Arma 3
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Crows Electronic Warfare
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
30.654 MB
13 Jun, 2021 @ 8:12am
23 Mar @ 9:47am
22 Change Notes ( view )

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Crows Electronic Warfare

Description
A arma 3 mod that allows zeus to add additional eletronic measures available for the players.

Requirements
This mod requires Zeus Enhanced (ZEN), and CBA3.

The wiki for the features is available at: https://github.com/Crowdedlight/Crows-Electronic-Warfare/wiki
I can recommend reading it to see how features work and whats available. The list below is more like a short summery.

Features:
Set Spectrum Signal Source: Allows Zeus to select a object that can be tracked by the spectrum analyzer with selected frequency and range it can be tracked from. Frequency has to be unique due to game limitations. Does not work on remote-controlled units. However a player-zeus would be able to use the spectrum analyzer himself.

C-Track trackers: Player items that can be attached to self or vehicles with ACE Attach, or basegame scrollwheel options, and make whatever they are attached to, trackable with the spectrum device

Add Sound: Allows Zeus to select a object and play a selected sound with options such as: initial delay, on repeat, delay between repeat, removal if unit dies. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end)

Play Sound: Allows Zeus to play a sound at selected position. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end). Can also be played only for selected players.

EMP: Added EMP module which makes Zeus able to fire an EMP. The EMP will remove NV/Thermal for men, weapons and vehicles. Vehicles electric components (lights,engine,turrest) will also be damaged. Launchers and static weapons that has NV/Thermal/electronic components will be damaged/removed. Binoculars and Scopes on weapons that has intergrated NV/Thermal will be either removed or replaced with base-game item that do not have NV/Thermal. This is configuable by the Zeus. If TFAR is loaded the radios of affected units/vehicles will stop working (Requires TFAR Beta). However new items picking up not affected by the EMP will work. Some equipment might not be removed if they are modded items that does not share base-game parent. In that case please let me know and I will add it. As I can't cover every single modded item, the module will have item/equipment limitations and is meant to be operated by trust with the players. Zeus are immune to the EMP effect and will not have equipment removed or damaged and will also not get white-out/screen blur effect, like the players.

EMP Immunity: Set any unit or vehicle immune to the EMP effect. Units inside a vehicle set immune is also immune to the effect.

RadioChatter: A module to put on AI that simulates the AI using radios to each other. The radio broadcasts a spectrum signal while "transmitting". Configurable by zeus. The player can "listen" to these transmission with the spectrum device if there is enough signal strength. The sounds/voice-lines played depends on the voice-pack used by zeus. There is a few different available.

Jamming of Drones: spawned drones automatically has a signal source attached to them. This makes them jammable when using the "jamming" antenna on the spectrum device. Jamming it will stop all AI functions and it is possible to walk past it while jammed without it being aware of your presence afterwards. Zeus can remove the signal-source on the UGVs and thus making it unjammable. The units can still be remote-controlled by zeus while jammed. Players controlling drones will be disconnected if drone is jammed, and if using the new omni-jammer, then their video feed will degrade as they get closer to the jammer.

Multiple Editor modules: Most of the zeus functions have editor modules that can be synced to triggers for more complex control, including ways to set what units or classnames should be jammable when spawned.

Features requiring TFAR/ACRE:

Radio Jammer (TFAR or ACRE): Allows to select a object that will work as a radio jammer with the chosen settings, until death or removal. Zeus has a continuous updated map marker showing the area it is active in. Zeus is not affected by the jammning and does not have to think about where the zeus character is currently placed to avoid jamming.

Radio Tracking (TFAR only): Zeus can enable the module which makes all usage of the TFAR radios broadcast a spectrum signal while transmitting. Can be used to track enemies using the radio. If the player has the Icom radio (misc equipment) in the inventory the player can listen to the TFAR traffic being tracked and hear the other players.

