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[Release] ACRE2 Custom Signal Calculation | Jam or boost your radios signals!

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This script adds an additional layer to ACRE2’s signal calculation which allows to modify the output power and receive power of radios on the fly.

With this script it is possible to either boost or jam a signal from any specific unit. The script will allow setting custom modifiers to units to modify the unit’s radios receiving and sending power.

Just copy the script "acre_custom_signal.sqf" into your mission folder and call it within initPlayerLocal.sqf with

 

[] call compile preProcessFileLineNumbers "scripts\diwako\acre_custom_signal.sqf";


With this the custom signal calculation is active!

You will not be able to boost your radio signal across the whole map with this! ACRE2's algorithm has some hard limits for radios!

 

Dependencies

  • ACRE2
  • CBA

 

Media:

 

 

Examples: 
Boost sending and receiving power

player setVariable ["acre_send_power", 1000, true];
player setVariable ["acre_receive_power", 1000, true];

 

Make it impossible for the unit to receive any radio comms while still able to talk over comms

player setVariable ["acre_send_power", 1, true];
player setVariable ["acre_receive_power", 0, true];

 

Make it impossible to talk over radio but still be able to hear radio comms

player setVariable ["acre_send_power", 0, true];
player setVariable ["acre_receive_power", 1, true];

 

Degrade signal so badly that being 200 meters away is already completely garbled on the 343

player setVariable ["acre_send_power", 0.00001, true];
player setVariable ["acre_receive_power", 0.00001, true];

Using the signal jammer script designed to be used on radio tower objects, more information here:

/*
// example for setting up a radio jammer zone
// Params:
// 1: object which is jamming
// 2: Jamming strength in mW
// 3: Array of frequencies jammed, Array in array possible, notation is [start frequency, end frequency]
// 4: Effective zone, distance to jammer which fully applies the full jamming strength
// 5: Falloff zone, zone in which units are still affected, but the strengths gets linear worse of the jammer
*/
private _trigger = [antenna, 5000, [[0,9000],9002], 50, 10] call diw_acre_fnc_createRadioJammer;

 

Download:

https://github.com/diwako/ACRE2-Custom-Signal-Calculation

http://www.armaholic.com/page.php?id=33959

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Seems it was too tired yesterday and actually forgot to include the link to the github page. Woops, it is added now.

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Hi @diwako - noob here, will it be posible to activate the script(s) by trigger when a player enters an area/trigger - please to hear - thanks

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7 minutes ago, Spoor said:

Hi @diwako - noob here, will it be posible to activate the script(s) by trigger when a player enters an area/trigger - please to hear - thanks

Yep, the mission included has two examples. One for jamming the other for boosting signals. You do not really need to "activate" the script besides running it from the initPlayerLocal.sqf, you are just setting a variable to a unit and it will work.

 

You just need to keep in mind that the variable has to be set globally, that is why the "true" is at the end of every setVariable.

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Here a video of it in action

 

 

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Pushed an update to version 1.1

-Moved script compilation from initPlayerLocal.sqf to init.sqf
-Added signal jamming script (see init.sqf for example and "radio frequencies and power.txt" for defaul radio information)
-added a txt file for default radio frequency and power information

 

I noticed, especially in the group I am playing with, that people people are excited for radio jamming in missions, but either lack skill or motivation to write their own jamming towers, so I am going to introduce a way to add jammers and still have signal boosting available.

 

New script: Radio jammer

Attaches a zone which jams comms to an object. Script has to be called from server! The jammer can be disabled by either killing/destroying the object that is supposed to jam radios or by setting the variable "jammer_active" at the trigger to false.

The the jammer will have an effective area and a falloff area. Everyone inside the effective area is under full effect of the radio jamming. Everyone in the falloff area is affected to some extend.

Here some illustration to make it hopefully clearer

gv3xHgn.png

 

The jammer will have a set sending power and a set of given frequencies which will be affected. Which means it will be possible to block certain channels for certain radios if the mission maker desires. E.g.mission maker can set it up that only LRR channels are affected and others not. This also means it is possible to just block channel 1 for the PRC-343, but channel 2 is completely fine.

The next thing is sending power. If a radio has more power then the tower, the radio will get a hit in sending range, but will still transmit and people will be able to hear it. Setting the jamming power way higher then any radio can send just means the falloff area will be way harsher!

Signals sent from within a jamming area are already weakened, so if you are standing inside the same or another jamming area the signals will be weakened even further! That means people standing outside the jamming area will have an easier time hearing someone else then people standing inside the area.

 

Script example

/*
// example for setting up a radio jammer zone
// Params:
// 1: object which is jamming
// 2: Jamming strength in mW
// 3: Array of frequencies jammed, Array in array possible, notation is [start frequency, end frequency]
// 4: Effective zone, distance to jammer which fully applies the full jamming strength
// 5: Falloff zone, zone in which units are still affected, but the strengths gets linear worse of the jammer
*/
private _trigger = [antenna, 5000, [[0,9000],9002], 50, 10] call diw_acre_fnc_createRadioJammer;

Download:

https://github.com/diwako/ACRE2-Custom-Signal-Calculation

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@diwako - thanks update :don8: could the tickers be replaced by vehicles for examble and be separated for Blu and Opfor ?? working on a large scale TvT (60/60) which should be in the air after the summer. On both sides players could place the vehicles (or antenna) somewhere on the map and jam the opposite party in a certain area but it shouldnt work for the faction that place the jamming vehicle in that particulair area - please to hear - thanks again. Testing yr new script now - thanks

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28 minutes ago, Spoor said:

@diwako - thanks update :don8: could the tickers be replaced by vehicles for examble and be separated for Blu and Opfor ?? working on a large scale TvT (60/60) which should be in the air after the summer. On both sides players could place the vehicles (or antenna) somewhere on the map and jam the opposite party in a certain area but it shouldnt work for the faction that place the jamming vehicle in that particulair area - please to hear - thanks again. Testing yr new script now - thanks

 

You can make any object as a jammer, they however will stay stationary. So moving objects are not supported.

For the Blufor or Opfor range separation, the only way is pretty much splitting their comms to different radio channels or blocks for the 343. The Signal jamming towers are made to block frequencies and they do not really care who they are jamming.

 

My recommendation is setting the players radios to the right frequencies/channels/blocks on mission start (acre offers such a function, somewhere) and note down which range is considered friendly. So players who are setting up towers know which frequencies they better not jam. Best also randomize the frequencies for each round and set up different default frequencies for the radios.

 

For the default frequencies you can take a look inside the txt file. It has all default frequencies added.

 

Edit:

 

Taking a quick look at the code, the create jammer script returns the created trigger. You could just attach that to a vehicle and then it should work as mobile jammer.

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