
	};
};

Such locations can be detected by DistanceToLocation expression (see below) and nearestLocationWithDubbing scripting command.


Arguments

  • Direction
    •  %v (%8)
    •  %v.n (%8.2)
    •  %v.m0n (%8.102)
      • v - variable
      • m - mode
        • 0 - class Relative (default)
        • 1 - class Compass
        • 2 - Procedural "o'clock" system (e.g., "2 O'CLOCK")
      • n - Arguments ID (default is 1)
  • Distance
    •  %v (%7)
    •  %v.n (%7.2)
    •  %v.m0n (%7.101)
      • v - variable
      • m - mode
        • 0 - class Distance (default)
        • >0 - Procedural metres system (e.g., "100 m").
      • n - Arguments ID (default is 1)
class RadioProtocolENG
{
	class Arguments
	{
		// Class names corresponds to azimuth (in degrees).
		class Direction
		{
			class Compass1
			{
				class 0		{text = $STR_Q_NORTH; speech[] = {North};};
				class 45	{text = $STR_Q_NORTH_EAST; speech[] = {NorthEast};};
				class 90	{text = $STR_Q_EAST; speech[] = {East};};
				class 135	{text = $STR_Q_SOUTH_EAST; speech[] = {SouthEast};};
				class 180	{text = $STR_Q_SOUTH; speech[] = {South};};
				class 225	{text = $STR_Q_SOUTH_WEST; speech[] = {SouthWest};};
				class 270	{text = $STR_Q_WEST; speech[] = {West};};
				class 315	{text = $STR_Q_NORTH_WEST; speech[] = {NorthWest};};
			};
			class Relative1
			{
				class 0		{text = "in front of"; speach[] = {InFrontOf};};
				class 90	{text = "right of"; speach[] = {RightOf};};
				class 180	{text = "behind"; speach[] = {Behind};};
				class 270	{text = "left of"; speach[] = {LeftOf};};
			};
		};
		// Class names corresponds to three possible levels of distance (group territory, effective fight distance, far)
		class Distance1
		{
			class Level0	{text = $STR_DISTANCE_DANGER_CLOSE_TO; speech[] = {DangerCloseTo};};
			class Level1	{text = $STR_DISTANCE_NOT_FAR_FROM; speech[] = {NotFarFrom};};
			class Level2	{text = $STR_DISTANCE_FAR_FROM; speech[] = {FarFrom};};
		};
		class AggrTargets
		{	
			modes[] = {"Default"};
		};
	};
};


Simple Expressions

Full article about operations - Simple Expression

Rank 0 when sender is Private, 1 when he is Colonel (see rank).
Captive 1 when sender is captive of unconscious.
Safe 1 when sender is in safe mode.
Combat 1 when sender is in combat mode.
Stealth 1 when sender is in stealth mode.
Morale sender's morale interpolated from interval <-1, 1> to <0, 1>.
Danger perceived danger (ToDo: Find out more, located in AIBrain::GetSEDanger).
UnderWater 1 when sender is underwater and has no re-breather.
GroupCompactness 1 if 80% of the group is in formation, 0 otherwise.
DistanceToUnit distance [m] from ordered unit to its issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence).
DistanceToSender distance [m] between sender and aggrTargetList (SelectEnemyDetectedSentence). Always 1 in SelectCmdMoveSentence.
DistanceToGroup distance [m] from group center to issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence).
DistanceToLocation distance [m] from nearest location with speech param defined to issued destination (SelectCmdMoveSentence) or to aggrTargetList (SelectEnemyDetectedSentence).
GroupCoreRadius distance [m] between the group formation center and the most distant member of the group.
UnitDistanceFactor distance of the closest unit from the aggrTargetList divided by the distance of the second one. Only for SelectEnemyDetectedSentence.
InsideLocation 1 when inside location with speech param defined. "Inside" is based on size defined by radiusA, radiusB and angle params of the location.
MoveToObject 1 if the movement target has an Object nearby. In that case parameter %8 of the movement order returns a valid value. Only in SelectCmdMoveSentence.
DistanceToRecipients distance [m] from group center to message recipient. Only in SelectCmdMoveSentence.
RecipientsRadius returns always 1 for single selected unit's movement orders and for several units, theoretically returns the radius of the circle containing most of the recipients in the formation of the affected units. Only in SelectCmdMoveSentence.
FireBurst number of artillery rounds fired by artillery.

