Arma 3
Spectrum Device Functionality - Old
65 Comments
NearlySam 30 Aug, 2020 @ 4:26pm 
Scofer is a cool guy! He made a cool mod! He did attempt to acquire my nudes a couple times but that's ok! Cool mod! :missing:
Scofer  [author] 29 Aug, 2020 @ 10:27am 
Finally had a chance to look at this, mod wasn't functioning during tests ran on dedicated server. I've resigned the pbo and it's now working in the tests. No idea why it stopped working in the first place. Apologies for any inconvenience.
Macker147 31 Jul, 2020 @ 2:15pm 
Doesn't seem to work on multiplayer servers. Think it might be a problem with the Key.
TJ 24 Jul, 2020 @ 3:17pm 
When I set up the modules for the device and try to go into game in singleplayer through the editor and when I equip the device the screen for the freqs dose not appear and I am just holding the Device in hand. Dose anyone know why this happens?.
Marki 24 Jul, 2020 @ 9:00am 
Could you make so all modules could be places and edited in Zeus?
Buszman 21 Jul, 2020 @ 6:20am 
Wish this could be used in zeus
GoldGoldTM 17 Jul, 2020 @ 2:46am 
Small update, Its working great, unit variable system or device system is very smooth and I am enjoying it, only thing I noticed is that the Contact Radio Backpacks dont work with signals, not sure why but my workaround was to simply name the signal source the variable name and place it on the object, since the backpacks were only stationary objects (Just gotta hope the players dont pick up the backpacks
GoldGoldTM 16 Jul, 2020 @ 11:49pm 
So far this mod looks really interesting, Gonna try to create a mini mission so I can give proper complaints/critique, but the main thing from a game testing/bug fixing mid OP would be zeus modules which you plan on adding but I just really fucking want it now for multiplayer testing XD
giantsquid 15 Jul, 2020 @ 4:07pm 
@Scofer
Thanks again, great work
Scofer  [author] 15 Jul, 2020 @ 8:44am 
@giantsquid Yes, so each object that will be a source must have a unique variable name set which is then copied into the Signal Source module. You can have the same object be a source for multiple signals, or you can enter multiple objects for a single signal and it will pick an object at random. And of course, you can have multiple signal sources with different objects.

Originally the source objects were going to be set by syncing so that a unique variable name for each object wasn't required, but I'm having some trouble isolating those synced objects so that any synced triggers weren't being used as a source. If I can figure out a way to do it in future I'll probably add it as an option that you can sync objects as an alternative to entering names.

Rather frustratingly there's a synchronizedTriggers command, but it only works on waypoints.

Thanks for the feedback on the instructions for how to set it up, I'll look into making some changes in and out of game to make it clearer.
giantsquid 15 Jul, 2020 @ 6:12am 
@Scofer
Thanks for your kind answer. Now it works!
Now a hint appeared telling "Source object must be defined in signal source module".
So you must place an object and give it a variable name that must be copied in source object string in signal source module. I think this should be indicated in the instructions.
I can then place multiple signal sources linked to different objects, correct?

BTW I own Contact DLC
Scofer  [author] 15 Jul, 2020 @ 3:16am 
@Snake Plissken Do you mean that you're in multiplayer and one of the receivers isn't in game, and the mode is breaking? I've tested with that and found it to still work. Are you able to upload your mission file to dropbox or something so I can take a look?

@giantsquid I've confirmed that it does work so it's either an issue with how you've set it up or something else, are you able to upload your mission file to dropbox or something so I can take a look? Alternatively are you able to type out what each of these error messages/hints you're getting are.

As a side note, do you own the Contact DLC? I've still not been able to find anyone without it to test so I've never been able to confirm if the person using the device requires it or not. If everything is set up correctly and it's not working then the DLC might actually be required to use it.
Snake Plissken 14 Jul, 2020 @ 8:16pm 
So it seems that if one of the players defined as a receiver isn't in a multiplayer session, it breaks unit mode... Am I setting something up wrong?
giantsquid 14 Jul, 2020 @ 4:18pm 
Thanks for the mod, wonderful idea. I tried but got no signal.
Placed all the modules, no changes to names
Set device mode on Receiving method in Signal receiver module (only one device in the mission)
Testing – no emission spikes. What’s wrong? I checked all the messages and hints but found no explanation. Should I name something or Sync device to modules?
Scofer  [author] 14 Jul, 2020 @ 2:43am 
@Snake Plissken Yes, each player you want being a receiver must have a unique variable name, and that name must be put in the Signal Receiver field of the Signal Source module that you want them to be able to track.
Snake Plissken 13 Jul, 2020 @ 6:29pm 
With Unit mode, how can I have the receiving units be players? Do I need to set a unique variable on each player, then put it in the Signal Receiver variable?
Scofer  [author] 13 Jul, 2020 @ 1:45pm 
@Meatops that's essentially what the Device mode does currently, which is why there's a note in this mod description that it's not recommended for large scale multiplayer.

