Arma 3
Spectrum Device Functionality - Rebuilt
102 Comments
4N0N H4X0R||Floof 12 Dec, 2024 @ 7:20am 
since there is a way to get TFAR signals, will there also be a way to get ACRE2 signals?
In case you dont know the mod, ACRE2 is basically TFAR but way more indepth.
Also possibly a functionality to jam said signals.
ThrustVector 13 Aug, 2024 @ 8:56am 
I was thinking of combining this with some other mods and scripts that can simulate jamming on TFAR in order to have OPFOR (AI) conducting signal jamming on BLUFORs (Players) TFAR radio transmissions and even if BLUFOR started using new frequencys I was thinking of somehow scanning for recently used TFAR frequencys and then start jamming the new frequencies :)
Scofer  [author] 13 Aug, 2024 @ 6:45am 
I love comment character limits :)

I don't know the exact situation you're using this in so this may not work for you, but a potential workaround for now may be making use of the Class Signals module, and have it scan for certain objects to add signals to mid mission.

The function in this module will only add signals to the applicable objects if the variable "signalInit" is false. So if there's any objects you don't want to have signals added to, but need to be included in the Class Signal module, you can set the variable to true manually with objectName setVariable ["signalInit",true,true]; You could also have this set at mission start, then manually set it back to false again with objectName setVariable ["signalInit",false,true]; so it gets picked up by the Class Signal function.
Scofer  [author] 13 Aug, 2024 @ 6:45am 
You can disable a signal by setting the variable "signalActive" to false on the object, so you'd probably want something like objectName setVariable ["signalActive",false,true]; to switch that variable globally.

Unfortunately at this time there's no way to add a signal just through a script. It's something I want to make possible in the future as I want to overhaul a lot of the functions in the mod at some point as this is my oldest mod, and I didn't set things up in the best way, so I want to make use of lessons I've learnt since making this to update it, such as, for example, having a centralised function that's can be called by all the applicable modules and can just be called by a script. Whereas right now each module has its own function, which isn't the most efficient solution.
ThrustVector 13 Aug, 2024 @ 3:01am 
@Scofer, is it possible to add/remove signals via scripting during the mission? Is there any documentation of the available functions if any?
Infallible Kitten 31 Jan, 2024 @ 5:20pm 
@Scofer Not a problem, its black voodoo that magic that has decided not to work for me before too :) Thank you for the quick fix.
Scofer  [author] 31 Jan, 2024 @ 2:26pm 
Ah bikeys issues, my favourite kind of issue. After testing it on my server you're right, there's a server client bikey mismatch.

For reasons known only to science the bikey I applied to the mod addons didn't work properly, resulting in that mismatch. I wish I had more information for why other than "it just did that for some reason".

Either way, I've reapplied the bikey, and after testing on my server again I was able to connect successfully.

Apologies for any inconvenience, I normally don't check bikey stuff before release, but I'll add it to the list to try and avoid this in the future.
Infallible Kitten 31 Jan, 2024 @ 10:33am 
Thank you for the update. However it appears the mod wasn't bisigned correctly and no one is able to join even after updating mods and keys on server and client.
Mek 26 Mar, 2023 @ 9:23am 
Ahh okay thank you very much for the swift response I will have a more in depth look at the mods im using besides it
Scofer  [author] 26 Mar, 2023 @ 8:25am 
My mod does nothing to the Spectrum Device display itself, and I've confirmed it's still working independently, so that's likely something else causing that.
Do you possible have the Contact Expansion enabled in the launcher, as that's a known incompatibility, but that's mainly just the signals not working.

I believe issues with the display can also come from mods that use the display elsewhere. Because it's a base game asset I have no control over other mods doing anything with it. If I remember correctly TIOW used the spectrum device display on one of their mortar models which broke it on the actual device. I've not been informed of any other mods causing similar issues though.
Mek 26 Mar, 2023 @ 8:04am 
Heya I just tried the mod today and im getting this error along with the display not working on the device https://imgur.com/a/8TbToBm
Shuncle 15 Aug, 2022 @ 11:48pm 
Does this work on infantry units? It works on sync'd vehicles, but I sync a class signal to infantry, yet freshly spawned ones in a mission don't work even when I have the right antenna for the signal range, nothing shows up.

