Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #338916 is a reply to message #338448] Sun, 11 January 2015 16:47 Go to previous messageGo to next message
cpt.Shen

Messages:8
Registered:January 2015
Is there an effective way to make the radio set useable when I choose old inventory and old attachments? I tried to change it's category to misc. or kit in xml editor and then put it in hands slot but it doesn't work, even with full battery inside.
Re: New Feature: Radio Operator[message #338925 is a reply to message #338916] Sun, 11 January 2015 19:00 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
This trait requires the new inventory system and does not work in the old inventory system.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #338932 is a reply to message #338925] Sun, 11 January 2015 20:32 Go to previous messageGo to next message
cpt.Shen

Messages:8
Registered:January 2015
Kinda disappointing. Would it be possible to alter it so it can be used with old inventory system in next build?
Re: New Feature: Radio Operator[message #338961 is a reply to message #338932] Tue, 13 January 2015 11:28 Go to previous messageGo to next message
Hawkeye

 
Messages:1550
Registered:October 2005
Location: Australia
What he said.

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Re: New Feature: Radio Operator[message #338997 is a reply to message #338961] Sat, 17 January 2015 23:07 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
Hm. While I dislike removing strict code limitations I intentionally set up out of principle, in this instance I forgot what the instance was in the first place. So I'll allow it.

As of r7718, you can now use radio sets with the old inventory system - having the set somewhere in your inventory (and having a charged battery attached, and you being a qualified merc with the trait) will allow you to use the set. Note that as there is no LBE in OIV, it would be very smart to set the item class of the set (item #1697) to MISC instead of LBEGEAR, otherwise its unlikely the enemy will ever spawn with it.

Behaviour in NIV is unchanged - its needs to be LBE and has to be worn in the correct position.

This code change is not included in the stable 2014, because that's outdated dead weight anyway.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #339334 is a reply to message #338997] Mon, 09 February 2015 00:22 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
As a part of this, radio operators get a new use. They allow us giving militia in adjacent sectors (or adjacent towns) strategic movement orders. So if you want your militia to engage, but perhaps don't want to directly join them, it would be reasonable to have one of these guys along...

Now that we have a much easier time moving militia, it is a good time to remove this trait's biggest exploit: The militia reinforcements could previously ordered from any sector and arrived almost instantly. This allowed bypassing hours of their travel. Combined with the helicopter, one could move around a full sector's militia contingent across the country in blitzkrieg style. No more of that!
As of now, radio operators can only call in reinforcements in tactical inside towns. Combined with the new feature, you still move militia around, even easier than before - but 'militia blitzing' is no longer possible.

And no, there is no option to revert to old behaviour, because I say (and code) so.

[Updated on: Mon, 09 February 2015 00:28]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #339337 is a reply to message #339334] Mon, 09 February 2015 02:08 Go to previous messageGo to next message
edmortimer

 
Messages:761
Registered:January 2015
Location: Home Free
Very cool, yo! Great work!




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Re: New Feature: Radio Operator[message #342085 is a reply to message #339337] Fri, 14 August 2015 23:57 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
As or r974 & GameDir r2270, radio sets no longer need a battery. The reasoning behind this is simple: radio sets have two uses: commands in tactical combat, and radio scanning in strategic. While the energy use is different, there has to be an absurdly high 'energy' in the 'battery' (otherwise batteries would run dry very fast if time compression is small). So we either have batteries that last for ages, or batteries that run dry really, really fast.

Additionally, keeping this powered with batteries is tedious. It's okay for the motion detector, which is a powerful device one would use all the time if the usage wasn't restricted by the (relative) scarcity of batteries. I don't see the need for that with the radio set, as the radio jamming already provides a countermeasure for both teams... and the weight of the set, need to block an important LBE slot and limited qualified personnel are already a limiting factor.

Plus having at least some parts of the game become a lit less tedious (you might have merc with the correct trait and equipped the correct item in the correct way, but have you attached the correct other item?) would be nice change.

#1698 stays in for now for compatibility reasons (not wanting to have NADAs illegally attached to all sets) for now.

Item #1698 is no longer needed (is still in for compatibility reasons for now).



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #342086 is a reply to message #342085] Sat, 15 August 2015 03:33 Go to previous messageGo to next message
Franimus

 
Messages:41
Registered:June 2015
Location: USA
I don't think I saw it mentioned in this thread... My radio operator merc (NIV, AIMNAS) started out with a radio headset, what is the difference between that and this radio backpack/LBE?

