Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #328453] Fri, 22 November 2013 21:34 Go to previous messageGo to next message
vulgarmonkey is currently offline vulgarmonkey

 
Messages:51
Registered:May 2011
Hi, great new addition!

Quick question though, and it's such an obvious one that I'm not sure if I'm being really clever or really stupid, because no-one else has mentioned it, but....are the special batteries available to purchase from native vendors? I don't see them on BR, but then again neither are regular batteries.

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Corporal
Re: New Feature: Radio Operator[message #328455] Fri, 22 November 2013 22:23 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
They aren't on BR by default. However the radio set itself is, and always comes with one battery. Unless you have that thing on 24/7 (which is useless outside of combat an if not scanning), it can last weeks.

You can add it to BR by adding the -tag on the item in Items.xml.

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Captain

Re: New Feature: Radio Operator[message #328458] Fri, 22 November 2013 22:59 Go to previous messageGo to next message
vulgarmonkey is currently offline vulgarmonkey

 
Messages:51
Registered:May 2011
Much appreciated.
I'm probably more likely to get the thing shot full of holes before it runs dry, in that case.

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Corporal
Re: New Feature: Radio Operator[message #328469] Sat, 23 November 2013 13:40 Go to previous messageGo to next message
IoP is currently offline IoP

 
Messages:17
Registered:March 2012
Buggler

As such, proposed hotkey change for Radio Operator skill menu to 'Ctrl + /'.
- 'Ctrl' calls up the 'hand' cursor meaning some action expected
- 'Ctrl + /' is beside the 'Ctrl + .' for calling the menu for fill canteens and take off covert clothes etc


Simple answer. NO!. I don't have \ key in my keyboard and therefore there can't be CTRL+\

Please consult http://en.wikipedia.org/wiki/QWERTZ and http://en.wikipedia.org/wiki/QWERTY before planning new shortcuts with alt/shift/ctrl.

Related proof of concept code: https://o84.nor.fi/~jikuja/ja2/ja2_POC_unified_shift_digit_for_all_layouts.diff

Not even compiled but probable will help to clean some of the kayboard mess.


Edit: Just like I feared. Shift key is probably detected only when used with function keys, not with digits.

Also ja2 seems to fail detect keys which are entered with alt-rg. In my layout it means @

[Updated on: Sat, 23 November 2013 17:26] by Moderator

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Private
Re: New Feature: Radio Operator[message #328472] Sat, 23 November 2013 17:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Buggler didn't propose "backslash" but "slash".
Usually it would be "-" or "_" key on the QWERTZ keyboard then.

Edit:
@IoP: If hotkey would be changed to CTRL+/ you had to press CTRL+- then to use it on e.g. german keyboard layout.
Just the press the key, where the / is located on standard QWERTY layout.

[Updated on: Sat, 23 November 2013 17:45] by Moderator

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Sergeant Major
Re: New Feature: Radio Operator[message #328473] Sat, 23 November 2013 18:00 Go to previous messageGo to next message
IoP is currently offline IoP

 
Messages:17
Registered:March 2012
Sam_Hotte
Buggler didn't propose "backslash" but "slash".
Usually it would be "-" or "_" key on the QWERTZ keyboard then.

Edit:
@IoP: If hotkey would be changed to CTRL+/ you had to press CTRL+- then to use it on e.g. german keyboard layout.
Just the press the key, where the / is located on standard QWERTY layout.


umm my bad with "\" and "/" mess:/

Did you test ctrl+-? At least pressing "-" which is right from "." doesn't center into active merc with finnish layout.

I did more testing with finnish layout and shift+digit seems to be working even they should not. What layer of input does ja2 read? Some of the keys seems to be translated into local layout: e.g. "-" is "-" instead of "/" but shift+digit seems to emit standard us-qwerty characters"!@#$%^&*()" instead of "!"#

[Updated on: Sat, 23 November 2013 18:07] by Moderator

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Private
Re: New Feature: Radio Operator[message #328474] Sat, 23 November 2013 18:30 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
I don't know which layer is read by 1.13 when and where and in which way windows interferes when and where, unfortunately.

