Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #329909] Tue, 21 January 2014 23:40 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1547
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
Re: New Feature: Radio Operator[message #331334] Mon, 17 March 2014 10:30 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
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:


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

 
Messages:3307
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!


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

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
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.


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

 
Messages:11
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

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

 
Messages:3805
Registered:July 2009
It is however a very powerful ability in game terms and thus needs appropriate restrictions to balance.


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

 
Messages:37
Registered:January 2014
Now somebody should makes Walkie Talkie for all members of player squads too ...
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
Re: New Feature: Radio Operator[message #331526] Thu, 27 March 2014 17:34 Go to previous messageGo to next message
silversurfer

 
Messages:2296
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

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

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
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


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?
Re: New Feature: Radio Operator[message #331557] Sat, 29 March 2014 19:24 Go to previous messageGo to next message
pheloncab

 
Messages:273
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.
Re: New Feature: Radio Operator[message #331850] Mon, 21 April 2014 16:22 Go to previous messageGo to next message
Wikus Van De Merwe
Messages:2
Registered:April 2014
Hi there!
I've got a problem with this radio set item. It has no image when in inventory (see screenshot) and when I click on it whith LMB, the game freezes.
Actualy it happens with few other items like sleeping bag, rifle string, and some others. Could anyone tell how to fix it?
I use SCI Unstable_Revision 7141 on GameDir 2005.
https://lh6.googleusercontent.com/--3e1tWSTeq4/U1UWmKlq1nI/AAAAAAAABDA/NobYeoa6-NM/s200-no/Unt1.JPG

[Updated on: Mon, 21 April 2014 16:30] by Moderator

Re: New Feature: Radio Operator[message #331898] Thu, 24 April 2014 19:12 Go to previous messageGo to next message
Martjs

 
Messages:11
Registered:August 2007
Location: Portugal
Hi Everybody:
I'm still a computer dumb, so I can't understand how to install several Features.
Those are:
Move militia in strategic map
Use mercs as spotters for your snipers
Radio Operator
Repair threshold for items and consideration of dirt on guns
Helicopter repair and refuel
Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarchical trap networks, makeshift mines
New feature: Take prisoners, interrogate them
Overheating Weapons
new drug system
Scuba Gear
Mercs need food and water to survive
Covert operations
enemy assassins
Massive enemy counterattacks... in all major cities
And the one that identifies enemy functions

Does anyone can explain me how shall I install all of them?

Thanks

Re: New Feature: Radio Operator[message #331908] Fri, 25 April 2014 04:07 Go to previous messageGo to next message
Azure_Repeater

 
Messages:151
Registered:March 2014
Location: Philippines
They are included in the unstable builds. You can get those unstable builds on Depri's Builds and Packages Wink
Re: New Feature: Radio Operator[message #332061] Thu, 01 May 2014 22:13 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Van_De_Merwe
Hi there!
I've got a problem with this radio set item. It has no image when in inventory (see screenshot) and when I click on it whith LMB, the game freezes.
Actualy it happens with few other items like sleeping bag, rifle string, and some others. Could anyone tell how to fix it?
I use SCI Unstable_Revision 7141 on GameDir 2005.
https://lh6.googleusercontent.com/--3e1tWSTeq4/U1UWmKlq1nI/AAAAAAAABDA/NobYeoa6-NM/s200-no/Unt1.JPG
It seems your image library is wrong. Did you install any mods, or move around images?


Re: New Feature: Radio Operator[message #332138] Sat, 03 May 2014 11:51 Go to previous messageGo to next message
Wikus Van De Merwe
Messages:2
Registered:April 2014
Flugente
It seems your image library is wrong. Did you install any mods, or move around images?

Nope, nothing like that...
Re: New Feature: Radio Operator[message #333484] Wed, 04 June 2014 17:35 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
Another requests/questions =)

1. Use new radio set for tactical militia command instead of extended ear.
This will make radio operators even more useful for defending sectors, and using extended ear device as radio communication is silly.
2. Make it possible to use a pair of radio sets for sniper and spotter to allow spotting from distant point (beyond the regular sniper-spotter range).



Re: New Feature: Radio Operator[message #333510] Wed, 04 June 2014 21:29 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
1. Is already possible. A radio operator can give individual commands to any militia, even if he does not see them.
2. No.


Re: New Feature: Radio Operator[message #335816] Tue, 16 September 2014 14:00 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Very nice feature indeed.
And I think I spotted minor bug:

AI seems to attempt to call in artillery even when it already depleted all possible sectors to call it from. Judging from number of text on console "not enough mortar shells...", AI tries up to 4 times therefore wasting operators APs.

Also, I think AI tries to call artillery when it is jamming communications on its own - heard that sound you hear when you try to call artillery with comms. jammed and that time only AI could be the one doing the jamming.

