Arma 3
Crows Electronic Warfare
514 Comments
Crowdedlight  [author] 3 Aug @ 12:39pm 
@Marki
Always open for PR or new features. My time is super limited right now due to irl, so best option would probably be to post it in an issue at: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues

Then it is referenced if/when someone have time and want to implement it :)
You can also do a straight pull-request if you want to contribute. Then we would review it and see how it would fit within the mod.
Marki 3 Aug @ 7:42am 
Jamming backpack script*
Marki 3 Aug @ 7:42am 
If you want, I have a drone backpack script, make it specifically to use with this mod. I use it by executing it in a mission files
JuanGdo 3 Aug @ 7:03am 
it would be interesting to have a Drone Jammer backpack, even if it's just the model and not working. Awesome mod
ICT 30 Jul @ 8:04pm 
@Marki @Crowdedlight, you 2 are beautiful, thanks for the quick reply!
Crowdedlight  [author] 30 Jul @ 9:10am 
@ICT please check if you are testing it in single-player mode, or multiplayer mode if you launch through the editor? (Singleplayer mode have had problems before with those)
Marki 30 Jul @ 3:42am 
Are u doing it in editor?
ICT 30 Jul @ 2:02am 
Im sorry, great mod. I feel like i checked everywhere but do not want to sift through 51 pages of comments so i figured id leave a comment instead. I can not seem to activate/deactivate the jammers while in person. I have all 4 rhs dev, ace, no tfar/acre right now but the plan is to add with this later. kyklops deprecated ew, drone signals, and a colassal list of other less relevent (imo?) mods. There very well could be conflicts but there are no errors, i can zeus place jammers and they make the noise but no animations and no options to activ/deactivate, as far as i can tell they work right too. Idk is it an option or do i need to mod test xd
Crowdedlight  [author] 25 Jul @ 4:30pm 
hmm. That should work. I have not seen any changes in that code and last time I tested it, it worked fine.

When testing it, have you ensured that the radio-tracking is turned on with the zeus/editor module?

You are using TFAR v1 right?

You do have the right antenna on the spectrum device? The "military antenna" that is within the frequency spectrum of the frequency the tfar radio is broadcasting?

Check if you have enabled "tfarSideTrack" in CBA settings. If that is enabled then radios from the same side will not show up. (If you happened to test it with AI on same side as players)

Does the AI unit broadcast no signal when zeus is talking while posessing it, or are you not able to listen to what is broadcast? How does it not work?

Does it work if players broadcast on radio, can other players then see and listen in? So it is only when zeus posses an AI it does not work?

I need some more details on how to reproduce the error. If I can't reproduce it, I can't fix it. ;-)
DNy the Beast 25 Jul @ 2:23am 
Hey, I mean when the Zeus place a AI Unit and takes controll over it and then use the Radio. We tested it and it doenst worked. Thats what I mean.
Crowdedlight  [author] 23 Jul @ 11:55am 
The Radio Tracking only works on players. As only players would key up and transmit through TFAR.

If you want to track AI, you have to add a signal on the unit through zeus, or add the "random radio chatter module" that has some stock phrases that can be received with the spectrum device.
DNy the Beast 23 Jul @ 7:05am 
Does it works with Units placed by Zeus?
DNy the Beast 23 Jul @ 6:48am 
Hey, the Radio Tracking (TFAR only) do not work anymore. Any workaround to spy enemy Units?
Infallible Kitten 13 Jul @ 7:54am 
@Crowdedlight Thank you sir!
Crowdedlight  [author] 13 Jul @ 7:41am 
Infallible Kitten 10 Jul @ 10:15am 
Is there a variable or a way to know if a unit is under jamming influence? I am trying to write a small addon to disable ACE/CTAB GPS abilities when being jammed.
JcNaY 1 Jun @ 4:58pm 
@Bernhard
Thanks! ill look into it
Bernhard 1 Jun @ 4:01pm 
@JcNaY
Crowdedlight put the general license information here:
https://github.com/Crowdedlight/Crows-Electronic-Warfare?tab=License-1-ov-file

I once got permission from him to reupload an older version of the original mod to the workshop (for only a short time span).
This was needed for an event that we hosted.