Also, is it possible for the enemy to call immediate reinforcements from non-town sectors? When I attacked Drassen Mine, it seemed like reinforcements may have come in from the south; I'm not sure if all 40 reinforcements came from the east, although I do have all troop limits set to maximums (64, 40, etc).
Re: New Feature: Radio Operator[message #342094 is a reply to message #342086] Sun, 16 August 2015 08:02 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Thats an Extended Ear. It boosts hearing range and Deputy/Squadleader 'aura' radii
Re: New Feature: Radio Operator[message #343889 is a reply to message #342094] Fri, 29 January 2016 00:51 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
As of r8043 & GameDir r2289, there is now an ini setting (Skills_Settings.ini) that controls whether player radio operators are allowed to call in militia reinforcements from adjacent sectors:
; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors 
; This also requires AllowReinforcements to be 1 in DifficultySettings.xml
; 0: not at all
; 1: if they are in the same town
; 2: if either this or the adjacent sector is in a town
; 3: possible in all sectors
RADIO_OPERATOR_REINFORCEMENT_SETTING	  = 2

Due to somewhat wonky coding, up to now it was basically always option 3, which allowed to blitz around the country with 6 mercs in a heli and 64 militia in tow. Perhaps some might want to alter that.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #345495 is a reply to message #327348] Sat, 14 May 2016 08:58 Go to previous messageGo to next message
raditzvisnar

 
Messages:36
Registered:April 2016
Location: Indonesia

From where should i buy the battery? BR? Or NPC? From BR i cant find that item...



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Re: New Feature: Radio Operator[message #345498 is a reply to message #345495] Sat, 14 May 2016 10:26 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
After 7974 radio sets no longer need battery
Re: New Feature: Radio Operator[message #345690 is a reply to message #345498] Thu, 26 May 2016 20:01 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
In r8177 I'm still getting the message "no .xml signal shell found" when calling for an artillery strike. I know there was a problem with this related to the editor in the past so maybe it's more of the same. Too bad though. This is one of the coolest things you've added Flugente.
Re: New Feature: Radio Operator[message #345691 is a reply to message #345690] Thu, 26 May 2016 20:46 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
The signal shell item (item #1700 in stock) needs the tag <ItemFlag>67108864</ItemFlag> set to be found. It is likely the editor deletes that.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #345699 is a reply to message #345691] Fri, 27 May 2016 05:53 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Pardon me for knowing nothing about how to code but is there an easy way for me and others to set that flag manually?

On a related subject, the JA editor doesn't seem to run anymore...not the .xml editor, which does...but loads very slowly.

Maybe that's because I've implemented the Windows 8 fix for JA.exe but perhaps the same needs to be done for these other exe's too.
Re: New Feature: Radio Operator[message #345700 is a reply to message #345691] Fri, 27 May 2016 06:03 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Well I used the editor and found ID 6718864 is associated with "Signal Shell", but item 1700 is called simply 'placeholder'. If I select item 1700 and choose the flag "Signal Shell" (nothing is checked now), would that work or jut bugger it all up?

I may be ignorant, but I'm not stupid....

Re: New Feature: Radio Operator[message #345703 is a reply to message #345700] Fri, 27 May 2016 09:57 Go to previous messageGo to next message
silversurfer

 
Messages:2064
Registered:May 2009
Don't use the XML Editor for changing that stuff. It will likely break some files. You can use it for viewing but don't save. Make changes with an editor like Notepad++.

Here is the relevant part in stock 1.13 items.xml:

<ITEM>
	<uiIndex>1700</uiIndex>
	<szItemName>Mortar Signal Shell</szItemName>
	<szLongItemName>60mm Mortar Signal Shell</szLongItemName>
	<szItemDesc>This mortar shell is used to mark an area for further bombardment.</szItemDesc>
	<szBRName>60mm Mortar Signal Shell</szBRName>
	<szBRDesc>The red smoke from this signal shell clearly marks an area - visible even at night.</szBRDesc>
	<usItemClass>512</usItemClass>
	<AttachmentClass>1024</AttachmentClass>
	<nasAttachmentClass>1024</nasAttachmentClass>
	<nasLayoutClass>1</nasLayoutClass>
	<ubClassIndex>94</ubClassIndex>
	<ItemFlag>67108864</ItemFlag>




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: New Feature: Radio Operator[message #345710 is a reply to message #345703] Fri, 27 May 2016 23:26 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Thanks Silversurfer and Flugente. I do love this feature; it creates a whole new type of game if you want it to.
Re: New Feature: Radio Operator[message #345857 is a reply to message #345710] Mon, 06 June 2016 08:06 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
After messing it up when I edited it with plain Notepad (CTD on loading game) I used Notepad++ and everything worked fine in the game but still when I called for arty it would crash the game...didn't say anything about smoke shell flag like before but didn't work either.

