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Releases: Crowdedlight/Crows-Electronic-Warfare

V2.4.0 - Spectrum Icons

20 Jan 22:41
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  • EMP module was changed to use CBA events - #124 (Thanks Dart!)
  • Spectrum Device gui now shows bookmark icons for signal peaks and will show the frequency and strength of the strongest signal in the selection area - #128
  • smaller fixes from things spotted by hemtt <3
  • Added zeus and editor module to add random signal source based on chosen settings - #129

20250119215112_1

v2.3.1 - Bugfixes and Enhancements

25 Nov 22:41
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  • Fixed issue where jamming effect could stick after the last jammer on the map is removed. (Thanks to AgentDove to spotting it!)
  • Fixed issue where Zeus map marker for the effective circle of jammers would not get proper cleaned up when jammer is removed
  • Added CBA setting to disable Zeus immunity to jamming. (Immunity is on by default)
  • Added CBA setting to disable jammer map markers for zeus, to allow for playing while having zeus access without being spoiled. (Zeus will see map markers for jammers by default)
  • Fixed missing key in stringtable for the RadioChatter Editor module, Police option
  • Fixed missing prefix for jammer sound effect that would stop the jammer-computers playing their default sound effect

v2.3.0 - Minor update

22 Oct 23:00
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  • Changed calculation of signal strength to be more consistant in all siturations (#111)
  • Fixed signals could be seen outside the range of the signal (#111)
  • Added prefix to sounds to avoid overriding others sounds and follow best practice (#105)
  • Changed sounds modules to only define a single CfgSound class and import all sounds inside it (#105)
  • Fixed errors found by hemtt linting! (Thanks Brett!) (#105)

v2.2.1 - hotfix

24 Jul 15:40
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  • fixed tooltip localisation that threw errors due to linebreaks

v2.2.0 - General bugfixes

24 Jul 12:52
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  • Fixed issue with c-motion model/texture for future release of that feature/model
  • Fixed issue where jamming map-circle for Zeus was not properly removed when jammer was deleted (#97)
  • Added stringtable for Localisation (#96)
  • Added simplified chinese localisation (#99) - Thanks Huzy1018!
  • Fixed error in zeusRegister with wrongly index used for string formatting (#102) - Thanks OverlordZorn!
  • Fixed issue with editormodule of add signal-source not working (#104)

V2.1.0 - Antenna frequency update, Jammer changes and initial ACRE support

21 Apr 13:17
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This release changes the frequency bands of the antennas to better separate the antennas and their roles. And it adds support for radio jamming with ACRE2.

It also changes so jammers are now using effective radius and falloff radius as parameter to their effect. The wiki explains it here: https://crowdedlight.github.io/Crows-Electronic-Warfare/jamming/general.html

The wiki covers the radio jamming for TFAR and ACRE2 here: https://crowdedlight.github.io/Crows-Electronic-Warfare/jamming/radio.html

The antenna frequency change are as follows:

  • Military antenna is for radio tracking and communication.
  • Jammer antenna is for jamming drones
  • Experimental Antenna is for tracking signals placed by Zeus or C-tracker. (In future c-motion too).

Wiki describes the antennas here: https://crowdedlight.github.io/Crows-Electronic-Warfare/spectrum/basic-use.html

Changelog:

  • Added support to radio jamming for ACRE2.
  • Changed military and experimental antenna to have a bigger frequency spectrum and not overlap. The military antenna now works from 30MHz to 513 MHz, to cover all TFAR channels. And the Experimental Antenna from 520MHz to 1090 MHz. And Jammer bumped to be from 433MHz to 445MHz.
  • Hidden the c-motion item that was accidentally added on last update. It is currently just a model, as the functionality isn't finished
  • Changed jammer radius to work by effective radius and falloff radius for zeus to easier set wanted effect.
  • Fixed so jammers have a beacon signal with as far range, as their jamming radius
  • Added sweep pattern to radio jammers and adjusted drone jammer sweep slightly
  • Fixed zeus help text so you can multiple signals on the same object without the text overlapping
  • Added right-click context option for zeus to disable/enable jammer objects. So you don't have to go there in person but can do it from zeus view
  • Fixed issue with SATCOM having problems when within jammer radius. SATCOM radio boost will not take priority and be applied even in jammed zones.
  • Fixed bug with map-markers for zeus with satcom or jammers

v2.0.0 - Drones Jammers and various fixes

28 Mar 13:43
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Release Notes v2.0.0

This update is a major update due to a big change to the architecture for beacons and jammers. So if you used custom scripts to interface with either of those systems, they might break. The major change is that the system has been changed to server-authority, so any calls for adding/removing/toggling jammers or spectrum signals are sent to the server, which then broadcast the current true state to all players.

This gets rid of some race-condition possibilities we had and makes it easier to handle JIP, without having a ton of JIP events to go through.