If you have good reasons and present them well to him, you might be able to get special permission.
JcNaY 1 Jun @ 3:01pm 
hello!, i was wondering if you allow repacks on this mod, i cannot see anything regarding it for this. i apologize if you answered this and i just didnt see it
Crowdedlight  [author] 1 Jun @ 12:45pm 
@Nemosupremo
I have been asked before if I could add real radio chatter recorded from the current war between Russia and Ukraine. For obvious reasons that is not something I am going to add to the mod.

But the functionality is there to add whatever you want for your own voicepacks through templates or custom mods, be it lines from Life of Brian or people from your own community discussing why cats is the apex predator. ;-)

I am however open for people donating voice-clips in various languages they record themself or that they have ownership over and allows me to publish with the mod. Like the current contributors that have donated for the existing voicepacks.

(I can not promise accepting all languages if I don't have a trusted source giving a translation for it, as I need to know what I am adding directly in the mod)

Due to irl constraints I don't have much time for development currently, but do accept pull-requests.
Infallible Kitten 1 Jun @ 12:06pm 
Donate it so Crow can add it.
Nemosupremo 1 Jun @ 10:44am 
Oh ok because having generic Russian radio chatter would be really immersive and campaign specific but thanks anyway
Crowdedlight  [author] 1 Jun @ 8:13am 
@Nemosupremo

Thanks!

There is no other voicepack mods to my knowledge that works with the mod. You can add voicepacks yourself on the template or a custom mod like I describe here: https://crowdedlight.github.io/Crows-Electronic-Warfare/spectrum/radio-chatter/add-own-sound-pack.html

But I got no knowledge of anyone doing that :)

In our community we ended up having the zeus/co-zeus/trusted players, do the role of enemy comms, and then using the TFAR radio listening feature.
Nemosupremo 30 May @ 10:57pm 
hey this looks like a fantastic mod adds more depth to the game. When it comes to radio chatter that SIGINT aspect is great. What voice pack mods that you can find on the workshop is compatible with this mod and the radio chatter module?
Infallible Kitten 24 May @ 12:24pm 
Thank you very much sir!
Crowdedlight  [author] 24 May @ 12:20pm 
@infallible Kitten. You have to call the event as server-event. So like this, but with the variables filled out with the values you need and a valid voicepack. This is not public API, so I can't promise it won't change in the future if needed. But I don't see any reason to change it anytime soon. just FYI.


// Call this only once per unit, the server will make sure its broadcast to all clients.
["crowsew_spectrum_addRandomRadioTrackingChatter", [_unit, _range, [_pauseMin, _pauseMax], [_durationMin, _durationMax], [_freqMin, _freqMax], _voicePack]] call CBA_fnc_serverEvent;

Voicepack have to be one of following strings, unless you added your own:
"british",
"morsecode",
"electronic",
"alienElectronic",
"police",
Infallible Kitten 23 May @ 2:13pm 
Hello, I am trying to add the radio chatter to AI units dynamically throughout a mission where they are spawned in via script (not eden or zeus). I have been trying to use...

crowsEW_spectrum_fnc_addRandomRadioTrackingChatter
crowsEW_spectrum_addRandomRadioTrackingChatter

And im not even getting any errors, which leads me to believe im not even on the right track. Is there a scripted way of adding the radio chatter?
CPT A. Skyried |171CB| 14 May @ 10:41pm 
@Crowdedlight Much appreciated!
Crowdedlight  [author] 14 May @ 4:39am 
@Skyried, Currently there is not a super clear way to externally check if players radios are within jamming range, without checking all jammers and range/active status.

You could check the public vars on a player to see if their radio is being boosted or degraded.

I added ways to do this for tfar and acre and how to check if a unit/drone is being jammed. Gist here: https://gist.github.com/Crowdedlight/2266e8bc02d97cd754f8cc5813ab387f
Crowdedlight  [author] 14 May @ 4:19am 
@TheBrickedWall, Zeus is by default immune. Make sure to check this. The immunity can be disabled in Addon Settings.
CPT A. Skyried |171CB| 13 May @ 11:31pm 
I'm currently researching a way to jam navigation and communications via ctab to do "gps spoofing" - is there any easy way to reference when players are being jammed by your mod?
TheBrickedWall 13 May @ 5:37pm 
Trying to test out the jammers. Currently run ACRE and the jammer doesnt seem to effect comms, neither does the EMP.
Brim 5 May @ 11:48am 
@Crowdedlight All good we'll just avoid that now that we know so no worries! And alright, I'll probably just throw it in the init for the mission in a if statement checking isServer.
Crowdedlight  [author] 5 May @ 11:27am 
In regards to enabling it,

You can set the setting on the template with the module. There is no CBA setting for it. Alternative you can set it by script by running:

["crowsew_spectrum_toggleRadioTracking", [true], "crowsew_spectrum_radioTracking"] call CBA_fnc_globalEventJIP;

But only run it once local on a single player or on the server, and at that point its probably easier to use the module on the template or as zeus ingame anyway.
Crowdedlight  [author] 5 May @ 11:27am 
@Brim
I see. I just tested it and you are correct. It throws an error when trying to set it as active. However the radio is not meant to be set as active. You can still change the settings of volume and putting it on specific ear without having it set as active.