Full list of words

As of Arma 3 logo black.png1.98:

Word Category Description
two Callsign/Name
Hardy Callsign/Name
McKay Callsign/Name
James Callsign/Name
veh_unknown_s Infantry/Vehicle
veh_infantry_s Infantry/Vehicle
veh_infantry_AT_s Infantry/Vehicle
veh_infantry_MG_s Infantry/Vehicle
veh_infantry_Sniper_s Infantry/Vehicle
veh_infantry_officer_s Infantry/Vehicle
veh_infantry_SF_s Infantry/Vehicle
veh_infantry_pilot_s Infantry/Vehicle
veh_infantry_civilian_s Infantry/Vehicle
veh_vehicle_s Infantry/Vehicle
veh_vehicle_car_s Infantry/Vehicle
veh_vehicle_armedcar_s Infantry/Vehicle
veh_vehicle_truck_s Infantry/Vehicle
veh_vehicle_armor_s Infantry/Vehicle
veh_vehicle_APC_s Infantry/Vehicle
veh_vehicle_tank_s Infantry/Vehicle
veh_air_s Infantry/Vehicle
veh_air_helicopter_s Infantry/Vehicle
veh_air_gunship_s Infantry/Vehicle
veh_air_plane_s Infantry/Vehicle
veh_air_parachute_s Infantry/Vehicle
veh_ship_s Infantry/Vehicle
veh_ship_boat_s Infantry/Vehicle
veh_ship_attackBoat_s Infantry/Vehicle
veh_ship_submarine_s Infantry/Vehicle
veh_static_s Infantry/Vehicle
veh_Static_MG_s Infantry/Vehicle
veh_static_AA_s Infantry/Vehicle
veh_static_AT_s Infantry/Vehicle
veh_Static_mortar_s Infantry/Vehicle
veh_static_GL_s Infantry/Vehicle
veh_static_cannon_s Infantry/Vehicle
veh_infantry_AA_s Infantry/Vehicle
veh_infantry_medic_s Infantry/Vehicle
veh_infantry_diver_s Infantry/Vehicle
veh_vehicle_ugv_s Infantry/Vehicle
veh_vehicle_mrap_s Infantry/Vehicle
veh_air_uav_s Infantry/Vehicle
Stranger Callsign/Name
at12 Direction
at11 Direction
at10 Direction
at9 Direction
at8 Direction
at7 Direction
at6 Direction
at5 Direction
at4 Direction
at3 Direction
at2 Direction
at1 Direction
front Direction
right Direction
left Direction
back Direction
grid_move_to_zero
grid_move_to_one
grid_move_to_two
grid_move_to_three
grid_move_to_four
grid_move_to_five
grid_move_to_six
grid_move_to_seven
grid_move_to_eight
grid_move_to_nine
grid_zero
grid_one
grid_two
grid_three
grid_four
grid_five
grid_six
grid_seven
grid_eight
grid_nine
grid_zero_2
grid_one_2
grid_two_2
grid_three_2
grid_four_2
grid_five_2
grid_six_2
grid_seven_2
grid_eight_2
grid_nine_2
grid_zero_3
grid_one_3
grid_two_3
grid_three_3
grid_four_3
grid_five_3
grid_six_3
grid_seven_3
grid_eight_3
grid_nine_3
whiteTeam Sub-team
redTeam Sub-team
greenTeam Sub-team
blueTeam Sub-team
yellowTeam Sub-team
zero Callsign/Name
one Callsign/Name
Northgate Callsign/Name
three Callsign/Name
four Callsign/Name
five Callsign/Name
six Callsign/Name
seven Callsign/Name
eight Callsign/Name
nine Callsign/Name
ten Callsign/Name
eleven Callsign/Name
twelve Callsign/Name
thirteen Callsign/Name
fourteen Callsign/Name
fifteen Callsign/Name
sixteen Callsign/Name
seventeen Callsign/Name
eighteen Callsign/Name
nineteen Callsign/Name
twenty Callsign/Name
thirty Callsign/Name
forty Callsign/Name
fifty Callsign/Name
sixty Callsign/Name
seventy Callsign/Name
eighty Callsign/Name
ninety Callsign/Name
hundred Callsign/Name
Reynolds Callsign/Name
Armstrong Callsign/Name
Nichols Callsign/Name
Tanny Callsign/Name
Frost Callsign/Name
Lacey Callsign/Name
Larkin Callsign/Name
Kerry Callsign/Name
Jackson Callsign/Name
Miller Callsign/Name
McKendrick Callsign/Name
Levine Callsign/Name
dist75 Distance
dist100 Distance
