武装突袭3

武装突袭3

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Crows Electronic Warfare
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Data Type: Mod
Mod Type: Mechanics
文件大小
发表于
更新日期
30.680 MB
2021 年 6 月 13 日 上午 8:12
8 月 30 日 下午 3:45
24 项改动说明 ( 查看 )

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Crows Electronic Warfare

描述
A arma 3 mod that allows zeus to add additional eletronic measures available for the players.

Requirements
This mod requires Zeus Enhanced (ZEN), and CBA3.

The wiki for the features is available at: https://github.com/Crowdedlight/Crows-Electronic-Warfare/wiki
I can recommend reading it to see how features work and whats available. The list below is more like a short summery.

Features:
Set Spectrum Signal Source: Allows Zeus to select a object that can be tracked by the spectrum analyzer with selected frequency and range it can be tracked from. Frequency has to be unique due to game limitations. Does not work on remote-controlled units. However a player-zeus would be able to use the spectrum analyzer himself.

C-Track trackers: Player items that can be attached to self or vehicles with ACE Attach, or basegame scrollwheel options, and make whatever they are attached to, trackable with the spectrum device

Add Sound: Allows Zeus to select a object and play a selected sound with options such as: initial delay, on repeat, delay between repeat, removal if unit dies. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end)

Play Sound: Allows Zeus to play a sound at selected position. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end). Can also be played only for selected players.

EMP: Added EMP module which makes Zeus able to fire an EMP. The EMP will remove NV/Thermal for men, weapons and vehicles. Vehicles electric components (lights,engine,turrest) will also be damaged. Launchers and static weapons that has NV/Thermal/electronic components will be damaged/removed. Binoculars and Scopes on weapons that has intergrated NV/Thermal will be either removed or replaced with base-game item that do not have NV/Thermal. This is configuable by the Zeus. If TFAR is loaded the radios of affected units/vehicles will stop working (Requires TFAR Beta). However new items picking up not affected by the EMP will work. Some equipment might not be removed if they are modded items that does not share base-game parent. In that case please let me know and I will add it. As I can't cover every single modded item, the module will have item/equipment limitations and is meant to be operated by trust with the players. Zeus are immune to the EMP effect and will not have equipment removed or damaged and will also not get white-out/screen blur effect, like the players.

EMP Immunity: Set any unit or vehicle immune to the EMP effect. Units inside a vehicle set immune is also immune to the effect.

RadioChatter: A module to put on AI that simulates the AI using radios to each other. The radio broadcasts a spectrum signal while "transmitting". Configurable by zeus. The player can "listen" to these transmission with the spectrum device if there is enough signal strength. The sounds/voice-lines played depends on the voice-pack used by zeus. There is a few different available.

Jamming of Drones: spawned drones automatically has a signal source attached to them. This makes them jammable when using the "jamming" antenna on the spectrum device. Jamming it will stop all AI functions and it is possible to walk past it while jammed without it being aware of your presence afterwards. Zeus can remove the signal-source on the UGVs and thus making it unjammable. The units can still be remote-controlled by zeus while jammed. Players controlling drones will be disconnected if drone is jammed, and if using the new omni-jammer, then their video feed will degrade as they get closer to the jammer.

Multiple Editor modules: Most of the zeus functions have editor modules that can be synced to triggers for more complex control, including ways to set what units or classnames should be jammable when spawned.

Features requiring TFAR/ACRE:

Radio Jammer (TFAR or ACRE): Allows to select a object that will work as a radio jammer with the chosen settings, until death or removal. Zeus has a continuous updated map marker showing the area it is active in. Zeus is not affected by the jammning and does not have to think about where the zeus character is currently placed to avoid jamming.

Radio Tracking (TFAR only): Zeus can enable the module which makes all usage of the TFAR radios broadcast a spectrum signal while transmitting. Can be used to track enemies using the radio. If the player has the Icom radio (misc equipment) in the inventory the player can listen to the TFAR traffic being tracked and hear the other players.

Contributors:
Crowdedlight (Main Author)
b-mayr-1984 (Dev Work)
Landric (Dev Work)
OverlordZorn (Dev Work)
DartRuffian (Dev Work)
MonkeyBadger (Voice-line work)
Technovibegames (Voice-line work)
WindWalker (Voice-line work)
Huzy1018 (Translation)
Alfred-Neuman (Translation)

FAQ:
Q: Is this clientside?
A: No, this is not clientside. Every player and the server requires to have the mod loaded.