The mod will deal with the frequencies and encryption-codes on its own. Even if the radio did not throw the error I don't believe you could use it outside through the spectrum device.

I will look into why its throwing the error and see if I can fix it, so it at least does not delete itself. But in the meantime just don't set it as active.
Brim 4 May @ 9:03pm 
Alright after a little more testing, I'm not sure why they deleted the first time, but if you set the Icom as your active radio then it will delete itself, at least with our modset I did not test this with just the mod isolated.
Also is there a way to set it in mission settings that would let radio tracking be on by default instead of having to be toggled on by zeus?
Brim 4 May @ 7:54pm 
@Crowdedlight I'll have to test it and see if it's one of the mods we're running. I don't see why but then again things like this never make sense in arma anyway. I just wanted to check here first to make sure it wasn't something directly related to the mod possibly functionality wise that was doing it intentionally.
Crowdedlight  [author] 4 May @ 3:22pm 
@Brim That should not happen. There should not be anything that deletes it. Does this also happen only loaded with this mod and its dependencies?

I just tried to spawn in, pick a icom through the arsenal and exited and it stays fine in my inventory. Even with RadioTracking turned off.
Brim 4 May @ 2:12pm 
Hey question, with the Radio Tracking, when we try to add the Icom Radio they get deleted from our inventory 1 every second about. Is there some setting that we missed?
Marki 20 Apr @ 1:35am 
Pretty sure steam and bohemia TOS as long as it is a dependency you do not need to ask anyone a permission. As they own all the rights
Comet Pup 19 Apr @ 2:43pm 
Are we allowed to create re-textures for assets and use in other mods? (asking for Waifu Tablets)
SirSkully 10 Apr @ 9:50am 
Okay that's good to know, I'll consult my scripting wizard and see what we can cook up, thank you sir
Crowdedlight  [author] 10 Apr @ 8:37am 
@SirSkully
Not easily out of the box. The AI drones will just stop in their tracks and essentially have "no ai" enabled.
If you want to do some custom scripting for it, you can get all currently jammed devices from the missionNamespace with:
"private _allJammedUnits = missionNamespace getVariable ["crowsew_spectrum_activeJammedUnits", []];"

So you could check that list every second or so, and see what is jammed, and if one of the types you wish to crash is on the list, you can use a function to apply damage to the parts you want, like a flying drone you could probably disable its motors/rotors and make it crash out the sky. https://community.bistudio.com/wiki/setHitPointDamage
SirSkully 9 Apr @ 4:37pm 
Had this in our group's modlist for a while but only now looking into using the cool parts from it, question, is there any way to have it so that aerial drones jammed by the spectrum device essentially get lobotomized and lose control/crash while they're being jammed?
Nife 13 Mar @ 11:13pm 
Outstanding mod - excellent work.
ΛON | Storey 11 Mar @ 9:19am 
Amazing, thanks so much for the info!
Crowdedlight  [author] 11 Mar @ 8:13am 
4 times*
Crowdedlight  [author] 11 Mar @ 8:13am 
@Storey, SATCOM boosts radio by 4, for whoever is within the radius. (It can be put on a movable vehicle).

It is a bit simple, but idea was it was seen as "satellite communication", and would also be immune to jamming. Same principle as the SATCOM deployable from on of the TFAR mods.

So it can be used to have smaller areas inside jammed zones, where you can still communicate with people outside the jammed area.
Crowdedlight  [author] 11 Mar @ 8:10am 
@DynCoder, should be able to run this, Is what happens when the zeus module is used to activate it.

["crowsew_spectrum_toggleRadioTracking", [true], "crowsew_spectrum_radioTracking"] call CBA_fnc_globalEventJIP;
DynCoder 11 Mar @ 7:28am 
Is there a function that'd let me enable the TFAR tracking from a script (or from init.sqf)