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In case you dont know the mod, ACRE2 is basically TFAR but way more indepth.
Also possibly a functionality to jam said signals.
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.
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.
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.
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.
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 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.
Apologies for 3 messages! Don't mean to spam.
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.
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.
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.
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?
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.
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.
@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.
Also Have to say great work on this
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?
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.
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.
Posted details in discussions. Just would be good to get it working regularly.
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.
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.
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.
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.
@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.
@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.
@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.
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?
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.