Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #327654] Tue, 05 November 2013 21:44 Go to previous messageGo to next message
Randok

 
Messages:310
Registered:March 2004
Thank you for the explanation.
Smile
Re: New Feature: Radio Operator[message #327668] Wed, 06 November 2013 09:12 Go to previous messageGo to next message
LordLes

 
Messages:19
Registered:June 2007
Location: Seattle, Wa, USA
Simply phenomenal.
Re: New Feature: Radio Operator[message #327832] Sun, 10 November 2013 02:32 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
Flugente
That is WH40K stuff, and will not go into the trunk as its pure science fiction. Will be changed once third-world countries have access to power armour and automatic exploding rocket machinegun-sidearms Smile


Well I took a closer look and figured that it was done by simply adding strength. If it is to be done technically realistically then it's better to use some other modifiers, like "equivalent strenght" for carrying capacity only, because no exoskeleton today is made to give a more powerful punch. Also it's better to add some other modifier to affect actions like movement, vaulting, climbing roof and changing stances. Either by making them slower or outright impossible. Before those things become available, I don't think exoskeletons can be implemented properly either.

But the point of melee protection is still valid, no? Even if no items today could carry such attribute(I don't think so, hard armors make good candidates), it could be make available to future items or other mods. Although I'd suggest to make distinction between blunt attack and blade weapons.

[Updated on: Sun, 10 November 2013 07:02] by Moderator

Re: New Feature: Radio Operator[message #327923] Mon, 11 November 2013 10:33 Go to previous messageGo to next message
Taro_M

 
Messages:298
Registered:November 2008
Great stuff, especially the jamming.

However I would like to request a setting with would disable mortar support from militia. So you can make use of it using mercs.
Re: New Feature: Radio Operator[message #327952] Mon, 11 November 2013 20:45 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Militia already cannot call artillery. Only the player and the enemy have access to this trait.

With RADIO_OPERATOR_ARTILLERY you can disable artillery for everybody.


Re: New Feature: Radio Operator[message #327969] Mon, 11 November 2013 22:51 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
http://i44.tinypic.com/2wodrba.jpg
Thanks to smeagol, we now have a beautiful radio set.


Re: New Feature: Radio Operator[message #327987] Tue, 12 November 2013 03:25 Go to previous messageGo to next message
pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Thank you smeagol.
Re: New Feature: Radio Operator[message #327998] Tue, 12 November 2013 11:05 Go to previous messageGo to next message
Taro_M

 
Messages:298
Registered:November 2008
Is that AN/PRC-77 Portable Transceiver or something else? The front panel looks just like it.

[Updated on: Tue, 12 November 2013 11:08] by Moderator

Re: New Feature: Radio Operator[message #328045] Tue, 12 November 2013 22:16 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
SE-227
U.S. Signal Corps PRC-77
http://www.armyradio.ch/radio-e/se-227-e.htm
Re: New Feature: Radio Operator[message #328052] Tue, 12 November 2013 22:54 Go to previous messageGo to next message
Taro_M

 
Messages:298
Registered:November 2008
So it was PRC-77 after all. Im was just asking so the name will be correct.

[Updated on: Tue, 12 November 2013 22:56] by Moderator

Re: New Feature: Radio Operator[message #328130] Thu, 14 November 2013 10:43 Go to previous messageGo to next message
niculinux

 
Messages:83
Registered:January 2012
Location: Italy
Flugente
http://i44.tinypic.com/2wodrba.jpg
Thanks to smeagol, we now have a beautiful radio set.


:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:

Really, it's never enough!!!!
Re: New Feature: Radio Operator[message #328338] Tue, 19 November 2013 15:20 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Would like feedback on players' usage of hotkeys for squads.
Please do comment so that considerations can be taken whether to preserve or free the > 10 (Shift + #) squad hotkeys up for other uses.
(Not to worry there's still free keys, just that needs a bit of searching/or more multi-press to bind a new hotkey for a good fit.)

Anyone has occasions of assigning mercs to squad numbers > 10?
Possible scenarios will be
- Late game where you are running your Mini Merc Management Machine (4M) where their speciality is not about mass producing $, but corpses in many different sectors
- You always mentally assigned certain roles to certain squad number and/or you make use of Flugente's SquadNames.xml

Previously, all (1-20) squads can be recalled using hotkeys on both strategic and tactical screen.

Radio Operator feature uses ($ aka Shift + 4) to call up the skill menu, thereby Squad 14 & its mercs has to selected through other methods in tactical screen.