Big thanks to b-mayr-1984 for the big work adding and improving the drone-jammers and drone-jamming that affect players!

Changelog:

  • A new Wiki for the mod has been released. A format that is easier to maintain and update. Not everything is described yet, but it has the same and more as the past wiki.
  • Added autoline feature as an optional setting. If you have a GPS equipped and use the spectrum device, you can use the hotkey "space" to automatically place a line on your map from your current position along the direction you are facing. It is enabled by default. There are CBA options for different colours, line length and noise in GPS position. There are CBA Keybinds for what key to use to draw in different colours. (Thanks to Landric!)
  • Added config value to have c-track in the proper orientation no matter what direction you are looking. Depending on the next ACE update, as my PR has been merged with ACE.
  • Added preview of selected sound for zeus in "PlaySound" and "AddSound" modules, so Zeus can check out the sound before using it on players. It is now also possible to stop current playing sounds from "AddSound" module, mid-sound, by deleting the object as zeus. (Thanks Landric)
  • Fixed various missing guards against NIL values in the code. (Thanks b-mayr-1984 and Dedmen for pointing them out)
  • Fixed multiplier for SATCOM being set wrongly for RX modifier. (Thanks for finding that bug b-mayr-1984!)

Drones, Spectrum and Jamming:

  • Adds omni-directional jammer for drones. (Thanks b-mayr-1984)
    (Check out the wiki on the new omni-directional drone-jammer: https://crowdedlight.github.io/Crows-Electronic-Warfare/spectrum/jamming/drone-jamming.html)

  • Fixed so if trying to use spectrum device to jam a frequency with multiple signals, it will try to jam the strongest signal, instead of the first. (Thanks b-mayr-1984)

  • Adds so it player-controlled drones can be jammed. Degrading video feed until disconnected and drone fully jammed (Thanks b-mayr-1984)

  • Adds so spectrum device jamming drones will disconnect players using said drone as long as it is jammed. (Thanks b-mayr-1984)

  • Redone architecture for beacons and jammers to be server-authority style, instead of distributed. Should give better performance and less race conditions/possible locality issues.

  • Changed so Zeus is only immune to TFAR jamming, not Drone jamming.

  • Spectrum Device now calculates signals in 3D space, so you can correctly find signal sources above you. (Thanks b-mayr-1984)

  • Rotary Wing drones being jammed, will try to do a forced landing. Opening the possibility to hack or silently destroy enemy drones. The landing can take a while due to how Arma handles "land" commands with drones. (Thanks b-mayr-1984)

  • Fixed issue with "initDroneSignals" function would apply multiple signals to the same drone and not work for drones put down in the editor

  • Added CBA setting to list what classnames should spawn with a signal on them to be jammable by default. Set to apply to all drones by default. Will require mission-restart on change.

  • Added CBA setting to enable "self-tracking" so you can see any signal sources you broadcast yourself on the spectrum device, as this would be closer to simulating real life. It is disabled by default to stay consistent with current behaviour.

  • renamed player action options on jammers to "activate/de-activate" to better fit multiple types of jammers (Thanks b-mayr-1984)

  • Added option for jammers to spawn inactive, instead of being active as soon as they are spawned (Thanks b-mayr-1984)

  • Added so a jammers map circle for zeus is yellow if activated and grey if de-activated

  • Changed names of zeus modules to use "add" and "remove" to have the same naming scheme instead of having different modules use "set" and "add".

V1.5.0 - C-Track

04 Oct 15:13
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  • Added C-Track device
    • Initially just adding a 3km range tracker, but is setup to easily add versions with multiple ranges down the line
    • Is in arsenal under MISC and can be used to attach to vehicles or yourself. When attached it can be tracked with the spectrum device.
    • If ACE is loaded it uses ACE Attach and interactions for attach and detach. If ACE is not loaded it uses scrollwheel menu and is a bit more simple
  • Added SetJammable to editor modules, to be able to set an AI entity to be jammable with the spectrum device
  • Added CBA setting for spectrum device to not track your own sides TFAR communication when using TFAR radio tracking
  • Fixed some config errors for certain sounds
  • Fixed CBA_Extended_Eventhandlers for the EMP device
  • Updated project to use the new hemtt 1.8+ structure.

Video of the new C-Track feature: https://youtu.be/C2NI_oiYGCk

v1.4.0 - Editor Modules

19 Feb 15:06
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  • Changed how modules are loaded to try and ensure modules are always loaded
  • Added editor modules for most features. (Addsound has not been added for now due to complication with making dynamic lists in config files)
  • Added editor modules to make synced units jammable with option to enable that all versions of said units will spawn as jammable. (So you can add your own drones etc. to what can be jammed. Any AI can essentially be jammed, even soldier units).
  • All editor modules supports triggers so you can delay their activation

v.1.3.10

26 Oct 15:02
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  • added extra sounds