dist200 Distance
dist300 Distance
dist400 Distance
dist500 Distance
dist600 Distance
dist700 Distance
dist800 Distance
dist1000 Distance
dist1500 Distance
dist2000 Distance
dist2500 Distance
Korneedler Callsign/Name
Viper Callsign/Name
Fox Callsign/Name
Snake Callsign/Name
Razer Callsign/Name
Jester Callsign/Name
Ghost Callsign/Name
reportFront Direction
reportRight Direction
reportLeft Direction
reportBack Direction
Adams Callsign/Name
Bennett Callsign/Name
Franklin Callsign/Name
Everett Callsign/Name
Dixon Callsign/Name
Campbell Callsign/Name
Givens Callsign/Name
Hawkins Callsign/Name
Lopez Callsign/Name
Martinez Callsign/Name
OConnor Callsign/Name
Ryan Callsign/Name
Patterson Callsign/Name
Sykes Callsign/Name
Taylor Callsign/Name
Walker Callsign/Name
Anthis Callsign/Name
Costa Callsign/Name
Kouris Callsign/Name
Gekas Callsign/Name
Elias Callsign/Name
Dimitirou Callsign/Name
Leventis Callsign/Name
Markos Callsign/Name
Nikas Callsign/Name
Nicolo Callsign/Name
Panas Callsign/Name
Petros Callsign/Name
Rosi Callsign/Name
Samaras Callsign/Name
Stavrou Callsign/Name
Thanos Callsign/Name
Vega Callsign/Name
Amin Callsign/Name
Masood Callsign/Name
Jawadi Callsign/Name
Kushan Callsign/Name
Habibi Callsign/Name
Fahim Callsign/Name
Nazari Callsign/Name
Siddiqi Callsign/Name
Takhtar Callsign/Name
Wardak Callsign/Name
Yousuf Callsign/Name
__1
__2
__6_CMPS
EnemyDetected Situation Report
_eGRPDIR_102
Clear Situation Report
AreaClear Situation Report
IAmTheNewActual Situation Report
TakingCommand Situation Report
ReadyToFire Situation Report
TargetInSight Situation Report
TargetAcquired Situation Report
EyesOnTarget Situation Report
Ready Situation Report
Waiting Situation Report
StandingBy Situation Report
Negative Situation Report
NoCanDo Situation Report
CantGetThere Situation Report
NegativeCantMakeItThere Situation Report
ScratchOne Situation Report
TargetIsDown Situation Report
TargetEliminated Situation Report
HeIsDown Situation Report
IVeGotHim Situation Report
HostileDown Situation Report
__1_1
Sitrep Leader order - General
ReportIn Leader order - General
ReportPosition Leader order - General
WhatIsYourLocationQ Situation Report
SayAgainOver Situation Report
RepeatLastOver Situation Report
Confirmation1 Situation Report
Confirmation2 Situation Report
Supporting Situation Report
OnTheWay Situation Report
CannotFire Situation Report
CopyIAmOnHim Situation Report
Engaging Situation Report
EngagingTarget Situation Report
Attacking Situation Report
HealthInjured Situation Report
HealthSomebodyHelpMe Situation Report
HealthNeedHelp Situation Report
HealthWounded Situation Report
HealthMedic Situation Report
CriticalDamage Situation Report
FuelCritical Situation Report
FuelLow Situation Report
AmmoCritical Situation Report
AmmoLow Situation Report
OutOfFirstAidKits Situation Report
ManDownE Situation Report
WeLostOneE Situation Report
WeGotAManDownE Situation Report
IAmReady Situation Report
ReadyForOrders Situation Report
AwaitingOrders Situation Report
HealthINeedHelpNow Situation Report
HealthIAmBadlyHurt Situation Report
HealthINeedSomeHelpHere Situation Report
HealthNeedMedicNow Situation Report
HealthIAmWounded Situation Report
HeIsHitE
Fire Leader order - General
GetInThatVehicle Leader order - General