The saved game here is in moment, when the spotted queens soldier is radio operator and is about to make a artillery call attempt more then once and then barely has time to do anything else. Save is for build 7516, ja2_options.ini enclosed.

http://ulozto.net/x7fWWEEA/radiooperator-zip


That's it. Can get back to "testing" Smile

Re: New Feature: Radio Operator[message #335843] Wed, 17 September 2014 02:06 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Good find again, keep that up Wink. Fixed in r7523.


Re: New Feature: Radio Operator[message #336372] Wed, 01 October 2014 19:34 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Thanks for fix. Me again with possible problem.

Since build 7535 I can't order artillery strike from neighboring sector, even tough it has enough (20) militia. AI can order strikes just as before.
Is it somehow intended (like there is no actual mortar in that sector and I have set militia to pick up sectors equipment) or a bug? It worked in 7516 and there is no note in changelog.txt.

Here is saved game and ini again:
http://ulozto.net/xshnC9kU/cantcallartillery-zip

Nav is the radio operator.

Edit: I also checked radio status (100%) and battery (full). But bad shape of those wouldn't cause the order to be greyed/out anyway, right?

[Updated on: Wed, 01 October 2014 22:56] by Moderator

Re: New Feature: Radio Operator[message #336485] Tue, 07 October 2014 08:37 Go to previous messageGo to next message
Ocular

 
Messages:24
Registered:September 2014
Nav|Naf
Is it somehow intended (like there is no actual mortar in that sector and I have set militia to pick up sectors equipment) or a bug? It worked in 7516 and there is no note in changelog.txt.


This might be an intentional change, but ordering Militia bombardment can be re-enabled with the following patch:

diff --git a/Build/Tactical/Soldier Control.cpp b/Build/Tactical/Soldier Control.cpp
index ff76300..eed0b2a 100644
--- a/Build/Tactical/Soldier Control.cpp	
+++ b/Build/Tactical/Soldier Control.cpp	
@@ -17811,7 +17811,8 @@ BOOLEAN SOLDIERTYPE::CanAnyArtilleryStrikeBeOrdered( UINT32* pSectorID )		// can
 		if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 )
 			continue;
 
-		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) )
+		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) ||
+		     ( this->bTeam == OUR_TEAM && IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, MILITIA_TEAM ) ) )
 		{
 			*pSectorID = (UINT32)SECTOR( loopX, loopY );
 			return TRUE;

Re: New Feature: Radio Operator[message #336490] Tue, 07 October 2014 14:48 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
@Flugente: In the first post, you wrote:
Quote:
The sector modifier in TableData/Map/SectorNames.xml increases the possible scanning range in a sector (so that mountains are rewarding positions for this task)


All sectors I could find with positive in TableData/Map/SectorNames.xml are either airports, SAM sites, prison sites or the Alma command center. Do mountain sectors get an automatic bonus, or why are they rewarding positions?

Thanks in advance!
Re: New Feature: Radio Operator[message #336547] Fri, 10 October 2014 20:25 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Ocular

This might be an intentional change, but ordering Militia bombardment can be re-enabled with the following patch:


Wow. Thanks a lot for trying, really, but I'm afraid patching and then building my builds won't work for me now Embarrassed

Anyway, thinking about it, the way it was the game got a bit easier, which is not good. I'm not far enough in game to check if artillery strike will work when I have some mortar and ammo with militia. May be I'll try cheat my way there later to test it.
Just that there were no notice (maybe in SVN only?) and all made me think I'd alert the author on this.
Re: New Feature: Radio Operator[message #336557] Fri, 10 October 2014 22:02 Go to previous messageGo to next message
Ocular

 
Messages:24
Registered:September 2014
Nav|Naf
Wow. Thanks a lot for trying, really, but I'm afraid patching and then building my builds won't work for me now


Oh, it's no problem; I actually patched that a few weeks ago when I noticed that militia bombardment no longer worked (it's due to some code cleanup).

I agree that militia bombardment is pretty easy to abuse (esp. with radio operators leading militia around with them on the map), so I decided to re-disable for myself it until Flugente makes a final decision on whether this is an overpowered feature.

There's no doubt, however, that watching a pack of 20+ enemies getting nailed by a barrage is a ton of fun.
Re: New Feature: Radio Operator[message #336596] Sun, 12 October 2014 06:43 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA
Is there a particular reason why the radio doesn't fit in the vehicle storage? Why does it have to carried around Arulco?
Re: New Feature: Radio Operator[message #336646] Mon, 13 October 2014 23:27 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
CVB
@Flugente: In the first post, you wrote:
Quote:
The sector modifier in TableData/Map/SectorNames.xml increases the possible scanning range in a sector (so that mountains are rewarding positions for this task)


All sectors I could find with positive in TableData/Map/SectorNames.xml are either airports, SAM sites, prison sites or the Alma command center. Do mountain sectors get an automatic bonus, or why are they rewarding positions?

Thanks in advance!
No automatic bonus here. I likely just did not set any values.


