Arma 3
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Spectrum Device Functionality - Old
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
0.036 MB
Jul 6, 2020 @ 6:13am
Aug 29, 2020 @ 10:16am
12 Change Notes ( view )

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Spectrum Device Functionality - Old

Description
"Scofer, you've made the only good mod I'm sorry." - Warpugss, Totally Professional Twitch Streamer, 12/07/20

Big thanks to those who helped me with testing this mod.

This is an old version of the mod that's being maintained so any missions already created can still be ran. Any future missions should be made with the new mod that can be found here.

This mod adds four modules to provide functionality for the Spectrum Device without the Contact DLC being activated. This means that the Spectrum Device can be used in multiplayer without all players requiring the Contact DLC.



GitHub Repository[github.com]

Please Note: This only displays signals, none of the functionality from Contact such as hearing or transmitting on the signals is possible with this mod. If you want the full Spectrum Device experience, you must use the Contact Platform. That said, I’m adding features where I can.

There are some limitations with this mod currently, please read the module descriptions and tooltips to find out more.

The attachment for the Spectrum Device doesn't matter, the frequency range displayed on the Spectrum Device will remain the same as defined in the Device Settings module.

As I've reached the character limit for Workshop the details of what each module does has been moved to the GitHub wiki, please read it to understand how each module works.

Module Information[github.com]

DISCLAIMER: Updates may change the functionality of existing modules, meaning existing configurations in created missions may be invalid and must be reconfigured. Whilst I will try to avoid this, I will do it if it's for additional features that improve the overall flow and functionality of the mod. It is YOUR responsibility to ensure YOUR missions using this mod still work after updates.
Popular Discussions View All (1)
2
Jul 10, 2020 @ 6:52am
Current Features/Future Developments
Scofer
< >
65 Comments
NearlySam Aug 30, 2020 @ 4:26pm 
Scofer is a cool guy! He made a cool mod! He did attempt to acquire my nudes a couple times but that's ok! Cool mod! :missing:
Scofer  [author] Aug 29, 2020 @ 10:27am 
Finally had a chance to look at this, mod wasn't functioning during tests ran on dedicated server. I've resigned the pbo and it's now working in the tests. No idea why it stopped working in the first place. Apologies for any inconvenience.
Macker147 Jul 31, 2020 @ 2:15pm 
Doesn't seem to work on multiplayer servers. Think it might be a problem with the Key.
TJ Jul 24, 2020 @ 3:17pm 
When I set up the modules for the device and try to go into game in singleplayer through the editor and when I equip the device the screen for the freqs dose not appear and I am just holding the Device in hand. Dose anyone know why this happens?.
CR Marki Jul 24, 2020 @ 9:00am 
Could you make so all modules could be places and edited in Zeus?
Kayn West Jul 21, 2020 @ 6:20am 
Wish this could be used in zeus
G01dmaster Jul 17, 2020 @ 2:46am 
Small update, Its working great, unit variable system or device system is very smooth and I am enjoying it, only thing I noticed is that the Contact Radio Backpacks dont work with signals, not sure why but my workaround was to simply name the signal source the variable name and place it on the object, since the backpacks were only stationary objects (Just gotta hope the players dont pick up the backpacks
G01dmaster Jul 16, 2020 @ 11:49pm 
So far this mod looks really interesting, Gonna try to create a mini mission so I can give proper complaints/critique, but the main thing from a game testing/bug fixing mid OP would be zeus modules which you plan on adding but I just really fucking want it now for multiplayer testing XD
giantsquid Jul 15, 2020 @ 4:07pm 
@Scofer
Thanks again, great work
Scofer  [author] Jul 15, 2020 @ 8:44am 
@giantsquid Yes, so each object that will be a source must have a unique variable name set which is then copied into the Signal Source module. You can have the same object be a source for multiple signals, or you can enter multiple objects for a single signal and it will pick an object at random. And of course, you can have multiple signal sources with different objects.

Originally the source objects were going to be set by syncing so that a unique variable name for each object wasn't required, but I'm having some trouble isolating those synced objects so that any synced triggers weren't being used as a source. If I can figure out a way to do it in future I'll probably add it as an option that you can sync objects as an alternative to entering names.

Rather frustratingly there's a synchronizedTriggers command, but it only works on waypoints.

Thanks for the feedback on the instructions for how to set it up, I'll look into making some changes in and out of game to make it clearer.