Arma 3
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Spectrum Device Functionality - Rebuilt
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
129.713 KB
9 Sep, 2020 @ 5:17pm
2 Oct, 2024 @ 12:34pm
16 Change Notes ( view )

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Spectrum Device Functionality - Rebuilt

Description
"Scofer, you've made the only good mod, I'm sorry." - Warpugss, Totally Professional Twitch Streamer, 12/07/20

This is a rebuilt version of the Spectrum Device Functionality mod I released on 06/07/20, I made the decision to completely rebuild the mod due to some underlying issues that would be rather difficult to fix, and I didn't want it to turn into a patchwork of fixes. The overall functionality has been improved and streamlined, and there are some additional features.

The old mod is being maintained so that any existing missions using it can still be ran, but I highly recommend using this version for any future work. The old mod can be found here.

Please Note: This only displays signals, none of the functionality from Contact such as hearing or transmitting on the signals is possible with this mod. If you want the full Spectrum Device experience, you must use the Contact Platform. That said, I’m adding features where I can.

Please read the documentation for information about how the signals work, and what each module does.

Steam seems to be blocking links to Google Docs, so here's the link to the documentation for you to copy/paste into your browser if needed.
https://docs.google.com/document/d/1XlpIqqc0GePlOL0LMJhLauoIrRJU7rnUsGb9IxLvAbE/edit?usp=sharing

LICENSE
Arma and Dayz Public License Share Alike (ADPL-SA)[www.bohemia.net]

INCOMPATABILITIES: The values used by the Spectrum Device are hard coded to the game, so other systems that use those same values will most likely cause issues. It's not a critique of those mods/systems, it's simply the reality when using a complex item from base game.

Known incompatabilities:
Contact DLC Enabled
Crows Electronic Warfare Mod

Thanks for Joshnmiebion for bringing my attention to these.


DISCLAIMER: Updates may change the functionality of existing modules, meaning existing configurations in created missions may be invalid and must be reconfigured. Whilst I will try to avoid this, I will do it if it's for additional features that improve the overall flow and functionality of the mod. It is YOUR responsibility to ensure YOUR missions using this mod still work after updates.
Popular Discussions View All (1)
2
14 Sep, 2021 @ 7:53am
#EM_Values Error
SoloWingPixy
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.