_mGRPDIS_300
FallBack Leader order - General
MineDetected Situation Report
BombDetected Situation Report
ExplosiveDetected Situation Report
TargetIsNeutralized Situation Report
RepairThatVehicle Leader order - Action
HealThatSoldier Leader order - Action
PatchYourself Leader order - Action
RequestingSupport
HeIsDeadE
OnTheMove Situation Report
HelpThatSoldier Leader order - Action
CarryThatSoldier Leader order - Action
OpenThatDoor Leader order - Action
LightThatFire Leader order - Action
PutOutThatFire Leader order - Action
CloseThatDoor Leader order - Action
DropTheWeapon Leader order - Action
DropThatMagazine Leader order - Action
TakeThatWeapon Leader order - Action
TakeThatMagazine Leader order - Action
SetCharge Leader order - Action
DetonateCharge Leader order - Action
SetTheTimer Leader order - Action
DeactivateCharge Leader order - Action
DisarmThatMine Leader order - Action
TakeThatMine Leader order - Action
GoToThatMedic Leader order - Action
RefuelThatVehicle Leader order - Action
Rearm Leader order - Action
GetSupport Leader order - Action
AssembleThatWeapon Leader order - Action
DisassembleThatWeapon Leader order - Action
FlashlightsOn Leader order - Action
FlashlightsOff Leader order - Action
PointersOn Leader order - Action
PointersOff Leader order - Action
TakeThatPack Leader order - Action
DropYourPack Leader order - Action
OpenUpYourPack Leader order - Action
Attack Leader order - General
Engage Leader order - General
NoTarget Leader order - General
CancelTarget Leader order - General
CannotComply Situation Report
veh_unknown_p Infantry/Vehicle
veh_infantry_p Infantry/Vehicle
veh_infantry_AT_p Infantry/Vehicle
veh_infantry_MG_p Infantry/Vehicle
veh_infantry_Sniper_p Infantry/Vehicle
veh_infantry_officer_p Infantry/Vehicle
veh_infantry_SF_p Infantry/Vehicle
veh_infantry_pilot_p Infantry/Vehicle
veh_infantry_civilian_p Infantry/Vehicle
veh_vehicle_p Infantry/Vehicle
veh_vehicle_car_p Infantry/Vehicle
veh_vehicle_armedcar_p Infantry/Vehicle
veh_vehicle_truck_p Infantry/Vehicle
veh_vehicle_armor_p Infantry/Vehicle
veh_vehicle_APC_p Infantry/Vehicle
veh_vehicle_tank_p Infantry/Vehicle
veh_air_p Infantry/Vehicle
veh_air_helicopter_p Infantry/Vehicle
veh_air_gunship_p Infantry/Vehicle
veh_air_plane_p Infantry/Vehicle
veh_air_parachute_p Infantry/Vehicle
veh_ship_p Infantry/Vehicle
veh_ship_boat_p Infantry/Vehicle
veh_ship_attackBoat_p Infantry/Vehicle
veh_ship_submarine_p Infantry/Vehicle
veh_static_p Infantry/Vehicle
veh_Static_MG_p Infantry/Vehicle
veh_static_AA_p Infantry/Vehicle
veh_static_AT_p Infantry/Vehicle
veh_Static_mortar_p Infantry/Vehicle
veh_static_GL_p Infantry/Vehicle
veh_static_cannon_p Infantry/Vehicle
veh_infantry_AA_p Infantry/Vehicle
veh_infantry_diver_p Infantry/Vehicle
veh_infantry_medic_p Infantry/Vehicle
veh_vehicle_ugv_p Infantry/Vehicle
veh_vehicle_mrap_p Infantry/Vehicle
veh_air_uav_p Infantry/Vehicle
ReturnToFormation Leader order - General
JoinThatGroup Leader order - General
Halt Leader order - General
TakeCover Leader order - General
Stop Leader order - General
Advance Leader order - General
FormOnMe Leader order - General
Regroup Leader order - General
StayBack Leader order - General
FlankLeft Leader order - General
FlankRight Leader order - General
