Closed RockDood closed 2 years ago
notes for self:
Should be doable with modules to set missionSpace
variables to turn it on and off as zeus.
When turned on add eventhandler locally for OnTangent
as: https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Events
Not sure how to check when to remove signal again, but we can get frequency by tf_sw_frequency
variable on unit. https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-Variables
Consider checking when unit stops talking https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-Functions#TFAR_fnc_isSpeaking But could also give fake positive in cross-over. Although if we keep checking there should be a pause from radio communication to detect not talking and remove signal again.
Make missionSpace variable as array with the sides its active for. So like _arr = [west, east]
and only add signals to sides active.
Make enable/disable zeus module show select list and preload current active. So you can choose to only have it active for one side so you don't see your own frequencies. Or at least has the choice for that.
hmm. thought some more about it. As each frequency is unique across all players with multiple players using radios on same frequency, then it could be difficult to ensure its the same signal you look at. A way to try and avoid players "stealing" the signal from eachother while tracking could be to randomize the decimals? So frequency 120.xyz with xyz randomized. Would help avoid collisions.
Move so chatter module to spawn or run on server. So if Zeus DC we don't loose the AI chatting.
Use public var for chatter list? For easier jip without having events thrown around?
added in develop, scheduled for release tomorrow
Being able to find an out post and such is pretty cool already. For PvP gamemodes, it would be really cool to be able to potentially find an enemy squad because they were using their radios too much. Bonus points if it already does this!