Arma 3
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Crows Electronic Warfare
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
30.654 MB
Jun 13, 2021 @ 8:12am
Mar 23 @ 9:47am
22 Change Notes ( view )

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Crows Electronic Warfare

Description
A arma 3 mod that allows zeus to add additional eletronic measures available for the players.

Requirements
This mod requires Zeus Enhanced (ZEN), and CBA3.

The wiki for the features is available at: https://github.com/Crowdedlight/Crows-Electronic-Warfare/wiki
I can recommend reading it to see how features work and whats available. The list below is more like a short summery.

Features:
Set Spectrum Signal Source: Allows Zeus to select a object that can be tracked by the spectrum analyzer with selected frequency and range it can be tracked from. Frequency has to be unique due to game limitations. Does not work on remote-controlled units. However a player-zeus would be able to use the spectrum analyzer himself.

C-Track trackers: Player items that can be attached to self or vehicles with ACE Attach, or basegame scrollwheel options, and make whatever they are attached to, trackable with the spectrum device

Add Sound: Allows Zeus to select a object and play a selected sound with options such as: initial delay, on repeat, delay between repeat, removal if unit dies. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end)

Play Sound: Allows Zeus to play a sound at selected position. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end). Can also be played only for selected players.

EMP: Added EMP module which makes Zeus able to fire an EMP. The EMP will remove NV/Thermal for men, weapons and vehicles. Vehicles electric components (lights,engine,turrest) will also be damaged. Launchers and static weapons that has NV/Thermal/electronic components will be damaged/removed. Binoculars and Scopes on weapons that has intergrated NV/Thermal will be either removed or replaced with base-game item that do not have NV/Thermal. This is configuable by the Zeus. If TFAR is loaded the radios of affected units/vehicles will stop working (Requires TFAR Beta). However new items picking up not affected by the EMP will work. Some equipment might not be removed if they are modded items that does not share base-game parent. In that case please let me know and I will add it. As I can't cover every single modded item, the module will have item/equipment limitations and is meant to be operated by trust with the players. Zeus are immune to the EMP effect and will not have equipment removed or damaged and will also not get white-out/screen blur effect, like the players.

EMP Immunity: Set any unit or vehicle immune to the EMP effect. Units inside a vehicle set immune is also immune to the effect.

RadioChatter: A module to put on AI that simulates the AI using radios to each other. The radio broadcasts a spectrum signal while "transmitting". Configurable by zeus. The player can "listen" to these transmission with the spectrum device if there is enough signal strength. The sounds/voice-lines played depends on the voice-pack used by zeus. There is a few different available.

Jamming of Drones: spawned drones automatically has a signal source attached to them. This makes them jammable when using the "jamming" antenna on the spectrum device. Jamming it will stop all AI functions and it is possible to walk past it while jammed without it being aware of your presence afterwards. Zeus can remove the signal-source on the UGVs and thus making it unjammable. The units can still be remote-controlled by zeus while jammed. Players controlling drones will be disconnected if drone is jammed, and if using the new omni-jammer, then their video feed will degrade as they get closer to the jammer.

Multiple Editor modules: Most of the zeus functions have editor modules that can be synced to triggers for more complex control, including ways to set what units or classnames should be jammable when spawned.

Features requiring TFAR/ACRE:

Radio Jammer (TFAR or ACRE): Allows to select a object that will work as a radio jammer with the chosen settings, until death or removal. Zeus has a continuous updated map marker showing the area it is active in. Zeus is not affected by the jammning and does not have to think about where the zeus character is currently placed to avoid jamming.

Radio Tracking (TFAR only): Zeus can enable the module which makes all usage of the TFAR radios broadcast a spectrum signal while transmitting. Can be used to track enemies using the radio. If the player has the Icom radio (misc equipment) in the inventory the player can listen to the TFAR traffic being tracked and hear the other players.