Contributors:
Crowdedlight (Main Author)
b-mayr-1984 (Dev Work)
Landric (Dev Work)
OverlordZorn (Dev Work)
DartRuffian (Dev Work)
MonkeyBadger (Voice-line work)
Technovibegames (Voice-line work)
WindWalker (Voice-line work)
Huzy1018 (Translation)

FAQ:
Q: Is this clientside?
A: No, this is not clientside. Every player and the server requires to have the mod loaded.

Q: What about the system chat in TFAR Jammer? Is it visible to everybody?
A: The systemChat in the video was only because the video is of a pre-release build with debugging enabled. The release build posts nothing in the systemChat.

Q: Does it require Contact?
A: No, it uses the simplified basegame version of the spectrum analyzer API. Its tested on a dedicated server without contact. However if you don't own contact you might get DLC watermark when using the spectrum analyzer like any other DLC item use. Nothing I can do about that.

Sounds used in the sound module is credited on the github readme: https://github.com/Crowdedlight/Crows-Electronic-Warfare

Feature/bug submission: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues
Wiki: https://crowdedlight.github.io/Crows-Electronic-Warfare/
Version: 2.5.0
514 Comments
Crowdedlight  [author] 3 Aug @ 12:39pm 
@Marki
Always open for PR or new features. My time is super limited right now due to irl, so best option would probably be to post it in an issue at: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues

Then it is referenced if/when someone have time and want to implement it :)
You can also do a straight pull-request if you want to contribute. Then we would review it and see how it would fit within the mod.
Marki 3 Aug @ 7:42am 
Jamming backpack script*
Marki 3 Aug @ 7:42am 
If you want, I have a drone backpack script, make it specifically to use with this mod. I use it by executing it in a mission files
JuanGdo 3 Aug @ 7:03am 
it would be interesting to have a Drone Jammer backpack, even if it's just the model and not working. Awesome mod
ICT 30 Jul @ 8:04pm 
@Marki @Crowdedlight, you 2 are beautiful, thanks for the quick reply!
Crowdedlight  [author] 30 Jul @ 9:10am 
@ICT please check if you are testing it in single-player mode, or multiplayer mode if you launch through the editor? (Singleplayer mode have had problems before with those)
Marki 30 Jul @ 3:42am 
Are u doing it in editor?
ICT 30 Jul @ 2:02am 
Im sorry, great mod. I feel like i checked everywhere but do not want to sift through 51 pages of comments so i figured id leave a comment instead. I can not seem to activate/deactivate the jammers while in person. I have all 4 rhs dev, ace, no tfar/acre right now but the plan is to add with this later. kyklops deprecated ew, drone signals, and a colassal list of other less relevent (imo?) mods. There very well could be conflicts but there are no errors, i can zeus place jammers and they make the noise but no animations and no options to activ/deactivate, as far as i can tell they work right too. Idk is it an option or do i need to mod test xd
Crowdedlight  [author] 25 Jul @ 4:30pm 
hmm. That should work. I have not seen any changes in that code and last time I tested it, it worked fine.

When testing it, have you ensured that the radio-tracking is turned on with the zeus/editor module?

You are using TFAR v1 right?

You do have the right antenna on the spectrum device? The "military antenna" that is within the frequency spectrum of the frequency the tfar radio is broadcasting?

Check if you have enabled "tfarSideTrack" in CBA settings. If that is enabled then radios from the same side will not show up. (If you happened to test it with AI on same side as players)

Does the AI unit broadcast no signal when zeus is talking while posessing it, or are you not able to listen to what is broadcast? How does it not work?

Does it work if players broadcast on radio, can other players then see and listen in? So it is only when zeus posses an AI it does not work?

I need some more details on how to reproduce the error. If I can't reproduce it, I can't fix it. ;-)
DNy the Beast 25 Jul @ 2:23am 
Hey, I mean when the Zeus place a AI Unit and takes controll over it and then use the Radio. We tested it and it doenst worked. Thats what I mean.