This is just FYI. I'm just going to play without it, but thanks for the help anyway.
Re: New Feature: Radio Operator[message #346242 is a reply to message #345857] Fri, 15 July 2016 13:37 Go to previous messageGo to next message
RegularJoe

 
Messages:10
Registered:March 2014
Location: Finland
Seems like the inability to order artystrikes is an AIMNAS issue.
From the aim items.xml:

<ITEM>
<uiIndex>2555</uiIndex>
<szItemName>Signal Shell</szItemName>
<szLongItemName>60mm Signal Smoke Shell</szLongItemName>
<szItemDesc>These 60mm shells disperse red signaling smoke on the target area.</szItemDesc>
<szBRName>60mm Signal Smoke Shell</szBRName>
<szBRDesc>These 60mm shells disperse red signaling smoke on the target area.</szBRDesc>
<usItemClass>512</usItemClass>
<ubClassIndex>214</ubClassIndex>
<ItemFlag>67108864</ItemFlag>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>810</ubGraphicNum>
<ubWeight>17</ubWeight>
<ubPerPocket>2</ubPerPocket>
<ItemSize>686</ItemSize>
<usPrice>600</usPrice>
<ubCoolness>6</ubCoolness>
<bRepairEase>-5</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BigGunList>1</BigGunList>
<BR_NewInventory>4</BR_NewInventory>
<usOverheatingCooldownFactor>100</usOverheatingCooldownFactor>
<buddyitem>85</buddyitem>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>

I added here that itemflag as I figured out that it's the thing for artystrike code to detect an item as "signal smoke" it wants. Before this edit the game complained about missing signalsmoke, afterwards it crashed when ordering arty.
Guess that there is something fucked up with the items/explosives and/or the artystrike code needs also something else from xmls that is varied in the aimnas. Can't say what though as I barely understand how the 113 works.

[Updated on: Fri, 15 July 2016 13:37]

Re: New Feature: Radio Operator[message #346245 is a reply to message #346242] Fri, 15 July 2016 15:02 Go to previous messageGo to next message
silversurfer

 
Messages:2064
Registered:May 2009
In AIMNAS Item 2555 is not the artillery signal shell. It's just one of the normal signal shells that come in different flavours like hand grenades, 40mm grenades and 60mm shells.

The artillery signal shell needs to have <ItemFlag>67108864</ItemFlag> set and its <ubClassIndex> needs to point to an explosive in Explosives.xml that has <ubType>10</ubType> which stands for "Signal Shell".

Currently AIMNAS seems to be missing an artillery signal shell altogether.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: New Feature: Radio Operator[message #346250 is a reply to message #346245] Fri, 15 July 2016 21:35 Go to previous messageGo to next message
RegularJoe

 
Messages:10
Registered:March 2014
Location: Finland
All right, well, it should be easy enough to fix, that was what I needed to know. Thanks!

[Updated on: Fri, 15 July 2016 21:36]

Re: New Feature: Radio Operator[message #346381 is a reply to message #346250] Wed, 27 July 2016 04:21 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Could some of you share how to fix arty stuff with Bigmaps/Aim? I've tried adding flags in xml's, tried changing them in xml editor. Nothing helps - if I add Smoke signal flag - game crashes everytime i try calling artys from militia...
Re: New Feature: Radio Operator[message #346385 is a reply to message #346381] Wed, 27 July 2016 13:49 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
I suggest looking at the signal shell related in Items.xml, Explosives.xml and ExplosiveData.xml and copying that over.

And don't use xml editor afterwards, as it likely eats entries.

[Updated on: Wed, 27 July 2016 13:49]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #346772 is a reply to message #346385] Thu, 01 September 2016 14:53 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Excuse me, Flugente, but since you allowed to use this radio operator mechanics with the old inventory system, maybe you could also allow to use this with the old skill system? For example, by replacing strings #17 573 - 17 574 in Soldier Control.cpp:
if ( !NUM_SKILL_TRAITS( this, RADIO_OPERATOR_NT) )
		return FALSE;

with something like
if ( !NUM_SKILL_TRAITS( this, RADIO_OPERATOR_NT || this, ELECTRONICS_OT ) )
		return FALSE;