Trying to make a stealth mission where my players can use certain antennas to track where vehicles/drones/infantry are to know what direction they are and a general distance, so if it normally works on infantry and I may have a mod conflict I can look around for that, but if it doesn't and there is some work around to attach it to infantry that'd be nice to know.
BreadTruck 5 Jun, 2022 @ 2:44pm 
@Scofer, more than likely a conflicting mod, I appreciate the help!
Scofer  [author] 5 Jun, 2022 @ 4:29am 
@CinzasPT Thanks for the information and code. I'm currently working on updates for other mods atm, but It's certainly something I can look at in the future. I've never touched sound stuff in Arma before so your code is very helpful.

@BreadTruck I can't say I've ever noticed this issue before. Testing it now I can use multiple signals fine, and nobody else has reported it as far as I can remember.
I'm wondering if there's some issue with your implementation, or perhaps you're using another mod that's conflicting somehow.

Every signal source module must be synchronised to a living object, you no longer have to give the module an objects variable name.

If you're sure your implementation is correct it may be worth trying to recreate it in a VR map mission, and provide that mission and the modset you're using to me. The best bet for that is probably with a Google Drive link.
BreadTruck 4 Jun, 2022 @ 1:58pm 
Currently the module only allows a single source to be placed in Eden or Zeus, is this bug being worked on or has it been noticed by anyone else? It was a useful mod being able to place multiple for SIGINT operations but with only one signal its not nearly as useful.
Kyoptic 31 May, 2022 @ 3:21pm 
*hasn't been thoroughly tested in MP. I did test it once or twice and it worked in MP dedi, but I did not torture test it by switching people and trying to break it in MP. In SP it has been tested a lot.

Apologies for 3 messages! Don't mean to spam.
Kyoptic 31 May, 2022 @ 3:20pm 
Scofer, if you're interested, I can send you whatever I manage to do as an improvement.

Also, the fall-off from a sound source should (technically) be quadratic, not linear... but your approach is fine for gameplay :)

Excellent mod. I really love electronic warfare as a topic and it fits the Arma vanilla setting quite well.
Kyoptic 31 May, 2022 @ 3:19pm 
If it helps, I used the following code to add a single sound source that also attenuated when off axis. This was a while back so I'm not 100% sure if it was for this mod or its predecessor but I'm pretty sure it was this mod.

First I initiated the sound running silently in a loop, from a trigger:
https://pastebin.com/UiPMgz9j

Then I initiated the following code, which let the player 'put in headphones' from an ACE self interact option. Then they could hear the audio, which got attenuated when they faced away. (NB: will ofc require ace to work)
https://pastebin.com/hjHPiXLc

This hasn't been thoroughly tested, and it's only a 2D implementation that can only work with a single sound source, but if I get the patience and time to bash out some SQF another day I'll post here.
Skip 22 Mar, 2022 @ 9:32am 
Why does the Angle Degradation Coefficient is now relative to a signal but general in addons settings ? I used to change it depending signal sources. :(
InfinitY 12 Mar, 2022 @ 8:32am 
Alright, sounds good, thanks for your efforts.
Scofer  [author] 12 Mar, 2022 @ 7:17am 
@InfinitY Hey again, I actually meant to do that update 2 weeks ago, but I'll admit I forgot due to... escalating world events let us say. I think I did everything I wanted to with it so I'll aim to release it on monday.

Having sounds on frequencies is something that has been requested in the past, but I've been putting it off. With the modding experience I have now I can certainly see if I can figure out a good system for it.

I'll preempt any comments about listening to TFAR radios by saying it's not something I plan to do, but if I do happen to figure out an easy way to do it it'll be an optional setting, so you can choose if it's something you want to allow.
InfinitY 11 Mar, 2022 @ 1:16pm 
Hey Scofer, me again.
Any chance you could add the ability to play audio when tuned to a frequency, like the music radio tower in the Contact campaign?
Also, whats this update you speak of? Any ETA?
Mark 17 Feb, 2022 @ 3:25pm 
I have played with this but I have no idea is there a way you could build a simple mission and publish it so idiots like me can understand what you did to get this to work?
Mark 6 Feb, 2022 @ 8:33am 
Yeah, I read through it my buddy who understands this stuff is deployed sadly or he could figure it out. I just don't get how to make a signal off an object that the receiver will pick up. Think I am the dumbest SOB on the planet I know where to find triggers but I have no idea how to set up a trigger to initiate the whole thing. IF you have time can you just show a basic how two pictures on google docs?

The info on the google docs was clear but expect I know nothing at all.

I want to use this eventually to explain how radio DF works to people who are going to try it in real life.
Scofer  [author] 6 Feb, 2022 @ 2:04am 
The upcoming update won't be compatible with current configurations, so I wouldn't recommend starting anything brand new for proper ops until the update is out. However, I don't do big updates on/just before weekends; when most ops are ran, so there should be plenty of time to update missions after the update, whenever that is. The current version of this mod will be transferred over to the old mod page when I do update for backwards compatibility, so people can still run anything they do make.
Scofer  [author] 6 Feb, 2022 @ 2:04am 
@Mark If you haven't done so already I recommend reading the documentation, as it goes through what each parameter for each module does.

