Arma 3
Spectrum analyser script demo
60 Comments
Geral de Rivia 30 Jan @ 6:10pm 
Estoy tratando de ponerle sonidos a tu script pero sin exito
class CfgSounds {
// Sonido para volumen del headset
class headset_volume {
name = "headset_volume"; // Nombre interno del sonido
sound[] = {"\sounds\251565__waveadventurer__headset-volume.ogg", db+0, 1}; // Ruta al archivo .ogg, volumen y pitch
titles[] = {}; // No se requiere título
};

// Sonido de beep
class beep_signal {
name = "beep_signal"; // Nombre interno del sonido
sound[] = {"\sounds\33783__jobro__3-beep-c.ogg", db+0, 1}; // Ruta al archivo .ogg, volumen y pitch
titles[] = {}; // No se requiere título
};
};
Kiwi_Twitches 7 Sep, 2023 @ 10:29am 
Curious, I'm not sure if I've done something incorrectly, but it doesn't stop the drones engaging targets. It stops the last order given, but if the drone then sees a player it engages them and functions autonomously, including initiating new movements

Seperately, can you include a document about how to use the jammers properly with your mod, and all the features and how to implement them.
wersal™ 23 Aug, 2023 @ 8:06am 
Привет BENDEP ! Я хочу восстановить функционал анализатора спектра(ту часть которая позволяет глушить дроны) в моде Antistasi и наткнулся на твой мод(скрипт). Можешь сконтактироваться со мной?
Z1ks 30 Jan, 2022 @ 5:42am 
хм, да, спасибо большое, буду стараться что-то еще додумать
BENDEP  [author] 30 Jan, 2022 @ 3:38am 
но в целом можно соорудить мелкий костыль: сделать объект-пустышку (типа helipad например) и на него повесить сигнал, а при респе техники атачить к ней
BENDEP  [author] 30 Jan, 2022 @ 3:37am 
ммм... увы тут уже надо переписывать. все же скрипт я писал с расчетом на твт и ему подобные режимы где "одна жизнь"
Z1ks 30 Jan, 2022 @ 3:15am 
а нельзя в таком виде: [класс объекта(то, что пишется под полным названием объекта), частота, сила сигнала]? Просто в моем случае, техника спавнится одна, но после её уничтожения, через время, создаётся еще одна, но в другом месте.
BENDEP  [author] 29 Jan, 2022 @ 11:54pm 
ну вот именно туда в виде массива из элементов вида [имея переменной, частота,сила сигнала]. пример для 2х юнитов: sa_beacons=[[i_ko1, 111.2,31],[i_ko2,118.1,15]];
главное со скобками и запятыми не напутать)
Z1ks 29 Jan, 2022 @ 2:09pm 
Понял, а можете пожалуйста подсказать куда можно вписать это? Я пытался в sa_beacons, как и с объектами, которые имели переменные, но получал ошибку :(
BENDEP  [author] 29 Jan, 2022 @ 1:52pm 
Z1ks, для беспилотников увы данную фичу не делал-частота выбирается рандомно из диапазона. А вот на свои сигналы (в т.ч. повешенные на объект типа технике)-легко
Z1ks 29 Jan, 2022 @ 12:40pm 
Долго искал похожий скрипт, но я бы хотел уточнить: в данном скрипте можно установить фиксированную частоту классу техники(не как переменной, а именно чтоб при спавне техники, у неё уже была предустановленная частота, независимо от переменной объекта). Заранее благодарю!
BENDEP  [author] 7 Nov, 2021 @ 2:06am 
place both files spectrum_device.sqf and sa_ewar.sqf in mission dir and call it from mission init.sqf:
[] execVM "spectrum_device.sqf";[] execVM "sa_ewar.sqf";
Bear 6 Nov, 2021 @ 3:13pm 
Hey how exactly must my init folder looks like? i'm sure i'm doing something wrong, because the script isn't loaded by default and when i try to exec it through the debug console it behaves weirdly, the frequencies from the drones keep changing and going 0**# every time, they go up and down so fast i can't even try to jam it
Marki 1 Jun, 2021 @ 4:37am 
Is it possible to add sound to some signals?
Boingo 24 May, 2021 @ 6:02am 
Thank you BENDEP. This is a great script, which finally gives me an effect of "Hacking" drones without having to be next to them. I will use your advice for the chance of jamm. Thank you!!!!
BENDEP  [author] 24 May, 2021 @ 12:02am 
u can change chance of jamm to a fixed number or u own formula in sa_ewar.sqf on string 119 (variable _chance). and yes-if target is jammed (roll got in this "70%") it will get autonomous state
Boingo 22 May, 2021 @ 3:33pm 
I see that UAV's turn autonomous when you jam them. But it even when I'm standing next to the UAV to jam, it maxes out at 70 percent or so. Is it possible to achieve 100 percent on a jam? Or even if the percent chance is 70 does it still go autonomous? *I am attempting to trigger the UAV to change sides to the players faction when it becomes autonomous.
Lastick 26 Feb, 2021 @ 2:18am 
Отлично, все работает. Ну это заслуженный лайк
BENDEP  [author] 26 Feb, 2021 @ 2:10am 
каждый в своей паре скобок. вот кусок из моей миссии:
//Mission settings
sa_beacons=[[i_ko1, -1,-1],[i_ko2,-1,-1],[i_ko3,-1,-1],[radio1,-1,45],[radio2,-1,40],[radio3,-1,37],[radio4,-1,45],[radio5,-1,37],[radio6,-1,40],[radio7,-1,37],[radio8,-1,37],[box1,-1]];