Q: What about the system chat in TFAR Jammer? Is it visible to everybody?
A: The systemChat in the video was only because the video is of a pre-release build with debugging enabled. The release build posts nothing in the systemChat.

Q: Does it require Contact?
A: No, it uses the simplified basegame version of the spectrum analyzer API. Its tested on a dedicated server without contact. However if you don't own contact you might get DLC watermark when using the spectrum analyzer like any other DLC item use. Nothing I can do about that.

Sounds used in the sound module is credited on the github readme: https://github.com/Crowdedlight/Crows-Electronic-Warfare

Feature/bug submission: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues
Wiki: https://crowdedlight.github.io/Crows-Electronic-Warfare/
Version: 2.5.2
540 条留言
Bernhard 11 月 20 日 上午 10:29 
@Tree Muncher
I also can't see any CrowsEW error messages in your RPT.
But I can see that Marki made a good point. You didn't start the game in multiplayer mode. There are a few things that don't work in CrowsEW when in Singleplayer. I can imagine the problem you are facing is among them.

I will open an issue on GitHub to have CrowsEW give a warning when started in Singleplayer mode, because quite a few people stumbled over this.
Tree Muncher 11 月 20 日 上午 10:25 
ah, yep that's what it was @Marki
Marki 11 月 20 日 上午 8:05 
Pretty sure that Jamming only works if you host your mission as a server. It doesnt work if you do Editor Preview.
So press "play" as multiplayer or whatever its called when in editor.
Bernhard 11 月 18 日 上午 11:49 
@Tree Muncher and please share your RPT file. There might be messages in there that indicate the problem.
Bernhard 11 月 18 日 上午 11:48 
@Tree Muncher
What happens if you create a cba_settings.sqf file next to your mission.sqm and set the CrowsEW addon parameters exactly as shown in the link below?

https://github.com/gruppe-adler/CO_Buschtrommel.Tanoa/blob/main/cba_settings.sqf#L12-L19
Tree Muncher 11 月 18 日 上午 1:39 
idk if i'm using this wrong but placing a jammer module, enabling jamming drones, setting range to 500 / 1000, in addon options entering the classnames of drones i want to use, definitely match the correct classnames, set range for each under that to 1000, nothing happens, I can see entering zeus that the drones have the signal source on them, the drone jammer exists in the world can see it but as drones get close nothing happens, no degradation, no disconnection, nothing. Jam map markers also dont show up in zeus for me, despite that option being checked, zeus immune is disabled etc. I have messed with pretty much every relevant option, really confused what i'm doing wrong.
Crowdedlight  [作者] 11 月 2 日 下午 2:43 
@mark, thanks for the clarification. Let me know how it goes.

@Jenkins, might be a possibility. Currently irl is keeping me from spending much time on arma mods, so personally not doing new features atm. I am always open for pull-requests with contributions! :)

@Lima; no, I don't have any plans adding more radio chatters. You can add your own "voicepack" for radio-chatter on your template or another mod, see: https://crowdedlight.github.io/Crows-Electronic-Warfare/spectrum/radio-chatter/add-own-sound-pack.html

To add more "voice-packs" into the core mod requires I get recordings with a license that allows me to use it for publishing, and I need someone to verify the translations of the voicelines to ensure they are appropriate, if they are in a language I do not personally speak.
Lima 11 月 1 日 上午 9:55 
Any plans to add arabic radio chatter for the spectrum device?
Jenkins 10 月 2 日 上午 11:57 
@Crowdedlight

ACE Cellphones act like regular detonators, they just have a UI that allows players to dial the number connected to the IED in order to trigger it

Certain RHS vehicles (like the M1A2 SEP v2) have the DUKE system in the vehicle commander's countermeasures that prevent the IED from being RC triggered within a certain radius of the vehicle (to simulate radio frequency jamming)
mark de gamer 9 月 18 日 上午 5:16 
@Crowdedlight

Should have probably clarified what Kyklops is. It's another EW mod and I was curious if you knew if your mod and theirs would work together. I shall do some testing!