EngageAtWill Leader order - General
FreeToEngage Leader order - General
Disengage Leader order - General
FormColumn Leader order - Formation
FormStaggeredColumn Leader order - Formation
FormWedge Leader order - Formation
FormEcholonLeft Leader order - Formation
FormEcholonRight Leader order - Formation
FormVee Leader order - Formation
FormLine Leader order - Formation
FormFile Leader order - Formation
FormDiamond Leader order - Formation
GoProne Leader order - Stance
WatchThatTarget
StayLow Leader order - Stance
OnYourFeet Leader order - Stance
CopyMyStance Leader order - Stance
__4_CMPS
ObserveThatPosition
ScanHorizon
__6_ABS
__7_CLCK
KeepFormation Leader order - General
StayInFormation Leader order - General
CeaseFire Leader order - General
VehForward Leader order - Vehicle
VehStop Leader order - Vehicle
VehBackward Leader order - Vehicle
VehFast Leader order - Vehicle
VehSlow Leader order - Vehicle
VehLeft Leader order - Vehicle
VehRight Leader order - Vehicle
ManualFire Leader order - Vehicle
CancelManualFire Leader order - Vehicle
GetInThatVehicleGunner Leader order - Vehicle
GetInThatVehicleCommander Leader order - Vehicle
GoToTheMedic Leader order - General
GetInThatVehicleDriver Leader order - Vehicle
GetInThatVehiclePilot Leader order - Vehicle
BoardThatVehicle Leader order - Vehicle
Dismount Leader order - Vehicle
Eject Leader order - Vehicle
RoundsComplete
CannotExecuteOutsideEnvelope
CannotExecuteAdjustCoordinates
SwitchToDriver Leader order - Vehicle
SwitchToGunner Leader order - Vehicle
SwitchToCommander Leader order - Vehicle
MoveToCargo Leader order - Vehicle
RepairTheVehicle Leader order - Action
RefuelTheVehicle Leader order - Action
TakeTheWeapon Leader order - Action
TakeTheMagazine Leader order - Action
SupportRequestRGCASBombing Support - Request
SupportRequestRGCASHelicopter Support - Request
SupportRequestRGSupplyDrop Support - Request
SupportRequestRGUAV Support - Request
SupportRequestRGArty Support - Request
SupportRequestRGTransport Support - Request
RequestAcknowledgedSGCASBombing Support - Acknowledgement
RequestAcknowledgedSGCASHelicopter Support - Acknowledgement
RequestAcknowledgedSGSupplyDrop Support - Acknowledgement
RequestAcknowledgedSGUAV Support - Acknowledgement
RequestAcknowledgedSGArty Support - Acknowledgement
RequestAcknowledgedTransport Support - Acknowledgement
UnitDestroyedHQCASBombing Support - Destroyed
UnitDestroyedHQSupplyDrop Support - Destroyed
UnitDestroyedHQUAV Support - Destroyed
UnitDestroyedHQArty Support - Destroyed
UnitDestroyedHQTransport Support - Destroyed
RequestAccomplishedSGCASBombing Support - Done
RequestAccomplishedSGCASHelicopter Support - Done
RequestAccomplishedSGSupplyDrop Support - Done
RequestAccomplishedSGUAV Support - Done
RequestAccomplishedSGArty Support - Done
RequestAccomplishedSGTransport Support - Done
SupportAddedDuringMission Support
ArtySGSupportRoundsComplete
TransportSGWelcomeAboard
TransportSGLZCoordinatesSelected
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__7_CMPS
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FireAtWill Leader order - Combat Mode
WeaponsFree Leader order - Combat Mode
CombatOpenFire Leader order - Combat Mode
HoldFire Leader order - Combat Mode
DoNotFire Leader order - Combat Mode