тут i_ko* это випы, radio* это пустые тригеры отмечающие радиовышки на карте. ну те можно привязаться к любому объекту которому можно задать имя переменной
Lastick 26 Feb, 2021 @ 1:39am 
А если 2 и более?
BENDEP  [author] 26 Feb, 2021 @ 1:08am 
дать ящику "имя переменной" в свойствах и в файле spectrum_device.sqf в начале в строчке //Mission settings
sa_beacons=[];
написать нечто типа:
sa_beacons=[[имя ящика, -1,-1]]. вместо первого -1 можно указать нужную частоту, вместо второго-базовую силу сигнала. если указаны -1 то каждый раз они будут генерироваться случайно
Lastick 26 Feb, 2021 @ 12:59am 
Все работает, но 1 вопрос - как сделать, чтобы сигнал был у ящика?
Marki 13 Feb, 2021 @ 5:24am 
How does jamming work? Does it disable AI? Do I need to do it once or aim and keep pressing the button?
BENDEP  [author] 20 Oct, 2020 @ 7:12am 
Just edit variable sa_beacons in spectrum_divice.sqf. It is an array of signals. Each signal format is [object, frequency, signal base strength]. signal strength is optional (if missed will be used default strength defined in sa_base_signal_str variable in spectrum_device.sqf).. if frequency or strength is -1 it generated randomly when mission starts (variables for tuning random is sa_min_random_str, sa_max_random_str)
Ellman 20 Oct, 2020 @ 6:04am 
How do you set a custom signal source? You seem to have left that information out.
Decoy 17 Sep, 2020 @ 9:45pm 
Still no love. Even with the new script, and remoteexec exceptions to allow it through, I can't get this script to work together with exile mod.
BENDEP  [author] 8 Sep, 2020 @ 2:12am 
script updated to v1.6, scenario updated
BENDEP  [author] 8 Sep, 2020 @ 12:11am 
Decoy, in mission folder u should use description.ext instead of cfgremoteexec.hpp
And function fnc_sa_add_spike_signal dont throw same error when scanning uav friendly-foe for?
Decoy 7 Sep, 2020 @ 11:17pm 
I'm not a great coder, so this is just me spitballing, but the part of the script that removes waypoints seems to work completely fine in exile. What if there was a check added to that part of the sa_jamm function (it seems like that part does the work of deleting waypoints) that ran UAVControl to get the player connected to the uav, and then does a remoteexec on the target player to force them to disconnect from the uav?
Decoy 7 Sep, 2020 @ 9:29pm 
so I added an exception in exile's cfgremoteexec.hpp in the mission file, to allow that function to be remotely executed, but it made no difference. I don't have anyone around to help me test it right now, but I haven't been able to force myself to disconnect from the uav by jamming, only remove its waypoints.
Decoy 7 Sep, 2020 @ 9:08pm 
Okay, that helped. I still haven't been able to force anyone (even myself) to disconnect from a drone, or prevent them from connecting (and I lost the variable ammo counter that shows the %chance of success) with that change, but I was able to find what I think is the problem, in my server's rpt file.

