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View Code? Open in Web Editor NEWRedM implementation of Salty Chat (TeamSpeak 3 based Voice Plugin)
Home Page: https://gaming.v10networks.com
License: GNU General Public License v3.0
RedM implementation of Salty Chat (TeamSpeak 3 based Voice Plugin)
Home Page: https://gaming.v10networks.com
License: GNU General Public License v3.0
Im Only Connecting in game websocket html 29 .. i have no idea can anyone help me ?
Possible to let the Server decide for to use "whisper" or "mute/unmute"
It woould be nice to have the newest version with the possiblility to change what mode is desired.
If not would be sad but still okay, then i need to use a 2.X.X version.
Hey guys!
Actually we use Saltychat for FiveM and also for RedM. Both works very fine.
A few days ago RedM released an "Alpha" Stage for RedM Onesync. We updated our Server for it and Start test.
Now we found an issue with Saltychat. The Players can hear other Players over the Map. Its very weird and confusing.
Player 1 can hear Player 2, Player 3 can hear Player 4 but nothing else. Player 2 can hear Player 1, idk how to explain it correctly.
One time i walk to Player 1 and can hear Player 3. I walked out of Range and both gets muted.. it was very strange but we must stop the Test-Phase because with this issue its hard to make "Roleplay".
Is there any Update planned for the Onesync Compatibility?
Greezt Chico :)
There is way to make it work on a linux server?
Can we get a tutorial on how to instal the onesync build please.
Cause when i build and instal the pulgin on a onesync redm serveur it doenst detect the player near each other
Hello everyone.
How can I change the button for the range change. or where can i find it.
thanks
Hello,
The players are not automatically switched in the channel in question. It worked perfectly well before the OneSync update.
The Server id is the right one, the Ingame channel too.
The resolve shows me 127.0.0.1
The websocket on the client side is created by default in 127.0.0.1:38088
Would you have an idea ?
When im in game near by a player we cant detect each other in the same zone
I've found this in VoiceManager.cs
`private async Task OnControlTick()
{
Game.DisableControlThisFrame(0, Control.OpenJournal);
Game.DisableControlThisFrame(0, Control.PushToTalk);
Game.DisableControlThisFrame(0, Control.OpenSatchelMenu);
if (Game.Player.IsAlive)
{
if (Game.IsControlJustPressed(0, Control.OpenJournal))
{
this.ToggleVoiceRange();
}
if (this.PrimaryRadioChannel != null)
{
if (Game.IsControlJustPressed(0, Control.PushToTalk))
BaseScript.TriggerServerEvent(Event.SaltyChat_IsSending, this.PrimaryRadioChannel, true);
else if (Game.IsControlJustReleased(0, Control.PushToTalk))
BaseScript.TriggerServerEvent(Event.SaltyChat_IsSending, this.PrimaryRadioChannel, false);
}
if (this.SecondaryRadioChannel != null)
{
if (Game.IsControlJustPressed(0, Control.OpenSatchelMenu))
BaseScript.TriggerServerEvent(Event.SaltyChat_IsSending, this.SecondaryRadioChannel, true);
else if (Game.IsControlJustReleased(0, Control.OpenSatchelMenu))
BaseScript.TriggerServerEvent(Event.SaltyChat_IsSending, this.SecondaryRadioChannel, false);
}
}
await Task.FromResult(0);
}`
I tried to replace Control.OpenSatchelMenu by Control.SpecialAbility, but it's not working
I seem to be having some troubles /w getting other players who connect to the RedM server /w Teamspeak open to automatically change channels. It works for me, but will not work for them. No errors are produced in the console. It works for 1 player, but not another. Any Suggestions?
We noticed salty chat changed their port from 8088 to 38088 via the resource.
This caused issues for a lot of our clients, as their AppData\Roaming\TS3Client\plugins\SaltyChat\settings.json was keeping 8088 port as default even after an update to salty chat tsplugin 2.0
We've asked our users to delete the settings.json file and restart teamspeak so that it recreates the settings file with the correct new default port 38088.
Please fix the plugin so that it automatically changes the users port from 8088 to 38088 regardless of what their current settings.json says.
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