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CheckYourFire Situation Report
Safe Leader order - Behaviour
Relax Leader order - Behaviour
KeepFocused Leader order - Behaviour
StayAlert Leader order - Behaviour
PrepareForContact
GetReadyToFight
LockAndLoad
Danger
Silence
DownAndQuiet
CommStealth
CoverMeE
CoveringE
SuppressingE
ReloadingE
ThrowingSmokeE_1 Situation Report
ThrowingGrenadeE_1 Situation Report
ThrowingGrenadeE_2 Situation Report
ThrowingGrenadeE_3 Situation Report
ThrowingSmokeE_2 Situation Report
IncomingGrenadeE_1 Situation Report
IncomingGrenadeE_2 Situation Report
IncomingGrenadeE_3 Situation Report
ContactE_1
ContactE_2
ContactE_3
CombatGenericE
ScreamingE
CheeringE
WitnessKilledE
UnderFireE
EndangeredE
moveUp Leader order - Move
moveRight Leader order - Move
moveLeft Leader order - Move
moveBack Leader order - Move
move_dist500 Leader order - Move
move_dist400 Leader order - Move
move_dist300 Leader order - Move
move_dist200 Leader order - Move
move_dist100 Leader order - Move
move_dist75 Leader order - Move
move_dist600 Leader order - Move
move_dist700 Leader order - Move
move_dist800 Leader order - Move
move_dist1000 Leader order - Move
move_dist1500 Leader order - Move
move_dist2000 Leader order - Move
move_dist2500 Leader order - Move
northEast Direction
northWest Direction
south Direction
southEast Direction
southWest Direction
east Direction
west Direction
north Direction
bearing000 Direction
bearing015 Direction
bearing030 Direction
bearing045 Direction
bearing060 Direction
bearing075 Direction
bearing090 Direction
bearing105 Direction
bearing120 Direction
bearing135 Direction
bearing150 Direction
bearing165 Direction
bearing180 Direction
bearing195 Direction
bearing210 Direction
bearing225 Direction
bearing240 Direction
bearing255 Direction
bearing270 Direction
bearing285 Direction
bearing300 Direction
bearing315 Direction
bearing330 Direction
bearing345 Direction
bearing360 Direction
alpha Coded location not "<NATOletter>", but "Move to point <NATOletter>"
bravo Coded location not "<NATOletter>", but "Move to point <NATOletter>"
charlie Coded location not "<NATOletter>", but "Move to point <NATOletter>"
delta Coded location not "<NATOletter>", but "Move to point <NATOletter>"
echo Coded location not "<NATOletter>", but "Move to point <NATOletter>"
foxtrot Coded location not "<NATOletter>", but "Move to point <NATOletter>"
golf Coded location not "<NATOletter>", but "Move to point <NATOletter>"
hotel Coded location not "<NATOletter>", but "Move to point <NATOletter>"
india Coded location not "<NATOletter>", but "Move to point <NATOletter>"
juliet Coded location not "<NATOletter>", but "Move to point <NATOletter>"
kilo Coded location not "<NATOletter>", but "Move to point <NATOletter>"
lima Coded location not "<NATOletter>", but "Move to point <NATOletter>"
mike Coded location not "<NATOletter>", but "Move to point <NATOletter>"
november Coded location not "<NATOletter>", but "Move to point <NATOletter>"
oscar Coded location not "<NATOletter>", but "Move to point <NATOletter>"
papa Coded location not "<NATOletter>", but "Move to point <NATOletter>"
quebec Coded location not "<NATOletter>", but "Move to point <NATOletter>"