Radio operating and electronics are very closely connected IRL, for example, many (if not most) of the radiophysical faculties don't make a difference between these specialities, having only combined "Radiophysics and electronics" specialization instead.
Re: New Feature: Radio Operator[message #346778 is a reply to message #346772] Thu, 01 September 2016 20:39 Go to previous messageGo to next message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
To be perfectly honest: I don't like the old trait system at all. In my personal opinion, it is outdated stuff that clutters the code, but we don't remove that. I see no reason to put work into getting this to work with the old trait system.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Radio Operator[message #346788 is a reply to message #346778] Fri, 02 September 2016 06:34 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Understood. But... this could be simpler than dealing with the old inventory system - just one string to change (as far as I understand)...
There just are many people (at least in runet) who like the new system less for many reasons (too complicated - against Occam's razor, 'repairs' what already worked fine, some popular traits like NO can't be 'expert' + it doesn't fit some mercs like Dr. Q + it doesn't separate ability to repair/lockpick electronics from 'base' mechanical abilities (which is odd) and doesn't separate 'eastern-like' martial arts from 'western' close combat style + Demolitions trait is quite odd, combining grenade throwing bonus with unrelated 'attach detonator' bonus... and so on).
Re: New Feature: Radio Operator[message #347687 is a reply to message #346788] Sun, 04 December 2016 17:56 Go to previous messageGo to next message
Damesh

 
Messages:47
Registered:January 2001
Location: Florida
I'm back to playing JA2 with latest version. I created a IMP radio operator and he was given a set in his backpack. I'm having trouble operating it. I haven't found any step by step directions on how to use, just an old youtube video that shows it in TIMMS spot, which I can't equip there and alt right click doesn't do anything. How's this work.
Re: New Feature: Radio Operator[message #347688 is a reply to message #347687] Sun, 04 December 2016 18:15 Go to previous messageGo to next message
edmortimer

 
Messages:761
Registered:January 2015
Location: Home Free
It's worn in the backpack slot, and you access the abilities in Tactical by using the "$" key (Shift-4).




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Re: New Feature: Radio Operator[message #347689 is a reply to message #347688] Sun, 04 December 2016 18:58 Go to previous messageGo to next message
Damesh

 
Messages:47
Registered:January 2001
Location: Florida
Thanks. Everything is greyed out, what else do you need?
Re: New Feature: Radio Operator[message #347690 is a reply to message #347689] Sun, 04 December 2016 19:13 Go to previous messageGo to next message
edmortimer

 
Messages:761
Registered:January 2015
Location: Home Free
A radio battery. It didn't come with a radio battery?

Or, maybe you don't have a situation where you can use it at the moment.

Also, check the beginning of this thread for more info.




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Re: New Feature: Radio Operator[message #347691 is a reply to message #347690] Sun, 04 December 2016 19:38 Go to previous messageGo to next message
Damesh

 
Messages:47
Registered:January 2001
Location: Florida
I have the battery. I'm trying to run jamming, do I have to wait for the smoke? I was trying to be proactive and run it before. Since I didn't know how to use it I'm doing it over.
Re: New Feature: Radio Operator[message #347701 is a reply to message #347691] Wed, 07 December 2016 00:12 Go to previous messageGo to next message
Damesh

 
Messages:47
Registered:January 2001
Location: Florida
Radio operator, working radio set and enough APs. I get the menu, but everything is greyed out.
Re: New Feature: Radio Operator[message #347702 is a reply to message #347701] Wed, 07 December 2016 00:30 Go to previous messageGo to next message
silversurfer

 
Messages:2064
Registered:May 2009
Just to double-check - the radio set has to be worn AS the backpack NOT IN the backpack. If all prerequisites apply you should at least get some options in the radio operator menu.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: New Feature: Radio Operator[message #347704 is a reply to message #347702] Wed, 07 December 2016 04:10 Go to previous messageGo to next message
Damesh

 
Messages:47
Registered:January 2001
Location: Florida
The game doesn't allow me to put the radio in the backpack slot.

Edit: After a little experimentation, it doesn't go in the backpack slot, it goes into the TIMMS slot, but only if you remove the backpack (i.e. there is no backpack equipped).

Thanks for the help.

[Updated on: Wed, 07 December 2016 04:16]

Re: New Feature: Radio Operator[message #349304 is a reply to message #347704] Sat, 18 March 2017 14:02 Go to previous messageGo to next message
Tyxe

 
Messages:74
Registered:May 2012
Location: France
Enemies air strikes are very fun but only one turn to get away is harsh, especially when you are somewhat pinned down or in a bad spot.
Is there a way to give one more turn to get away ?
While it would make escaping the strikes much easier, at least it would still compel you to change your tactical position.

Furthermore it could be compensated by increasing both the aera and the intensity of the strikes if wanted as the options already exist in the skill.ini.
Re: New Feature: Radio Operator[message #349306 is a reply to message #349304] Sat, 18 March 2017 19:12 Go to previous message
Flugente

 
Messages:3049
Registered:April 2009
Location: Germany
It's artillery, not an airstrike. Otherwise SAM coverage would have an effect.
There is not.
The other options (radius, number of shells etc.) can be set in Skills_Settings.ini.
Note that you can avoid artillery by using your own radio operators to jam the frequencies.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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