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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implemented sweep spectrum signature for both radio and drone jammers #88

Closed Crowdedlight closed 2 months ago

Crowdedlight commented 2 months ago

Implements so there is sweep_drone and sweep_radio types that will sweep the entire radio spectrum or the entire jammer spectrum. To show tracking of jammers. Fixes #83

https://github.com/Crowdedlight/Crows-Electronic-Warfare/assets/7889925/c64fdaf0-d304-465c-b013-681b669682d2

Problem Multiple signals on the same object will overlap and make it impossible to read. Need to find a solution that is also fast performing in the onDraw loop. Not quite sure what approach to go.

billede

b-mayr-1984 commented 2 months ago

Problem Multiple signals on the same object will overlap and make it impossible to read. Need to find a solution that is also fast performing in the onDraw loop. Not quite sure what approach to go.

billede

You have the information to which _unit a beacon belongs to available here. You could use setVariable on that object to know what has already been drawn.

If you really care about performance I recommend this approach in general. Should be faster to just let objects know what information need to be put into a 3D text rather than running through similar forEach loops (all with their own copy of if (_dist > 500) then {continue;} which is called multiple times for the same object). Is a bit of a re-write though.

Crowdedlight commented 2 months ago

Problem Multiple signals on the same object will overlap and make it impossible to read. Need to find a solution that is also fast performing in the onDraw loop. Not quite sure what approach to go. billede

You have the information to which _unit a beacon belongs to available here. You could use setVariable on that object to know what has already been drawn.

If you really care about performance I recommend this approach in general. Should be faster to just let objects know what information need to be put into a 3D text rather than running through similar forEach loops (all with their own copy of if (_dist > 500) then {continue;} which is called multiple times for the same object). Is a bit of a re-write though.

Yeah, I had played with the idea of putting the info on the object, maybe at a start just for beacons. I would still need an if-statement as its used to hide the text when zeus is not close in zeus view. I seem to recall I had issues that if I didn't do that the text would be visible when far away even when you can't see the object itself. The text doesn't scale and fade out by itself like engine zeus icons. Or at least didn't when I tested it back then.

Crowdedlight commented 2 months ago

Fixed outstanding issues. This PR just need me to do a final review of code changes to spot mistakes before being merged. Has to be done when I am not tired and it is late ;-)

billede