Unit mode offloads all the calculations onto the specific clients.
Device mode does all the calculations on the server then makes the results global. Which doesn't sound so bad, but it's doing this every x seconds depending on what is set in the modules, and if you're sending these results to like 60 players for EACH source, it could potentially kill the server network.

I've got some potential ideas of how to make it work, but it's early stages.
Ostross 13 Jul, 2020 @ 1:22pm 
@Scofer
Well the first thing that comes to my mind regarding being able to pass the device around for unit mode is to just make all players units that can receive the signal. That way, every player can receive the signal and thus, whoever has a device, it should work, right? But I assume this only works in coop sessions where you have <12 people, as otherwise the performance impact would be too significant.
LK ULTRA (루카스 울트라) 13 Jul, 2020 @ 11:58am 
Ah, I must have misread it. That's good to know, thank you.
Scofer  [author] 13 Jul, 2020 @ 11:36am 
@Meatops Yes, multiple players can use devices simultaneously when using Units mode in the Signal Receiver module, and they will only see signals where they are set as a receiver in the module. I want to stress though that this does not add the ability for players to pass devices between one another, for that you still need to use the Device mode with only a single device being present. I'm looking into how I could achieve the same thing with Device mode, but it may be a ways off if no solution is immediately evident.

@CCGUK It's already on the list.
LK ULTRA (루카스 울트라) 13 Jul, 2020 @ 11:24am 
I'm not sure if this has been answered already but I was just curious (if even possible) if you may give a mode that allow you to disable drones.
Ostross 13 Jul, 2020 @ 11:06am 
Now that you have multiple receivers for signals, does that mean that you can also use multiple devices?
Scofer  [author] 13 Jul, 2020 @ 10:19am 
Updated released, please see the change notes.

PLEASE NOTE: Changes made in this version will require missions made with the previous versions to be reconfigured if the 'One Unit' method was being used. See the Disclaimer at the end of the mod description for more details.
Scofer  [author] 13 Jul, 2020 @ 8:40am 
@Seagull Thanks for the feedback.

Funnily enough this is something I'm working on currently. As soon as I finish testing it, it should be good to release along with some other changes.
Seagull 13 Jul, 2020 @ 8:10am 
Nice mod! It seems like you *should* be able to make the device work with multiple units, as setVariable only has a local effect
aviatorEngineer 12 Jul, 2020 @ 3:38pm 
I have never subscribed to something more quickly. The spectrum device is one of my favorite parts of Contact and I'm glad people are finally doing things with it
Glaze_TPF 12 Jul, 2020 @ 3:36am 
yoink

Sounds good
Scofer  [author] 12 Jul, 2020 @ 3:35am 
@the_piano_furry Already on the list of things I'll be looking at to see if it's possible.
Glaze_TPF 12 Jul, 2020 @ 1:32am 
would there be a possibility to make this compatable with TFAR radio? such as using it to intercept enemy comms
Skeleboners 11 Jul, 2020 @ 7:30am 
No problem at all, appreciate the fast response.
Scofer  [author] 11 Jul, 2020 @ 7:20am 
Hi, I've also just happened to find this as well whilst working on something else, the message was accidentally left in after testing was finished previously. Released a new version removing it.
Apologies for any inconvenience.
Skeleboners 11 Jul, 2020 @ 7:15am 
This may be me setting something up incorrectly, but I'm getting what I assume are debug messages with the the frequencies and signal strengths of every signal source in the mission with an update frequency on the message tied to the update frequency of the signal sources. This persists in both single unit and single device modes on the signal receiver module

Like I said, not ruling out I messed something up though.
Ostross 11 Jul, 2020 @ 3:27am 
Koger, the description gives quite a detailed overview of what the mod does and ow to use it.

If you would want to potentially be able to track vehicles in a multiplayer mission, I think you could add signals onto the vehicles in the editor by using the modules this addon provides.
Autumn 10 Jul, 2020 @ 5:23pm 
@Koger This doesn't just work on its own, no. You'll need to set it up in the editor beforehand.
Koger 10 Jul, 2020 @ 4:40pm 
Is this mod ready for multiplayer Warfare or is this just like a mission mod Like can you identify any drones and AA systems any kind of vehicle that puts out a data link
Ostross 10 Jul, 2020 @ 3:09pm 
Thanks a lot for your contribution, Scofer. I'm gonna use this addon for my campaign! :)
ComboTombo 10 Jul, 2020 @ 2:53pm 
Speaking of the device_1 and device_2 discussion a few comments down, you can do it sort of like TFAR, where they have one of each short range radio but every person that gets an SR radio will have it change to uniquely identify the radio. So for example, in the arsenal you have the AN/PRC-152, but once you take it, TFAR will add a unique ID to it, for example AN/PRC-152 74. You could use the same concept for the Spectrum Device to allow multiple people with multiple devices at once.
Scofer  [author] 10 Jul, 2020 @ 2:22pm 
Fix has been released, also added the One Device method for Signal Receiver module as suggested by @Meatmode
Scofer  [author] 10 Jul, 2020 @ 11:50am 
Hi, please be aware that I'm currently working on an issue where the mod isn't functioning correctly in multiplayer environments. In my Arma scripting inexperience I kind of assumed that the hardcoded global variables would actually set values globally, which isn't the case. This effects the settings for the Spectrum Device, and the actual signals themselves.

