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Thanks again, great work
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.
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
@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.
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?
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.
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.
@CCGUK It's already on the list.
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.
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.
Sounds good
Apologies for any inconvenience.
Like I said, not ruling out I messed something up though.
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.
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.
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.
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!
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.
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!
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.