romeo Coded location not "<NATOletter>", but "Move to point <NATOletter>"
sierra Coded location not "<NATOletter>", but "Move to point <NATOletter>"
tango Coded location not "<NATOletter>", but "Move to point <NATOletter>"
uniform Coded location not "<NATOletter>", but "Move to point <NATOletter>"
victor Coded location not "<NATOletter>", but "Move to point <NATOletter>"
whiskey Coded location not "<NATOletter>", but "Move to point <NATOletter>"
xray Coded location not "<NATOletter>", but "Move to point <NATOletter>"
yankee Coded location not "<NATOletter>", but "Move to point <NATOletter>"
zulu Coded location not "<NATOletter>", but "Move to point <NATOletter>"
obj_church Terrain location
obj_fortress Terrain location
obj_lighthouse Terrain location
obj_transmitter Terrain location
obj_powerwind Terrain location
obj_powersolar Terrain location
dloc_base
dloc_RV
loc_village Terrain location
loc_town Terrain location
loc_city Terrain location
loc_forest Terrain location
loc_beach Terrain location
Contact
GenReinforcementsConfirmed1 Battle General
GenReinforcementsRejected1 Battle General
GenReinforcementsArrived1 Battle General
GenLeavingAO1 Battle General
GenTime1 Battle General
GenLosing1 Battle General
GenLost1 Battle General
GenComplete1 Battle General
GenCmdSeize1 Battle General
GenCmdDefend1 Battle General
GenCmdRTB1 Battle General
GenCmdTargetNeutralize1 Battle General
GenCmdTargetProtect1 Battle General
GenCmdTargetEscort Battle General
GenCmdTargetFind1 Battle General
GenIncoming1 Battle General
GenBaseUnlockRespawn1 Battle General
GenBaseUnlockVehicle1 Battle General
GenBaseSideFriendlyWEST Battle General
heat Weapon/Ammo selection
sabot Weapon/Ammo selection
cannon Weapon/Ammo selection
cannonLow Weapon/Ammo selection
cannonHigh Weapon/Ammo selection
RocketsPairs Weapon/Ammo selection
RocketsSalvo Weapon/Ammo selection
Bombs Weapon/Ammo selection
Flares Weapon/Ammo selection
missiles Weapon/Ammo selection
Rockets Weapon/Ammo selection
mgun Weapon/Ammo selection
FXBreathingSlow Sound effect
FXBreathingFast Sound effect
FXHit Sound effect
FXDeath Sound effect
FXHurt Sound effect
FXEffort Sound effect
FXDrowning Sound effect
RallyUp
GenReinforcementsConfirmed2 Battle General
GenReinforcementsRejected2 Battle General
GenReinforcementsArrived2 Battle General
GenLeavingAO2 Battle General
GenLeavingAO3 Battle General
GenTime2 Battle General
GenTime3 Battle General
GenLosing2 Battle General
GenLosing3 Battle General
GenLost2 Battle General
GenLost3 Battle General
GenComplete2 Battle General
GenComplete3 Battle General
GenCmdSeize2 Battle General
GenCmdDefend2 Battle General
GenCmdRTB2 Battle General
GenCmdTargetNeutralize2 Battle General
GenCmdTargetProtect2 Battle General
GenCmdTargetFind2 Battle General
GenIncoming2 Battle General
GenIncoming3 Battle General
GenBaseUnlockRespawn2 Battle General
GenBaseUnlockRespawn3 Battle General
GenBaseUnlockVehicle2 Battle General
GenBaseUnlockVehicle3 Battle General
GenBaseSideFriendlyEAST Battle General
GenBaseSideFriendlyGUER Battle General
GenBaseSideEnemyWEST Battle General
GenBaseSideEnemyEAST Battle General
GenBaseSideEnemyGUER Battle General
Target
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__8
__9
__10
__11
__12
__13
__14
__15
Suppressing Situation Report
SuppressiveFire

