Command/Report Interface

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SAS_Walker
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Command/Report Interface

Well, i think we all know how to bind text to keys.
Is there a way to do this with voice reports/commands (like clear, on it, need backup or fall in)?

SAS_Walker
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Chavez
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do you mean bind a vcomm to a keybind like the i key becomes "roger that" or "retreat!" ?

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SAS_Walker
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exactly.
I forgot to say: SWAT 4 TSS

SAS_Walker
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Spidey01
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Having poked my noise far into it, the answer appears to be both yes and no Walker.

Every key or action in SWAT 4, Raven Shield, Amercias Army, etc is basically a console command. The Unreal Engine or the games themselves however have safe guards hard wired into them that limit what you can keybind without actually generating the inputs (I don't know if this is the engine or the game, since I don't have cash for a license - but I assume it is the game code itself), this is done to restrict how powerful keybinds can be - and "prevent cheating" through keybinds. (Being able to do things like crouch, lean, zoom, and go semi-auto at a key press aside... lol)

In my experience if you use the Graphical Command Interface (new style with mouse) there is really nothing useful that can be done via keybinds. There seem to be checks preventing the necessary binds or I have just been unable to find a suitable set of commands to bypass them. If you use the Classic Command Interface (semi-SWAT3 style) you can make a few simple binds: things like pressing 1 key will take you from the ELs Commands menu to saying "Arrest them" in the General menu. I spent time investigating such things in the interest of being able to keep my menu on Commands mode during EL, but have yet to find it worth an extra key.

Advanced key binding or I/O macro recording/playback software may be able to get around some issues. In Raven Shield a simple form of such program is used for binding Voice-Commands to keys, often used by people who bind the reload key to the reloading v-command lol.

One program I have been interested in testing the applicability game keybinding is calledAutoHotKey, but have never found the time to play with it. (As a unix user, I'm used to a highly scriptable environment out of the box...)

SAS_Spawn
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?...Huh, Yea, what He Said...^ Is that a Yes, a No,...or a Possible Maybe?

I believe that the perameters and the possible ramifications of venting the unreal engine, or game engine, may conclude a certain meltdown within the confines of the program as to its stability to actually play the game the way it was intended, but if you intergrate a voip into the programming, re-write the unreal engine and add a few undertones, a pinch of wisdom, a dash of oregeno..you probably still will not be able to bind the proper keys to the voice commands that would be totally needed in any given task. Lol

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SAS_WIZ
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just get a G15 keyboard Wink

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SAS_Sniper
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Or just learn how to communicate in game properly !

Keybinds should only be used miminal

SAS_Capt_Sniper

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GCHQ - 22nd SAS Elite Virtual Regiment

SAS_Walker
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Changing the v-comm menu every 10 seconds and be sure to have the right one often takes more time than having a well defined key for the most important comms (clear, on it) -> Imagine: U reached your POD. Then u wanna navigate to the "on it" comm but u are in the wrong menu. U loose focus to your 12 o clock for 1-2 seconds. And this is why i asked how to bind comms to keys. It would be much faster and safer.

SAS_Walker
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SAS_Sniper
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Recruit

This is an excuse, practise makes perfect.

Instead of shortcuts lets get it right first time

SAS_Capt_Sniper

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GCHQ - 22nd SAS Elite Virtual Regiment

SAS_Spawn
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Walker...
Simply put, but not as eliquantly...what you are asking has been asked many times. Within the Game itself, what you are attempting, or asking, can not be done...
Very Nice if it could, but it can't...Sorry

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Spidey01
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I walked into my Recruit Tryout with muscle memory for almost every voice command. In SWAT 4, I only have to remember what menu I am currently in and do a quick addition operation to find the current offset. It's one of the reasons I switched to the CGI, much smoother manipulation. It's kind of like living with a select fire weapon: after a while you can just feel what mode you are on without having to visually inspect it while in a hot spot.

The purpose of a HUD is also to keep your eyes on screen rather then on the keyboard. The GCI also comes up very near the cursor so it doesn't obscure vision so much, as the delay of selecting an item slows down what actions you can do if attacked.