Implications on freeing > 10 (Shift + #) squad hotkeys:
In Strategic Screen,
Same squad group selection (> 10) will be done through manual Shift+LMB/Ctrl+LMB after sorting the mercs by assignment

In Tactical Screen,
- 'Shift+Space' to cycle through the squads OR
- searching and clicking on the merc in tactical screen
In both cases, screen will be 'centered' on them whereas using hotkeys, screen will remain where it is. The differences will be more evident when playing on big maps and it's good to have the alternative selection method present.

---------------------------------------
As such, proposed hotkey change for Radio Operator skill menu to 'Ctrl + /' 'Ctrl + ,'.
- 'Ctrl' calls up the 'hand' cursor meaning some action expected
- 'Ctrl + /''Ctrl + ,' is beside the 'Ctrl + .' for calling the menu for fill canteens and take off covert clothes etc
- '/' will centre on merc, convenient before calling the skill menu. (proximity for QWERTY keyboard)

To minimize confusion and ease transition, the 2 keys ($ and 'Ctrl + /''Ctrl + ,') can co-exist for a few months before the removal of $ to restore Squad 14 hotkey in tactical screen.

[Updated on: Sun, 24 November 2013 02:51] by Moderator

Re: New Feature: Radio Operator[message #328453] Fri, 22 November 2013 21:34 Go to previous messageGo to next message
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.
Re: New Feature: Radio Operator[message #328455] Fri, 22 November 2013 22:23 Go to previous messageGo to next message
Flugente

 
Messages:3387
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.


Re: New Feature: Radio Operator[message #328458] Fri, 22 November 2013 22:59 Go to previous messageGo to next message
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.
Re: New Feature: Radio Operator[message #328469] Sat, 23 November 2013 13:40 Go to previous messageGo to next message
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

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

 
Messages:2020
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

Re: New Feature: Radio Operator[message #328473] Sat, 23 November 2013 18:00 Go to previous messageGo to next message
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

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

 
Messages:2020
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. :/
Re: New Feature: Radio Operator[message #328488] Sun, 24 November 2013 02:46 Go to previous messageGo to next message
Buggler

 
Messages:207
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.)
Re: New Feature: Radio Operator[message #328500] Sun, 24 November 2013 18:11 Go to previous messageGo to next message
Flugente

 
Messages:3387
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.


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

 
Messages:207
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

Re: New Feature: Radio Operator[message #328522] Mon, 25 November 2013 06:50 Go to previous messageGo to next message
mmm

 
Messages:64
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

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

 
Messages:2315
Registered:May 2009
Simply set RADIO_OPERATOR_ARTILLERY = FALSE in Skills_Settings.INI and nobody is going to use artillery.

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

 
Messages:3387
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.


Re: New Feature: Radio Operator[message #328606] Wed, 27 November 2013 03:55 Go to previous messageGo to next message
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
Re: New Feature: Radio Operator[message #328616] Wed, 27 November 2013 14:12 Go to previous messageGo to next message
Flugente

 
Messages:3387
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).


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

 
Messages:185
Registered:April 2012
Is it possible to implement smaller radio? maybe without jamming and/or scanning posibilities, or some other limitations?
Re: New Feature: Radio Operator[message #328624] Wed, 27 November 2013 15:24 Go to previous messageGo to next message
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?
Re: New Feature: Radio Operator[message #328625] Wed, 27 November 2013 15:38 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
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
Re: New Feature: Radio Operator[message #328634] Wed, 27 November 2013 20:12 Go to previous messageGo to next message
Flugente

 
Messages:3387
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?


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

 
Messages:3387
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:


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

 
Messages:207
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.
Re: New Feature: Radio Operator[message #328798] Wed, 04 December 2013 12:46 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
is it possible to buy batteries from BR shop? or I have to buy new set?
Re: New Feature: Radio Operator[message #329377] Mon, 30 December 2013 13:26 Go to previous messageGo to next message
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

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

 
Messages:3387
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.


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

 
Messages:3387
Registered:April 2009
Location: Germany
@E1vS: Simply add 3 to the battery in Items.xml. I also added it to BR in GameDir r1908.


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

 
Messages:1585
Registered:December 2012
Location: Soviet Russia
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.


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

 
Messages:307
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?
Re: New Feature: Radio Operator[message #329905] Tue, 21 January 2014 23:26 Go to previous messageGo to previous message
Flugente

 
Messages:3387
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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