For some reason Steam has started blocking Google Docs links so you'll need to copy/paste this to your browser directly.
https://docs.google.com/document/d/1AanP9ehIF1TCJEqsBQxNwkjk-1wXbfg2hvr0QBnSJ1I/edit

This was the first mod I really worked on so I'll admit everything's not as simple as it could be, I have been working on an update that should hopefully make it a little bit easier based on things I've learnt since making this.
Mark 5 Feb, 2022 @ 6:36pm 
I am at a loss on how to make a signal come out of anything. Can you edit a idiots guide to making signals work? Love the concept but I just don't get how to work this thing.
Predator2208 31 Oct, 2021 @ 7:49pm 
An addendum to needing contact DLC, it seems that if someone does not have the DLC they cannot pick up the spectrum device. This can be circumvented by script equipping the device or by having the player equip the device in arsenal.
Predator2208 26 Oct, 2021 @ 2:35pm 
Testing and trying @InfinitY solution did not work initially. After some investigation, I realized that my workshop was not updating properly and there were duplicate folders in the workshop files. Wiping and starting clean seemed to fix my issues. It could have also been due to the August update. Either way, it works so thank you and Scofer.

@ilbinek I had a friend who has never owned contact use this on a LAN server and it worked properly without watermarks. They tested with just the military attachment and worked fine.
Jones.S [48MI] 3 Oct, 2021 @ 11:12am 
@Scofer Is there Any chance of getting Some kind of Audio EG background Satic that plays when Ui is open and maybe peaks when looking at signal?

Also Have to say great work on this :steamthumbsup:
ilbinek 17 Sep, 2021 @ 5:45am 
@Scofer I personally own the DLC, so I don't have a way of testing it.
The DLC watermark is also undesirable, as it is really obstructs your vision and that's a no no in a PvP situations. I'll get someone without the DLC to test it and I'll keep you updated. If there's a problem with it, is there a chance you'll be able to do a custom model/what's necessary to make it work for people without DLC, or at least to give me permission to use some of your code to give it a shot?
Scofer  [author] 17 Sep, 2021 @ 5:39am 
@ilbinek Honestly I have no idea. I don't know anyone who doesn't own the DLC and I don't recall ever being told about it working or not by people who have subscribed to this who don't own the DLC.

It's entirely possible that holding the device will show the DLC watermarks etc but still work fine. It's also possible that non-DLC owners can hold the device, but the display doesn't work for them.

Unfortunately, at this point I simply don't know. I did "uninstall" the DLC once and could still use it fine, but I don't know if it kept working because the game knew I owned it.

If you (or anyone) is able to use it fine without owning the Contact DLC please do tell me so I can update the mod description and documentation.
ilbinek 17 Sep, 2021 @ 5:16am 
Hello, I am right that the user still needs to own the Contact DLC? If so, is it purely because of the model, or combination of model and the "scoped in" screen?
Is there a way of using this for people without the Contact DLC? This is an awesome tool for missions where you got to find your objective (planted transmitter, radio tower, etc). Sadly most of the people I usually play with do not have the Contact DLC.
SoloWingPixy 14 Sep, 2021 @ 7:06am 
Hi, anyone else regularly experiencing errors called "#EM_Values Error"
Posted details in discussions. Just would be good to get it working regularly.
Hans_Kloss 24 Aug, 2021 @ 6:08pm 
I wish it could be compatible with acre2.
Hans_Kloss 24 Aug, 2021 @ 5:49pm 
I've been waiting patiently. Come on, brother.:steamhappy:
CPT A. Skyried |171CB| 21 Aug, 2021 @ 10:45am 
@Scofer he means he's wants to repack your mod along with several other mods for his own community and upload that to the steam workshop so that he can "reduce" the number of mods he's running/displayed.
InfinitY 18 Aug, 2021 @ 1:15pm 
@Scofer love this mod, glad I could be of some help.
Scofer  [author] 18 Aug, 2021 @ 9:07am 
Fix published.

I've become a lot more experienced at Arma modding since I last properly looked at this mod, so there'll probably be an update in the near future to implement various efficiency improvements and any new features I can figure out.
Scofer  [author] 18 Aug, 2021 @ 8:37am 
@InfinitY You absolutely legend. I didn't even consider that there would be Spectrum Devices with pre-attached antennas in containers.

