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Radio Jammers

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.

Usage

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

Creating a custom jammer

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];

Settings

Update Rate

Default Value: 1

How often (in seconds) the interference for players is updated. Lower number results in more accuracy, but uses more resources.