In a dedicated server this means that no players would be able to use the Spectrum Device, and in a PC hosted server only the server host would be able to use the Spectrum Device. This doesn't impact singleplayer.

I've fixed it for the Spectrum Device settings but I'm still working on the signals which don't seem to be working under the same fix.

Ironically learning about this may have actually shown me a possible way to make the Spectrum Device work accurately with multiple receivers.
firerescueowl 10 Jul, 2020 @ 9:52am 
Can you add drone jamming functionality?
Ostross 10 Jul, 2020 @ 9:44am 
If you end up making it so that the item can be picked up (and thus used by different people), make sure you write it in the description somewhere, as it is quite a big difference. And thanks again for agreeing to update your addon! :)
Scofer  [author] 10 Jul, 2020 @ 8:34am 
@Meatmode Thanks for linking that.

Looking at the script there it should be fairly simple to implement my own version of it (knock wood). I think it would work quite well with the mod currently at only a single unit can be the receiver. The script checks if any player is holding the Spectrum Device, then sets that player as the Receiver, then does the calculations.

I've been trying to make a script that tracks which unit picks up named items as that would make having multiple Receivers easier, i.e, one Spectrum Device has the name device_1, and another has the name device_2, but it appears that there's no function within the game to track this, instead the base classname of the Spectrum Device is used in the inventory. So I'm left with tracking all units that pick up the item.

I'll add an option to the Receiver module so that the system can be left as is, or use the item pickup method, warning that only a single Spectrum Device should be used.
Ostross 10 Jul, 2020 @ 7:18am 
https://youtu.be/yV0bOgaP5b4?t=36

Here is the video. Please do not mind the crude humour.


It seems that he does everything that you do, except you have made it a lot more convenient by creating 3DEN modules.

HOWEVER, it seems that his script allows for the device to be passed around between players. If that's correct, then I believe that script is superior and I and the community would really appreciate if you could incorporate the script into your addon, so that transferability between players works right away without an extra trigger.

Thanks again for the addon!
Ostross 10 Jul, 2020 @ 6:19am 
I might have seen a script around that could potentially enable spectrum device functionality, while simultaneously allowing for the spectrum device to be passed around (but only one total existing) and so on. If I find it, I will send it to you. You can hopefully incorporate it into your addon and make it even better then!
Scofer  [author] 10 Jul, 2020 @ 4:24am 
@ComboTombo Glad you like the mod.
I was actually thinking of trying to have each source have a 'Type' that would cause a specific sound to play when selected, i.e: radio, drone, vehicle, etc, it will probably be the first version of the listening mechanic I try before moving onto the more complex ones.
I will look into making a GitHub repository for this.

@Meatmode Thanks for the description feedback.
The only accurate receiver for the signal will be the unit that is synced to the 'Signal Receiver' module. Whilst only a single unit can have an accurate device, the module can be activated by trigger, which will overwrite any previous ones, so that the accurate receiver changes to the new unit. There's no functionality for just passing the receiver between players. An easy way to look at it would be that the unit is the receiver, not the Spectrum Device. The signal would continue to update even if the Spectrum Device isn't being used.

Ostross 10 Jul, 2020 @ 3:49am 
So... If the assigned unit with the spectrometer dies and another unit takes the spectrometer, will it bug out or will it be usable?

Additionally, if a unit drops the spectrometer (the only spectrometer in the mission) and hands it over to another unit, will the other unit be able to use it accurately or will the device bug out again?

By the way, great job with the updated description. It is a lot easier to follow now!
ComboTombo 10 Jul, 2020 @ 3:24am 
Would it be possible if you make a GitHub repository so people (me included) can watch the development of this mod and help in any way possible? Thanks
ComboTombo 9 Jul, 2020 @ 5:32pm 
Thanks for the bikey! I really love this mod and enjoy it. As a current placeholder for listening into comms, maybe in the module allow us to set an audio file that will play once we listen to the frequency. Like one of the LDF/Spetsnaz radio comms audio files. So when you listen to transmission X at frequency ##.## you'll hear that audio file play. Oh, and give the option to repeat the audio file!
Scofer  [author] 9 Jul, 2020 @ 12:48pm 
@Toshikato Right now you can do neither of those things, it simply displays the signals so you can track them.

I'm currently looking into how I could replicate the hacking of the UAV as seen in the Contact campaign so that they're at least temporarily disabled.

Integration with something like TFAR is on the list, but probably a long way off, assuming it's even possible. It'd likely require me to hook this into the TFAR API as it looks like it stores player radio frequencies which I could probably use, and that's just for making the frequencies appear. Listening in to comms is a whole different problem. In either case, it'll require me to learn a lot more before I can even begin of attempting this.
Toshikato 9 Jul, 2020 @ 12:37pm 
oh and can this be made to work with TFAR and listen in on the radio comms?