If your keyboard features a numpad, "centre on selected merc" is mapped onto the '/' key there (at least at my German win7 in German layout and English 1.13 v4870). But probably CTRL+/ would be then back on the '-' key, I'd assume.
Yeah, seems a mess. :/

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Sergeant Major
Re: New Feature: Radio Operator[message #328488] Sun, 24 November 2013 02:46 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Did a basic test. I've overlooked 'Ctrl + /' not working on QWERTZ keyboard.

'Ctrl + ,' is working correctly on both keyboards.
(FYI, ',' & combinations of it is currently not used at all in tactical screen.)

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Sergeant 1st Class
Re: New Feature: Radio Operator[message #328500] Sun, 24 November 2013 18:11 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
So... as ';' is no near '/' or '\' or whatever, I don't think there is a reason for changing the key combination.

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Captain

Re: New Feature: Radio Operator[message #328520] Mon, 25 November 2013 04:47 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Maybe I did not state my point clearly in earlier post.

Are we ok to butcher existing 'less important' hotkeys for new functions when there are still free keys available?
(less important = those that are deemed not frequently used/can be dropped in favor for other functions)

The minimum I would like to preserve is JA2 vanilla keys.

FWIW, '$' is not used in vanilla. However, if sticking to current situation, then 'Shift + 5/6/7/8/9/0' keys can also be freed up to reassign to other functions since 'Shift + 4' ($) original function is replaced.

It's not that there's no free keys available...

Using 'Ctrl + ,' (Ctrl + Comma) is just a suggestion, I'm good to have any other yet-to-be-assigned hotkey for calling the Radio Operator menu. Like the free 'Ctrl + 4'?

[Updated on: Tue, 26 November 2013 03:46] by Moderator

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Sergeant 1st Class
Re: New Feature: Radio Operator[message #328522] Mon, 25 November 2013 06:50 Go to previous messageGo to next message
mmm is currently offline mmm

 
Messages:63
Registered:May 2013
Forgot to ask earlier, but can I turn this feature off entirely. I don't want to get blown sky high for not using it. Or I could just edit the radio out of enemy items?

[Updated on: Mon, 25 November 2013 06:52] by Moderator

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Corporal
Re: New Feature: Radio Operator[message #328526] Mon, 25 November 2013 10:36 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Simply set RADIO_OPERATOR_ARTILLERY = FALSE in Skills_Settings.INI and nobody is going to use artillery.

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Lieutenant
Re: New Feature: Radio Operator[message #328561] Tue, 26 November 2013 00:23 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Flugente
New settings in Skills_Settings.ini (r6556 & GameDir r1856): RADIO_OPERATOR_ARTILLERY disables artillery for all teams. Useful if you do not like what this trait does. If you don't want this trait at all, don't select it for your IMPs, and simply remove the 33554432 from the radio set in Items.xml - this will cause the game not to assign this trait to enemies.

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Captain

Re: New Feature: Radio Operator[message #328606] Wed, 27 November 2013 03:55 Go to previous messageGo to next message
bimbo0099 is currently offline bimbo0099
Messages:3
Registered:May 2013
Awesome work as always, Flugente!

I have a question though, do I have to reactivate the radio everytime I switch sectors in tactical view?
I had some occasions where the enemy was able to call mortar strikes and reinforcements although the communications should have been jammed.
My merc is an IMP with the radio operator trait and he is wearing the radio 'as a backpack', just like the first post shows. The sound for the different actions plays and I can see the icons on the merc portraits.

Also, a possible bug, the battery doesnt seem to drain for me. My radio is literally turned on for 5 ingame weeks straight, the charge meter is still maxed and the battery says 'full' in the description box. Seems like I have the russian pocket size nuclear edition Smile

Game dir: 1878
Exe: 6641
Mods: Wildfire maps 6.07

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Civilian
Re: New Feature: Radio Operator[message #328616] Wed, 27 November 2013 14:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hi bombo0099, welcome to the pit!

That shouldn't be necessary... in that situation, was it really the 'jam' symbol that was displayed (a radio tower that is crossed out), and not the other radio symbol (normal radio tower)? A pic would be ideal here.

