Closed Crowdedlight closed 3 years ago
Initially just a module that fires from the center of where zeus clicks it.
Effect is getting there.
[x] Make emp-proof module where you can set on/off units or vehicles to be EMP proof. Simple add custom variable on the units and our EMP destruction checks if that variable is set, and otherwise skip it. Make sure to add check in "getting crew" so units inside the vehicle is not effected by equipment loss from EMP either.
[x] rangerfinder / laser-designator -> replace with base-game binoculars so you don't loose bino effect, but just don't have the electrical varieties.
[x] replace watch if altimeter/digital one
[x] Check it all works with multiple players
[x] Check the sound levels for effects.
[x] check configviewer to see if there is base-class versions of items I can add to include all.
[x] Replace bagpack if it has LR, with base-game bergen etc. The best I can do to remove LR radio, while making new equipment that is picked up work.
_hasLR = call TFAR_fnc_haveLRRadio;
[x] Break vehicles LR, if they exist. Unless immune to emp. player setVariable ["tf_unable_to_use_radio", true]
or _vehicle setVariable ["tf_hasRadio", false, true]
[x] Make replacement of scopes and binos be setting zeus can choose. Each three options, total removal, replacement with base-item, or no change at all
[x] remove spectrum analyzer aswell - Can we change the texture on individual spectrum analyzers to show blank screen?
[x] make sure Zeus is not hit by EMP effects - Check if curator
[ ] change icons for seuz modules for fireEMP and EMP immunity
- [ ] add delayed activation for EMP? cancelled for initial release. If I add player actions in future I can do delayed activation. (Issue with CBA_waitandexecute is using a time that is adjusted for time acc. which makes it not realtime.)
What requires testing
- [ ] Backpacks gets replaced if LR, and all items is carried over
- [ ] Backpacks not replaced if no LR
removeItems
command. Possible include or for future
Merged into develop. Closed for now. Reopen new issue with future possibilities with EMP module
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.