I've confirmed that's an issue now, I'm not 100% sure if I can do anything about that, but I'll see what I can do. I imagine the devices with pre-attached antennas use a different classname to the base device.

@Jedi Where is this being uploaded? I'm not especially fond of re-uploads on the Steam Workshop, but based on your wording I feel it may be somewhere else, in which case just have something saying where you got it from.
InfinitY 18 Aug, 2021 @ 7:38am 
@Predator2208 I found a potential fix, I had the same issue

I could be wrong, but the spectrum devices that come with an antenna, the ones you place in crates and BI arsenals, are the broken ones. If you place a regular SD plus the antenna attachment separately, the issue won't present, at least in my limited testing.
Jedi 10 Aug, 2021 @ 9:17pm 
To reduce the number of mods loaded while playing,I'm going to add your "Spectrum Device Functionality - Rebuilt”.And upload to the creative workshop for our team members to subscribe to use, may I ask? Do you need any statements?
Scofer  [author] 30 Jul, 2021 @ 12:58pm 
@SoloWingPixy This is only released as a mod.

You can have the signal be on units individually, or you can have the signals done for units based on their classname with the Class Signals module, however be aware that this can be a bit weird sometime with how the game detects units based on their classname; it also detects units that inherit their config from that classname.

I might be misremembering how it works slightly, but let me provide a theoretical example:
Imagine a unit had the classname of 'rifleman' which had basic config information, then you had 'autorifleman' which inherited the config from 'rifleman', then added some of its own config. If you asked the game to detect 'rifleman' it would also detect 'autorifleman'.

In summary, yes you can have signals on units, but be aware if you're doing it using the 'Class Signals' module it may give signals to units you don't want to have them. I recommend always testing your setup just to see what happens.
SoloWingPixy 30 Jul, 2021 @ 12:48pm 
Also can the signal be placed on units?
Scofer  [author] 18 Jul, 2021 @ 7:31am 
@Nobilis Unfortunately I don't think something like that is feasible to implement. It may be doable, but it may not work well. As for the UAV jammer see my response to Redwan.

@Predator2208 This isn't the first time I've heard about this issue, but I still have yet to be able to reproduce it. If possible can you tell me exactly how this scenario is set up where it's not working, or even better upload a .zip file of your scenario to something like Google Drive and provide a share link.
Scofer  [author] 18 Jul, 2021 @ 7:30am 
@Crack Joris I'm not sure what anomalies are added, but I don't see why not. You can probably use the Class Signals module to have signals generated for the anomalies. Failing that you can have signals for an object you manually place in the editor that has its model hidden.

@Oriskana I'm not really sure if there's a common standard for how to do stuff like that, but I may have just not found said standard. In either case, I'll improve the tooltip to state that quotation marks shouldn't be used, and includ an example.

Scofer  [author] 18 Jul, 2021 @ 7:30am 
Apologies for not responding to anything for awhile, been focusing on other stuff.

@Woldermar If you're wanting to do some translation stuff then the best way is to probably make a translation of the documentation and provide a link to your translated version. Using that I can probably try make the translation in game too.

The same goes for any other language people may want.

@Koger You need to build a mission with the modules provided by this mod.

@Redwan S. I'm not planning to try figure out how to do this currently. As MMBB said you need to use the Contact platform for that functionality. If I ever happen to come across a way to implement jamming I'll see what I can do.
Predator2208 17 Jul, 2021 @ 3:59pm 
Hi, I have an issue where no matter how often I open and close inventory or switch attachments, the device frequency will not update. The frequency is only checked on whatever device attachment the player has on spawn, AKA the frequency is only updated at spawn. Does anyone know how to fix this or how to force the eventhandler to check?
Nobilis 7 Jul, 2021 @ 3:28am 
Hi,
thank you for the work you've put into this mod. I realy enjoy unsing it.

It would be nice if the class-modul could also add signals to map-objects of the classes e.g. for "Land_Communication_F,Land_TTowerBig_1_F,Land_TTowerBig_2_F,Land_TTowerSmall_2_F,Land_TTowerSmall_1_F". At the moment is looks like only editor placed objects are processed.

Are there any plans to add a jamming function for UAVs or something like that?
Oriskana 29 Jun, 2021 @ 7:16am 
Hello, like the mod but I have one tiny complain. In Class Signals module, in the field where you put classnames of objects.

Unless I'm mistaken it's common to write classnames with "". But your module requires them written without "". A note or even better, an example in tooltip hint would be much appreciated how to write them.

Cheers,
O.