I'm not at a coding location atm, but there are settings in Skills_Settings.ini that determine how fast batteries drain. Changes those values to ludicrously high values and see if anything happens (max battery charge is 60000.0 points).

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Captain

Re: New Feature: Radio Operator[message #328621] Wed, 27 November 2013 15:05 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
Registered:April 2012
Is it possible to implement smaller radio? maybe without jamming and/or scanning posibilities, or some other limitations?

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Staff Sergeant
Re: New Feature: Radio Operator[message #328624] Wed, 27 November 2013 15:24 Go to previous messageGo to next message
bimbo0099 is currently offline bimbo0099
Messages:3
Registered:May 2013
I couldn't find the battery drain setting in Skills_Settings.INI. This would explain why my battery is seemingly infinite. But I also checked the file on the SVN, which didnt have this setting either.
Do you happen to know the command from memory, so I can add it myself to see if anything changes?


Regarding jamming communications not working, it only happened a handful of times during my campaign.
If it happens again I will provide pics, but everything was as you described (crossed out radio tower etc).

Semi-related, does the enemy use combined attacks?

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Civilian
Re: New Feature: Radio Operator[message #328625] Wed, 27 November 2013 15:38 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Buggler
Maybe I did not state my point clearly in earlier post.

Are we ok to butcher existing 'less important' hotkeys for new functions when there are still free keys available?
(less important = those that are deemed not frequently used/can be dropped in favor for other functions)

The minimum I would like to preserve is JA2 vanilla keys.

FWIW, '$' is not used in vanilla. However, if sticking to current situation, then 'Shift + 5/6/7/8/9/0' keys can also be freed up to reassign to other functions since 'Shift + 4' ($) original function is replaced.

It's not that there's no free keys available...

Using 'Ctrl + ,' (Ctrl + Comma) is just a suggestion, I'm good to have any other yet-to-be-assigned hotkey for calling the Radio Operator menu. Like the free 'Ctrl + 4'?


Though not using the squad assignment keys a lot myself, I'd think that if there are other, easy keys/combinations available, we shouldn't "destroy" existing keys without sound reason.

Hence, if it's not much ado, i'd vote against shift+4 but for one of the suggested alternatives. Smile

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Sergeant Major
Re: New Feature: Radio Operator[message #328634] Wed, 27 November 2013 20:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
bimbo0099
I couldn't find the battery drain setting in Skills_Settings.INI. This would explain why my battery is seemingly infinite. But I also checked the file on the SVN, which didnt have this setting either.
Do you happen to know the command from memory, so I can add it myself to see if anything changes?


Regarding jamming communications not working, it only happened a handful of times during my campaign.
If it happens again I will provide pics, but everything was as you described (crossed out radio tower etc).

Semi-related, does the enemy use combined attacks?
I remembered the wrong location - it's [Energy Settings] in Item_Settings.ini.

With a current exe, jamming works just as intended... which SCI are you using?

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Captain

Re: New Feature: Radio Operator[message #328636] Wed, 27 November 2013 20:32 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
cnagorneac
Is it possible to implement smaller radio? maybe without jamming and/or scanning posibilities, or some other limitations?
Is possible, needs a few more tags then.

But will not happen. In order to be able to use the radio operator skills, you need a trained operator and radio set. A radio set needs to be worn like a backpack. While I am fully aware that some people would like this not to be a trait, and would possibly like the set to be a tiny item weighing nothing, I will have nothing of that.
As item scarcity and money is no longer useful for balancing, I felt using up a trait slot and using up inventory space is the only way to keep the player from using this without any drawbacks.

:armsfolded:

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Captain

Re: New Feature: Radio Operator[message #328789] Wed, 04 December 2013 03:11 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
As of r6674, squad 14 hotkey in tactical screen is remapped to 'Ctrl + 4'.
Other than that, all squad keys are in their usual positions for both strategic and tactical screen.

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Sergeant 1st Class
Re: New Feature: Radio Operator[message #328798] Wed, 04 December 2013 12:46 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
is it possible to buy batteries from BR shop? or I have to buy new set?

