radioChannelCreate: Difference between revisions

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Make sure you add all units you intend to speak or receive messages on created custom channel to the channel.
Make sure you add all units you intend to speak or receive messages on created custom channel to the channel.
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<dd class="notedate">Posted on October 12, 2017 - 12:27 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dd class="note">
'''WARNING''': Be aware that created channels order and count are different between server and client. '''Example 3''' shown that server-side channel ID is actually ''4'', while client [[currentChannel]] on the same channel results in ''9''.
Behaviour is yet unknown for me.
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Revision as of 14:27, 12 October 2017


Hover & click on the images for description

Description

Description:
Create a custom radio channel with the given color, label, call sign and registered characters. The index returned can be used to manipulate the created channel later. There are 10 slots for custom radio channels which would correspond to channels 6-15 (see getPlayerChannel). The command will find an unused index in this range and create it when found. Server only.
Multiplayer:
Execute on the server
Groups:
Uncategorised

Syntax

Syntax:
radioChannelCreate [color, label, callSign, units, sentenceType]
Parameters:
[color, label, callSign, units, sentenceType]: Array
color: Array - RGBA color values
label: String - label
callSign: String - call sign
units: Array - list of units in the channel
sentenceType (Optional): Boolean (Default: true)
Return Value:
Number - created channel ID (used in customChat command), 0 if failed

Examples

Example 1:
_index = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Q-dance Radio", "%UNIT_NAME", [player1, player2]];
Example 2:
_index = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Q-dance Radio", "%UNIT_NAME", [player1, player2], false]; // disable automatic quotes for chat in channel (ArmA 3)
Example 3:
Create custom channel and add all players to it, present and JIP:if (isServer) then { private _channelName = "Q-dance Radio"; private _channelID = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], _channelName, "%UNIT_NAME", []]; if (_channelID == 0) exitWith {diag_log format ["Custom channel '%1' creation failed!", _channelName]}; [_channelID, {_this radioChannelAdd [player]}] remoteExec ["call", [0, -2] select isDedicated, _channelName]; };

Additional Information

See also:
radioChannelAddradioChannelRemoveradioChannelSetCallSignradioChannelSetLabelcustomChatcustomRadiosetCurrentChannelcurrentChannelenableChannelchannelEnabledgetPlayerChannel

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Bottom Section

Posted on January 21, 2016 - 13:30 (UTC)
Killzone Kid
Make sure you add all units you intend to speak or receive messages on created custom channel to the channel.
Posted on October 12, 2017 - 12:27 (UTC)
Demellion
WARNING: Be aware that created channels order and count are different between server and client. Example 3 shown that server-side channel ID is actually 4, while client currentChannel on the same channel results in 9. Behaviour is yet unknown for me.