Code used:Show text


Channels

See also radioChannelCreate

class RadioChannels
{
	class GroupChannel
	{
		// Priority
		level = 1;
		// Word class of background noise
		noise = "loop";
		// Link to CfgVoice param with sounds played after every sentence
		micOuts = "micOuts";

		// Pause after every word in sentence's ''speech'' param
		pauseAfterWord = 0;
		// Pause between numbers (e.g., when spelling a grid position)
		pauseInNumber = 0;
		// Pause after direction numbers (e.g., "1 O'CLOCK,_ENEMY SOLDIER")
		pauseAfterNumber = 0;
		// Pause between numbers of selected members (e.g., "2,_3,_4, RETURN TO FORMATION"))
		pauseInUnitList = 0;
		// Pause after numbers of selected members(e.g., "2, 3, 4,_RETURN TO FORMATION")
		pauseAfterUnitList = 0.05;
	};
	class GlobalChannel {};
	class SideChannel {};
	class CommandChannel {};
	class GroupChannel {};
	class VehicleChannel {};
	class DirectSpeakingChannel {};
};

User Interface

  • RscChatListMission - in mission
  • RscChatListMap - in-game map
  • RscChatListBriefing - in-game map before mission starts

Supported params:

Standard UI params Chat list specific params Obsolete params
x, y, w, h colorGlobalChannel colorPlayerBackground
font colorSideChannel iconPlayerMessage
size colorCommandChannel iconNormalMessage
rows colorGroupChannel
shadow colorVehicleChannel
shadowColor colorDirectChannel
shadowColor colorSystemChannel
colorBackground
  • RscDisplayChannel - notification about a current channel
  • RscDisplayVoiceChat - notification about VOIP being active
  • RscDisplayChat - text entry of MP chat


Key Actions

Class Label
prevChannel Previous channel
nextChannel Next channel
chat Chat
pushToTalk Push to Talk
voiceOverNet Voice Over Net
PushToTalkAll Talk on Global channel
PushToTalkSide Talk on Side channel
PushToTalkCommand Talk on Command channel
PushToTalkGroup Talk on Group channel
PushToTalkVehicle Talk on Vehicle channel
PushToTalkDirect Talk on Direct channel


Options

Following settings have effect on how sentences are played and/or displayed.

Param name Menu Name Name space Description
language Game Options Language Arma3.cfg Selects what language will be used in text (does not affect voice).
showRadio Game Options Radio subtitles *.Arma3Profile When disabled, radio subtitles are not shown (but sound is still played).
volumeSpeech Audio Options Speech volume *.Arma3Profile Selects volume level of all sentences (including direct channel).
clockIndicator Difficulty Clock indicator *.Arma3Profile When enabled, visual clock indicator is shown when enemy in direction from group's center is reported.
autoSpot Difficulty Auto report *.Arma3Profile When enabled, player's avatar automatically reports same events as AI team-mates (e.g., reporting enemy, announcing casualties, etc.)