0:05:27 Scripting function 'fnc_sa_local_add_to_jamm_list' is not allowed to be remotely executed

I'm not sure how to get around that within exile, but it's a start.
BENDEP  [author] 7 Sep, 2020 @ 9:57am 
Decoy, quick look into the script made me think than string in sa_ewar.sqf "[_unit] remoteExec ["fnc_sa_local_add_to_jamm_list",[0,-2] select isDedicated];" call this bug. try to change it for "[_unit] remoteExec ["fnc_sa_local_add_to_jamm_list",-2]; It should temporary fix issue on dedicated server (no player-hosted one)
Full fix is a bit tricky and i will release it after test in few days
BENDEP  [author] 6 Sep, 2020 @ 11:34pm 
The user should be disconnected. I will make test&fixes when get time for (generaly in few days). Now u can simply check variable sa_local_jamm_list content on operator's client. If it is empty-somthing went wrong with passing info about jammed uav between users
Decoy 6 Sep, 2020 @ 9:59pm 
Played with it some more, and the jammer seems to only remove waypoints from a drone, but doesn't do anything else. I thought it would forcibly disconnect the user? Or is that as intended?
Decoy 6 Sep, 2020 @ 9:15pm 
@BENDEP I have the scripts and stringtable enabled per instructions on my exile server, but so far haven't been able to force anyone to disconnect from the UAV or prevent people from connecting to it. Do you have access to an exile server to test it on? I can't give you server side access to mine, but I can give you the info to connect to it, and the server side rpt afterward if that'll help.
Swug 6 Sep, 2020 @ 12:34pm 
A'ighty, thanks for the help!
BENDEP  [author] 6 Sep, 2020 @ 11:59am 
Retarded FoX, just replicated it. will fix it few days. Now just copy stringtable.xml file in your mission folder to fix it.
Swug 6 Sep, 2020 @ 10:43am 
The messages created by line 30 and 31 in sa_ewar.sqf. Unloaded all mods, yet still having the same problem.
BENDEP  [author] 6 Sep, 2020 @ 10:38am 
Retarded FoX,left or right message display bugged?
Swug 6 Sep, 2020 @ 10:06am 
Ah roger, thank you for such a quick response!
BENDEP  [author] 6 Sep, 2020 @ 9:35am 
Retarded FoX,1)yes. AI components still works, we jamm only comms-onboard drone computer still function
2) may be addon conflict? script was used yesterday on 140ppl game. nobody complains on such bug. but i will check stringtables in this scenario
Swug 6 Sep, 2020 @ 8:25am 
I noticed that when jamming a drone, you cannot stop them from targeting and shooting as it seems. The hints from when you use the antennas are also broken, as they just display the code for the text, and not the actual text.
BENDEP  [author] 6 Sep, 2020 @ 12:16am 
Docoy, on my video above i jammed drone of same side, as a player. Ok, i hope i will make more tests on dedicated server. Thanks for bug report

Decoy 5 Sep, 2020 @ 3:04pm 
It was in Exile, so players are all on green team (IND side) regardless of if they are friendly or not, and the uav was an ar-2 darter, placed from I_UAV_01_backpack_F
I've tried looking through your script to figure out how it works, maybe disable any friend/foe detection so you can jam "friendly" drones as well, but it's far beyond my basic skills.
BENDEP  [author] 5 Sep, 2020 @ 9:31am 
thank for feedback. i made several test (including real games on mp server. i was drone op) and everything worked fine. but after this report i think i will make a few more tests. plz give me information wich type of drone worked wrong
Decoy 5 Sep, 2020 @ 1:47am 
I tested this quickly on an Exile server, and I don't think it works in that environment currently. I built a uav drone and had another player connect to it, take controls, but it wouldn't kick him out of it no matter how many times I "jammed" the drone.
Is the jamming function faction dependent? ie: If the other player is of the same faction as me, am I unable to jam their drone? And if so, how can I change that? I think your script would be a great counter to large groups using drones for recon, and would love to have it on my server.
BENDEP  [author] 4 Sep, 2020 @ 12:59am 
generally i don't know how achilles executes code-is it JIP-compatible (required for my script), is it executed unscheduled (alse required, but when u start scripts from init.sqf). so i can offer you to test it and write a result here
Marki 3 Sep, 2020 @ 12:11pm 
So would I initialise it using execute module in Achilles just by pasting the code?
BENDEP  [author] 3 Sep, 2020 @ 8:59am 
oh... so the only way to initialize script's server&client parts is to call scripts form init (or admin console while mission runing)
Marki 3 Sep, 2020 @ 8:47am 
I havent tried the mod yet, so I dont know if you can place modules in zeus. I am asking because my gaming group prefers doing everything in zeus rather than editing mission files