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Electronic Warfare (EW) for Ravens

Category - Mods for Arma 3
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Mod version:1
Game version:all
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About This Mod

A mod for Arma 3, allowing Zeus to add additional electronic media to the players.


Requirements

Zeus Enhanced (ZEN) and CBA3 are required for mod operation.


A Wiki with a list of features is available at https://github.com/Crowdedlight/Crows-Electronic-Warfare/wiki

It is recommended that you review it to find out how the features work and what is available. The list below is rather a brief summary.


Functions:

Spectral signal source setting: Allows Zeus to select an object that can be tracked by a spectral analyser with a given frequency and range of detection. The frequency must be unique due to game limitations. Does not work with remotely managed devices. However, Zeus will be able to use the Spectrum Analyser himself.


C-Track trackers: Player items that can be attached to themselves or vehicles using ACE Attach or standard scroll wheel options, and make everything they are attached to tracked using a spectral device.


Add Sound: Allows Zeus to select an object and play the selected sound with options such as: initial delay, repetition, delay between repetitions, removal upon unit death. The sound follows the unit. (Note that when using long sounds, they cannot stop in the middle of playback, only when playing to the end)


Play Sound: Allows Zeus to play a sound at a selected location. The sound follows the unit. (Note that when using long sounds, they cannot stop in the middle of playback, only when playing to the end.) It can also be played only for selected players.


EMI: Added EMI module that allows Zeus to run EMI. EMI will remove NVGs/thermal imagers from soldiers, weapons and equipment. Electrical components of the machinery (headlights, engine, turrets) will also be damaged. Launchers and stationary weapons with NVG/thermal imaging/electronic components will be damaged/removed. Binoculars and sights on weapons that have a built-in NVG/thermal imager will either be removed or replaced by a basic game item that does not have a NVG/thermal imager. This is configured by Zeus. If the TFAR is loaded, the affected unit/equipment's radio will stop working (requires TFAR Beta). However, new items that are not affected by EMRs will work. Some hardware may not be removed if it is modified items that do not have a parent from the base game. In that case, please let me know and I'll add it. Since I cannot cover every single modified item, the module will have item/hardware limitations and is designed to work with trust to players. Zeus is immune to the EMI effect and will have no remote or damaged equipment, and will not get the "screen illumination/blur" effect as players.


Immunity to EMI: Make any unit or transport immune to the EMI effect. Units inside an EMI-protected vehicle are also immune to this effect.


RadioChatter: A module for placing on AI that simulates the use of AI radio communication with each other. The radio transmits a spectral signal during "transmission". Set by Zeus. The player can "listen" to these transmissions with a spectral device if the signal strength is sufficient. The sounds/phrases that are played depend on the voice packet used by Zeus. Several different options are available.


Suppression of drones: Drones generated automatically have a source of signal. This makes them suppressible when using an "overwhelming" antenna on a spectral device. Suppression will stop all AI functions, and after suppression, you can pass by it without being detected. Zeus can remove the source of the signal on the UAV, which makes it insuppressible. Units can still be controlled remotely by Zeus during suppression. Players controlling drones will be disabled if the drone is muted, and if a new omni-directional silencer is used, their video flow will deteriorate as they approach the silencer.


Multiple editor modules: Most Zeus functions have editor modules that can be synchronized with triggers for more complex control, including how to set which units or class names should be suppressed when they appear.


Features that require TFAR/ACRE:


Radio jammer (TFAR or ACRE): Allows you to select an object that will operate as a radio jammer with the selected settings until death or removal. Zeus has a constantly updated map marker showing the area in which it is active. Zeus is not affected by jamming and must not think about where Zeus' character is currently, in order to avoid jamming.


Radio Tracking (TFAR only): Zeus can enable a module that causes all use of TFAR radios to transmit a spectral signal during transmission. It can be used to track enemies using radio. If the player has an Icom radio station (miscellaneous equipment) in the inventory, the player can listen to the tracked TFAR traffic and hear other players.


Participants:

Crowdedlight (Primary Author)

b-mayr-1984 (Development)

Landric (Development)

OverlordZorn (Development)

DartRuffian (Development)

MonkeyBadger (Voice Replica)

Technovibegames (Voice Replica)

WindWalker (Voice Replica)

Huzy1018 (Translated)


FAQ:

Q: Is it a customer part?

A: No, it's not the client part. Each player and server must download a mod.


Q: What about TFAR Jammer system chat? Is it visible to everyone?

A: SystemChat in the video was only because the video shows a pre-release build with debugging enabled. The release assembly does not output anything to SystemChat.


Q: Does Contact require it?

A: No, it uses a simplified version of the Spectral Analyser API of the base game. It is tested on a dedicated server without Contact. However, if you don't have a Contact, you can get a DLC watermark when using a spectral analyser, just like with any other DLC element. I can't do anything about it.


The sounds used in the sound module are listed in the readme file on github: https://github.com/Crowdedlight/Crows-Electronic-Warfare


Sending functions/errors: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues

Wiki: https://crowdedlight.github.io/Crows-Electronic-Warfare/

Version: 2.4.0


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Game Version *

all (2515887728_Crows_Electronic_Warfare.zip)