Contributors:
Crowdedlight (Main Author)
b-mayr-1984 (Dev Work)
Landric (Dev Work)
OverlordZorn (Dev Work)
DartRuffian (Dev Work)
MonkeyBadger (Voice-line work)
Technovibegames (Voice-line work)
WindWalker (Voice-line work)
Huzy1018 (Translation)

FAQ:
Q: Is this clientside?
A: No, this is not clientside. Every player and the server requires to have the mod loaded.

Q: What about the system chat in TFAR Jammer? Is it visible to everybody?
A: The systemChat in the video was only because the video is of a pre-release build with debugging enabled. The release build posts nothing in the systemChat.

Q: Does it require Contact?
A: No, it uses the simplified basegame version of the spectrum analyzer API. Its tested on a dedicated server without contact. However if you don't own contact you might get DLC watermark when using the spectrum analyzer like any other DLC item use. Nothing I can do about that.

Sounds used in the sound module is credited on the github readme: https://github.com/Crowdedlight/Crows-Electronic-Warfare

Feature/bug submission: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues
Wiki: https://crowdedlight.github.io/Crows-Electronic-Warfare/
Version: 2.5.0
487 Comments
CPT A. Skyried |171CB| May 14 @ 10:41pm 
@Crowdedlight Much appreciated!
Crowdedlight  [author] May 14 @ 4:39am 
@Skyried, Currently there is not a super clear way to externally check if players radios are within jamming range, without checking all jammers and range/active status.

You could check the public vars on a player to see if their radio is being boosted or degraded.

I added ways to do this for tfar and acre and how to check if a unit/drone is being jammed. Gist here: https://gist.github.com/Crowdedlight/2266e8bc02d97cd754f8cc5813ab387f
Crowdedlight  [author] May 14 @ 4:19am 
@TheBrickedWall, Zeus is by default immune. Make sure to check this. The immunity can be disabled in Addon Settings.
CPT A. Skyried |171CB| May 13 @ 11:31pm 
I'm currently researching a way to jam navigation and communications via ctab to do "gps spoofing" - is there any easy way to reference when players are being jammed by your mod?
TheBrickedWall May 13 @ 5:37pm 
Trying to test out the jammers. Currently run ACRE and the jammer doesnt seem to effect comms, neither does the EMP.
Brim May 5 @ 11:48am 
@Crowdedlight All good we'll just avoid that now that we know so no worries! And alright, I'll probably just throw it in the init for the mission in a if statement checking isServer.
Crowdedlight  [author] May 5 @ 11:27am 
In regards to enabling it,

You can set the setting on the template with the module. There is no CBA setting for it. Alternative you can set it by script by running:

["crowsew_spectrum_toggleRadioTracking", [true], "crowsew_spectrum_radioTracking"] call CBA_fnc_globalEventJIP;

But only run it once local on a single player or on the server, and at that point its probably easier to use the module on the template or as zeus ingame anyway.
Crowdedlight  [author] May 5 @ 11:27am 
@Brim
I see. I just tested it and you are correct. It throws an error when trying to set it as active. However the radio is not meant to be set as active. You can still change the settings of volume and putting it on specific ear without having it set as active.

The mod will deal with the frequencies and encryption-codes on its own. Even if the radio did not throw the error I don't believe you could use it outside through the spectrum device.

I will look into why its throwing the error and see if I can fix it, so it at least does not delete itself. But in the meantime just don't set it as active.
Brim May 4 @ 9:03pm 
Alright after a little more testing, I'm not sure why they deleted the first time, but if you set the Icom as your active radio then it will delete itself, at least with our modset I did not test this with just the mod isolated.
Also is there a way to set it in mission settings that would let radio tracking be on by default instead of having to be toggled on by zeus?
Brim May 4 @ 7:54pm 
@Crowdedlight I'll have to test it and see if it's one of the mods we're running. I don't see why but then again things like this never make sense in arma anyway. I just wanted to check here first to make sure it wasn't something directly related to the mod possibly functionality wise that was doing it intentionally.