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Master Sergeant
Re: New Feature: Radio Operator[message #329377] Mon, 30 December 2013 13:26 Go to previous messageGo to next message
Swant is currently offline Swant

 
Messages:29
Registered:April 2011
I just started using this feature and it is great! However, all of a sudden the game crashes everytime i click on the radio set.
I get this message:
RUNTIME ERROR - PRESS ESC TO EXIT
Asserion Faliure[lime 60 in file item types.ccp] Attempting to do a debug save as SaveGame247.sav

Im using:
SCI_Unstable_Revision_6692_on_GameDir_1894
Arulco-Revisited--AR-v1.4-20130120-
SDO_GameDir_r1894
AR+SDO_Default_Maps_GameDir_r1893
AR+SDO_Rnd_Item_Maps_GameDir_r1893


Edit: I went back to an earlier save game and now it seems to be working again

[Updated on: Mon, 30 December 2013 13:48] by Moderator

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Private 1st Class
Re: New Feature: Radio Operator[message #329440] Wed, 01 January 2014 16:33 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
That error indicates something went terribly wrong when creating LBE gear. Hum. Never had that before, and I have no idea why this would happen with radio operators in mind - granted, the set is LBE, but still...

Please report if this happens again.

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Captain

Re: New Feature: Radio Operator[message #329441] Wed, 01 January 2014 16:36 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@E1vS: Simply add 3 to the battery in Items.xml. I also added it to BR in GameDir r1908.

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Captain

Re: New Feature: Radio Operator[message #329600] Mon, 06 January 2014 20:51 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Starting from r6731, it is possible to call Skills Menu by pressing ALT + Right Mouse Button as described here .
Default $ hotkey (Shift+4) still works.
Menu placement was changed from soldier's position to mouse cursor.

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Lieutenant

Re: New Feature: Radio Operator[message #329888] Tue, 21 January 2014 02:52 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
I would like to add a handheld version of the radio set that would require a merc to have it in his hand in order to use rather than be forced to replace his LBE gear with this.

Yes it'd unbalance it but I plan on giving it to enemy troops too to make things harder :laugh:

If i have the radio set as an item instead of a piece of LBE, how would I go about using it? Or is the code not there to do so?

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Master Sergeant
Re: New Feature: Radio Operator[message #329905] Tue, 21 January 2014 23:26 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Enemy troops already have access to radio sets and the radio operator skill. Your argument is therefore invalid.

I am absolutely against handheld radio sets. I feel that the requirement of a heavy set that uses up an important LBE slot is necessary for balance reasons. If one wants the tactical options of a radio operator, one of your mercs uses up one trait slot, carries a lot of weight and has less inventory space. I do not want this to be a no-brainer, where the set is a tiny 100g item everyone can use.

To change that you need to code it differently. It's only a couple of lines. Don't you people dare to incorporate such a change into the trunk. This is a surefire way to get me very pissed :bunny:

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Captain

Re: New Feature: Radio Operator[message #329909] Tue, 21 January 2014 23:40 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
and they do not carry as much as the players mercs do - so it would be senseless for them

btw all handheld radios (SEM)I ever used in my military time were crap

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Sergeant Major
Re: New Feature: Radio Operator[message #331334] Mon, 17 March 2014 10:30 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
One more possible application for 'jam communications' option:
enemy can jam remote detonator frequency (random one or all of them) so you can't blow up your carefully placed explosives untill you find and kill that jammer :rifle:

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Lieutenant

Re: New Feature: Radio Operator[message #331377] Wed, 19 March 2014 00:44 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Great idea. Though I have a small improvement in mind :diabolical:

As of r7089 & GameDir r1994,
  • if RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS is TRUE, radio operator jamming will prevent remote activation or defusing of bombs. Quest-related remotes are still active.
  • if RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS is TRUE, there is a small chance that jamming enemy radio operators will set of remote bombs/defuses
  • removing a radio set from inventory ends scanning/jamming
Of course, setting RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS to TRUE and RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS to FALSE is the heroic way to go. Every turn, every frequency-jamming enemy radio operator has a 5% chance to draw a number between 1 and 8. 1-4 detonate remote bombs, 5-8 send a defuse signal to any defuse found.

