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A. Snow

[Question][Help]Radio Jamming with ACRE 2 and EODS

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So I'm not really sure if this is in the realm of mission scripting or can only be done by editing addons but I've been at it for a while and I've not made any meaningful progress.

 

Here's what I'm trying to accomplish:

A) A script that when executed scrambles ACRE 2 radios similar to this script by Diwako.

B) Prevents IEDs from EODS (Explosive Ordinance Disposal Suite) from being triggered by a trigger man. 

 

So far I've attempted this by putting Diwako's script into a test mission, and then modifying the EODS mod itself so that when the ECM Jammer is activated it runs Diwako's script and scrambles the radios, and when it's not running it then resets the radios so that they work. This hasn't worked, and if anybody would be able to give any insight or help into how I'd manage this that would be great. I was able to successfully modify the EODS mod so that a specific backpack other than the built in ECM Jammers had the ECM Jammer functionality as I don't like the look of the ECM Jammers that come with the mod.

 

In the end I want the final product to function as follows:

1) When wearing a specific backpack display an add action that when used will:

    A) Prevent RCIEDs from EODS from being triggered.

    B) Scramble ACRE 2 radios within a certain range OR for all players if a certain range isn't possible

    C) Have an add action to disable the ECM Jammer effects

    D) As a backup, have the jammer disable if the player is killed, goes unconscious via ACE3, or drops the backpack

 

For the first thing, I was thinking an Event Handler would be the way to go, check whenever a player changes backpack/gear to see if they qualify to have the add action shown to them in the first place. For 1.A I have no clue how to achieve that other than maybe have it refer to the EODS code that achieves that functionality. For 1.B I'm not sure how to achieve it but I would prefer that rather than just not making radios work it scrambles the signal so that the radio is still audible just UNWORKABLE. For 1.C I guess that could be done via a variable? When the jammer is activated foo=True and when foo==True have the option to disable it show up. And finally for 1.D I'm just guessing an event handler again?

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