This system adds TFAR radio jammers, which gradually adds interference based on the player's distance to the jammer(s).
If multiple jammers are in range of the player, the average interference will be used. A radio jammer can be any object, whether it's a unit; a vehicle; or a prop.
The objects listed below have jamming functionality already built in, but any object can be made into a jammer.
Name | Range (m) | Strength |
---|---|---|
Radio Jammer Tower | 5000 | 150 |
B1 Saboteur Droid | 100 | 100 |
Any object can be turned into a jammer using the following code:
_object
is an object reference. i.e.this
if running in an object init._radius
is the effective radius in meters._strength
is the strength of the jammer (optional, default: 100)._isActive
is whether the jammer is currently active (optional, default: true).- Can be set to have a jammer inactive at mission start, but enabled after some trigger.
[_object, _radius, _strength, _isActive] call BNA_KC_jammers_fnc_addJammer;
A jammer will automatically be disabled if the object is destroyed or killed, but can be manually removed with:
_object call BNA_KC_jammers_fnc_removeJammer;
or can be temporarily disabled by disabling the BNA_KC_jammers_isActive
variable:
_object setVariable ["BNA_KC_jammers_isActive", false, true];
Default Value: 1
How often (in seconds) the interference for players is updated. Lower number results in more accuracy, but uses more resources.