Crowdedlight / Crows-Electronic-Warfare

Arma 3 Mod that enables electronic warfare features such as Radio/Drone jamming and spectrum signal tracking
https://crowdedlight.github.io/Crows-Electronic-Warfare/
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EMP #13

Closed Crowdedlight closed 3 years ago

Crowdedlight commented 3 years ago

EMP bomb? Or zeus module for EMP. If we add effects, explosions etc. for zeus, then it might be fine as EMP that all NV, Radios is removed? Don't see another way than removing the items, as variables for TFAR is unit specific, and GPS can't be "broken" seemingly.

Although not sure how to handle LR backpacks....

Cool showcase here showing how the effects could be made and destroying the lights in vicinity. Use as inspiration. https://www.youtube.com/watch?v=o1ArCkyJkHY

Script that shows how to kill all lights with it.

// off: 0 = [0.95] execVM "lights.sqf";
// on: 0 = [0] execVM "lights.sqf";

_types = ["Lamps_Base_F", "PowerLines_base_F", "Land_PowerPoleWooden_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_small_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampSolar_F", "Land_LampStreet_small_F", "Land_LampStreet_F", "Land_LampAirport_F", "Land_PowerPoleWooden_L_F"];
_onoff = _this select 0;

for [{_i=0},{_i < (count _types)},{_i=_i+1}] do
{
   // powercoverage is a marker I placed.
_lamps = getMarkerPos "LIGHTSOURCE" nearObjects [_types select _i, 500];
sleep 1;
{_x setDamage _onoff} forEach _lamps;
};
Crowdedlight commented 3 years ago

Initially just a module that fires from the center of where zeus clicks it.

Crowdedlight commented 3 years ago

Effect is getting there.

Crowdedlight commented 3 years ago

What requires testing

- [ ] Backpacks gets replaced if LR, and all items is carried over - [ ] Backpacks not replaced if no LR

Crowdedlight commented 3 years ago

Possible include or for future

Crowdedlight commented 3 years ago

Merged into develop. Closed for now. Reopen new issue with future possibilities with EMP module