{"action":"opened","issue":{"url":"https://api.github.com/repos/acemod/ACE3/issues/4265","repository_url":"https://api.github.com/repos/acemod/ACE3","labels_url":"https://api.github.com/repos/acemod/ACE3/issues/4265/labels{/name}","comments_url":"https://api.github.com/repos/acemod/ACE3/issues/4265/comments","events_url":"https://api.github.com/repos/acemod/ACE3/issues/4265/events","html_url":"https://github.com/acemod/ACE3/issues/4265","id":172024415,"number":4265,"title":"Screeching seagulls give away the presence of spectators when using ACE_Spectator","user":{"login":"brndd","id":5822375,"avatar_url":"https://avatars.githubusercontent.com/u/5822375?v=3","gravatar_id":"","url":"https://api.github.com/users/brndd","html_url":"https://github.com/brndd","followers_url":"https://api.github.com/users/brndd/followers","following_url":"https://api.github.com/users/brndd/following{/other_user}","gists_url":"https://api.github.com/users/brndd/gists{/gist_id}","starred_url":"https://api.github.com/users/brndd/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/brndd/subscriptions","organizations_url":"https://api.github.com/users/brndd/orgs","repos_url":"https://api.github.com/users/brndd/repos","events_url":"https://api.github.com/users/brndd/events{/privacy}","received_events_url":"https://api.github.com/users/brndd/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-08-18T23:33:10Z","updated_at":"2016-08-18T23:33:10Z","closed_at":null,"body":"**Arma 3 Version:** `1.62.137494` (stable)\r\n**CBA Version:** `3.0.0.160713` (stable)\r\n**ACE3 Version:** `3.6.2.0` (stable)\r\n\r\n**Mods:**\r\n- `@CBA_A3`\r\n- `@ace`\r\n\r\n**Description:**\r\n- As per the default Arma3 spectator functionality, spectators appear as screeching seagulls visible to players. This is quite immersion breaking, especially when using a respawn template which causes players to enter spectator mode when they die; one can immediately tell if a nearby player has died dead from the screeching of the ghost seagull released from their corpse. This means that there's no point in eg. checking the body of the player to see if they're still alive and reviveable with ACE medical, because if they turned into a seagull they're dead for good.\r\n\r\n**Steps to reproduce:**\r\n1) Create a multiplayer mission with 2 or more slots using the following respawn settings:\r\n```\r\nrespawn = \"GROUP\";\r\nrespawnOnStart = 0;\r\nrespawnTemplates[] = {\"GROUP\", \"ace_spectator\"};\r\nrespawndelay = 3;\r\n```\r\n\r\n2) Enter the mission with 2 or more players.\r\n\r\n3) Kill one of the players.\r\n\r\n4) Upon death, the player will spawn as a seagull, visible and audible to the living players.\r\n\r\n**Where did the issue occur?**\r\n- Multiplayer, both dedicated and P2P hosted\r\n\r\n**Placed Modules:**\r\n- None\r\n\r\n**RPT log file:**\r\n- Sorry I don't have one, nor do I feel it's relevant to the issue at hand.\r\n"}}
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