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bondematt

Why direct chat may not be working

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Wanted to create a thread to discuss the actual issues with chat being finicky for many players and possible solutions. This is not the thread to say it is working/not working fine for you, unless you have a theory as to why please!

Looking at the code it overrides the default action of the key while the displayEventHandler runs the function "dayz_spaceInterrupt", returning to the default action of the key as long as it is not "ForceCommandingMode". It does this many times a second, by creating a new instance of the function, probably at the rate the key is checked for the status of "keyDown". I'm thinking it could be doing this so rapidly that the key is never doing its default action as the players computer never catches up.

Is there another way to get the desired effect of interrupting certain actions without this load, or maybe a way to slow it down? Maybe check once for each separate key? Has direct chat been tested without this? Is my theory complete bonkers?

With the exposure this mod has gotten I assume there are some high caliber coders who could help with this.

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	dayz_spaceInterrupt = {private ["_dikCode", "_handled"];
_dikCode = _this select 1;
_handled = false;
//if (_dikCode == 57) then {_handled = true}; // space
//if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true};
if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
_handled
};
(findDisplay 46) displayAddEventHandler ["KeyDown","_this call dayz_spaceInterrupt"];

Thats the code above. Its pretty common to bind a function to run on a key press, but just to be sure I'll run up a test with this entirely disabled.

Anyone with any thoughts, please let me know.

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It's very hit and miss. It actually surprised me yesterday when I tried my PTT on direct and the other guy said "Yes, I hear you."

Someone somewhere had mentioned the thought that if you switch channels in game to group, side, etc. that it "breaks" the DC. Not sure how that might happen but...

Might be nice if there was a way to set DC as the default and then lock out any channel changes just to see...

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in 1.5.2 version i can chat well whit a guy when we are inside of a boat, we are speaking in vehicle channel and we don't have problem speaking in this channel, direct chat don't work

vehicle channel does :)

maybe this can help a little :)

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in earlier versions direct voice com worked

we played nearly half the day speaking with 4 people. there were some errors but it worked most of the time (one guy could only be heared by me..)

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