So there is now a chance that your carefully layered defense will literally blow up in your face. Also, having your sapper stacked with pre-armed explosives is now a gamble :luckystrike: It's like russian roulette with a 20-chamber revolver and a nuke!

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Captain

Re: New Feature: Radio Operator[message #331449] Fri, 21 March 2014 19:45 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
One issue related to radio reinforcements:
My mercs attacked enemy from city sector to the forest next to city.

I was able to reassign militia in town in the middle of the battle, so i could call reinforcements, then reassign militia, then call artillery strike from that city sector. Seems like exploit Smile

When the battle goes on in one of the city sectors, militia reassigning is disabled.

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Lieutenant

Re: New Feature: Radio Operator[message #331451] Fri, 21 March 2014 20:04 Go to previous messageGo to next message
patchmasterdoom is currently offline patchmasterdoom

 
Messages:12
Registered:October 2012
Location: United States
Suggestion for RTO trait.

Talking on a radio/Calling for IDF (Indirect Fire) is a pretty common skill in the military. That being said, would it not be appropriate for any merc with a military background to be able to operate the radio?

Incidentally... Keeping up with 1.13 updates with shit Afghanistan internet is a PITA.

[Updated on: Fri, 21 March 2014 20:05] by Moderator

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Private
Re: New Feature: Radio Operator[message #331455] Fri, 21 March 2014 20:33 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It is however a very powerful ability in game terms and thus needs appropriate restrictions to balance.

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Captain

Re: New Feature: Radio Operator[message #331515] Thu, 27 March 2014 01:34 Go to previous messageGo to next message
Jakub is currently offline Jakub

 
Messages:40
Registered:January 2014
Now somebody should makes Walkie Talkie for all members of player squads too ...

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Corporal
Re: New Feature: Radio Operator[message #331525] Thu, 27 March 2014 14:55 Go to previous messageGo to next message
Leonidas

 
Messages:35
Registered:February 2014
Location: Germany
Hmmm. Smile A JA1-style radio for team communication.

Necessary for

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Private 1st Class
Re: New Feature: Radio Operator[message #331526] Thu, 27 March 2014 17:34 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Actually I already see the extended ears as a communication device even though the description doesn't mention anything like that. Cool

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Lieutenant
Re: New Feature: Radio Operator[message #331531] Thu, 27 March 2014 23:37 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Having Extended Ear for 'we see what militia sees' feature to work seems reasonable.

One good item from JA1 is a 'wall probe' - allows to know if there is somebody in the building and know more info if device user is skilled enough.

(though this has nothing to current topic and discussed 'radio operator' Smile

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Lieutenant

Re: New Feature: Radio Operator[message #331533] Fri, 28 March 2014 03:55 Go to previous messageGo to next message
Leonidas

 
Messages:35
Registered:February 2014
Location: Germany
silversurfer
Actually I already see the extended ears as a communication device even though the description doesn't mention anything like that. Cool


That's right as far as JA2 goes. But with both radios players need to decide if they prefer hearing range or team communication (f.e. loners are happier with extended ears/lose some morale with small radios). Counterargument: In JA1 the extended ears combine the radio function and better hearing. I would like to see a JA1-style radio anyway - even if it's just for the look.

And how about combining a small radio with the large radio? Let's say that either a scout needs a large radio or another member has to carry one as a relay for communication with the headquarter while the scout wears a small radio. With a scout but without a large radio a troop might not be ambushed, but the headquarter receives no information of enemy activities and enemy positions cannot be displayed on the map.
NB: The scout should never be able to fully replace a radio operator. He just can send his reports to the headquarter if he or a radio operator carries a large radio.


Finally I agree that the wall probe was indeed a quite amusing item. Alas, what could be bugged?

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Private 1st Class
Re: New Feature: Radio Operator[message #331557] Sat, 29 March 2014 19:24 Go to previous messageGo to previous message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
audio bugs could be used at corners where you plant remote detonated devices, when you hear the enemy charge around the corner, you press the button and set it off. Something like that, this could also work for bugging internal locations so you can hear when the enemy has taken a outlying building.

though I think at some point some of this might end up being overload, turning this from a game into a simulator.

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Master Sergeant
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