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Add C-MOTION Sensor #54
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Waiting for me to get the 3D model into the mod. Will try to look at it tomorrow. The model and texture are done, just need to get it through bulldozer and get all the stuff correctly setup. |
#64 is merged to develop. It adds the 3D model and textures for the C-Motion. You can see it here: c6b5b4b It's just configured as an MISC item in the arsenal right now. You can change it as you need. Wasn't sure what system you would use to "deploy" the item. So just rebase this on latest develop and you should have the model to play with. |
Looks extremely snazzy! 😀 |
I added a whole new wiki for this mod. If possible please rebase on latest develop and fix any merge conflicts. You can see the current wiki here: https://crowdedlight.github.io/Crows-Electronic-Warfare/ You can add new pages in folders or new folders if necessary. Then add them as pages to the book by editing the If you want to test it locally, you just need to install "mdbooks" with |
Just a heads up. You will likely need to change places where you add or remove beacon signals etc. when #65 is merged. As that changes the entire internal architecture to be server-authority, instead of distributed. Should be easy fix for you of just changing to |
Plus a few minor misc changes
Fixes hemtt warnings. Personally not a fan of how it looks - makes it much harder to read - but its better than potential errors introduced. Also remove COMMA macro, replaced with (much more sensible) ARR_2 macro
Basic wiki page included; can be expanded with more screenshots etc
…ectronic-Warfare into feature/cMotion
We are discussing this feature right now on Gruppe Adler TS. Who will get the alert messages displayed? Just the person that placed the sensor? |
Hi - glad to hear it might come in handy! At the moment, it depends which type of alerts are used by the player (and permitted by the server settings):
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Nice 🙂 @Landric is the maximum Sensor Radius configurable or hard coded to 10m? (as shown in your video) |
No, they can be picked up by anyone with a spectrum device with the right antenna. Granted that if you don't know what it is, you might not know that signal is a motion tracker, and not something else ;-) It's only the Radio beacons that have a CBA option to hide the friendly side beacons. |
Configurable - currently up to a max of 50m, although I'm open to design suggestions based on your use-case! |
I think for people playing the first time and especially with multiple communities involved, I also think people prefer not to take the CMD as they don't really know what they are doing or are not sure they can do a good job etc. At least from my perspective it is a bit more daunting slot than any of the others ;-) |
@Landric Is there a way to place down sensors as zeus/by script, and select what user it should trigger for? Not sure if that is needed for shoot and scoot usecase, but might missions that wish to add in these without manually placing them, and select which player/side gets notified? (Just brainstorming here) |
Not currently, but yeah, being able to place one via a module is a nice idea. I'll add it to the TODO list! |
TODO: have EMPs destroy motion sensors in the radius |
TODO: it would be great to add a "destroyed" texture as well, to highlight when the sensor is inoperable (e.g. after being shot). Beyond my capability though, so low importance |
String table has been added to main. So you might have to rebase on main, and add any user-facing text to the stringtabel. |
Added a motion-sensor (#48), named C-MOTION. Can be placed (and picked-up/moved with ACE).
When placed, user gets a dialogue allowing them to configure how they should be alerted: spectrum signal, map marker, or audio alert (these alerts can be allowed/disallowed as a CBA setting).
When any unit or object moves within the sensor radius, an alert is triggered.
Still a number of TODOs and design considerations to consult with crow about (including incorporating a new model for the sensor)