Re: New Feature: Radio Operator[message #336647] Mon, 13 October 2014 23:28 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Ocular
Nav|Naf
Is it somehow intended (like there is no actual mortar in that sector and I have set militia to pick up sectors equipment) or a bug? It worked in 7516 and there is no note in changelog.txt.


This might be an intentional change, but ordering Militia bombardment can be re-enabled with the following patch:

diff --git a/Build/Tactical/Soldier Control.cpp b/Build/Tactical/Soldier Control.cpp
index ff76300..eed0b2a 100644
--- a/Build/Tactical/Soldier Control.cpp	
+++ b/Build/Tactical/Soldier Control.cpp	
@@ -17811,7 +17811,8 @@ BOOLEAN SOLDIERTYPE::CanAnyArtilleryStrikeBeOrdered( UINT32* pSectorID )		// can
 		if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 )
 			continue;
 
-		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) )
+		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) ||
+		     ( this->bTeam == OUR_TEAM && IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, MILITIA_TEAM ) ) )
 		{
 			*pSectorID = (UINT32)SECTOR( loopX, loopY );
 			return TRUE;

Thanks, committed in r7564.


Re: New Feature: Radio Operator[message #336657] Tue, 14 October 2014 00:24 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Vetskim
Is there a particular reason why the radio doesn't fit in the vehicle storage? Why does it have to carried around Arulco?
Hu? I can stack those things into a car just fine - did you alter item sizes?


Re: New Feature: Radio Operator[message #337133] Sat, 25 October 2014 14:02 Go to previous messageGo to next message
Alansa
Messages:2
Registered:October 2014
Randok
JA+SCI_Unstable_Revision_6553_on_GameDir_1854.7z
I have IMP- Radio Operator + radio set + special batteries.
I click on Radio Operator and I have window with inactive all functions. Only Cancel is green.
What am I doing wrong?
Please help Smile


I'm having the same problem.
Re: New Feature: Radio Operator[message #337604] Fri, 07 November 2014 00:20 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Do you wear the radio instead of backpack? I think that's necessary.
Re: New Feature: Radio Operator[message #338293] Mon, 15 December 2014 17:45 Go to previous messageGo to next message
Redfrog
Messages:1
Registered:December 2014
Amazing Work Flugente (like always). I really like your Ideas, your a tough Guy, you should be at least advisor for a future "commercial" Jagged.

Question: Can somebody please tell me, which svn etc i need for the feature?
Tried with 1.13 7529 + AIMNAS Summer + AIMNAS Update 7492.
Isnt that at minimun the requirement of revision r6547 and GameDir r1848?

The New Skill Trait (Radio-Operator) and items (Radio & Battery) appeared, but the $ Key for the New Skill System has no effect. No window appeard.

What im doing wrong..?


Ooobsolete. Haha, sorry.
I didnt recognize, youve got to press [shift] and [$]...
Works now.







[Updated on: Mon, 15 December 2014 22:06] by Moderator

Re: New Feature: Radio Operator[message #338357] Wed, 17 December 2014 02:25 Go to previous messageGo to next message
Slice

 
Messages:9
Registered:December 2014
Hey Guys, i hope i'm right here. I'm having Problems calling in an mortar strike with the newest 1.13+ AIMNAS-Version. My game seems to freeze when i call in a firemission and it should be delivered.

Here's the stack trace:

*** Wed Dec 17 01:07:39 2014 ***
[ D1L8O-JED1D-0OQ08-YVWAM-JWWJZ ]

[0.854913] : Backtrace: [Data\Russian.slf] - Error when opening file : 2

[0.857684] : Backtrace: Could not open file : Data\Russian.slf

[0.858684] : Backtrace:

[0.859697] : Backtrace: ========== Wed Dec 17 01:07:39 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 54
Location : vfs::COpenReadFile::COpenReadFile


========== Wed Dec 17 01:07:39 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 50
Location : vfs::COpenReadFile::COpenReadFile

Could not open file : Data\Russian.slf

I don't know if it's related? Anyone can help me?

Thanks in Advance
Re: New Feature: Radio Operator[message #338371] Wed, 17 December 2014 13:08 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Hmm. It seems the game cannot find a soundfile it desperately needs - did you perhaps miss some soundbits while installing?


Re: New Feature: Radio Operator[message #338380] Wed, 17 December 2014 16:50 Go to previous messageGo to next message
Slice

 
Messages:9
Registered:December 2014
I reinstalled anything but it still doesn't work. I'm having the german Gold Version of JA2 from Steam and copied the Directory to a mod friendly Folder.

Anything i can do to get that fixed?

Edit: It's not only the Radio Menue that seems to miss those russian files, also some quests freeze too, with the same stack trace. Why do i Need russian files when i'm playing the german Version? And where do i get them?

[Updated on: Thu, 18 December 2014 01:30] by Moderator

Re: New Feature: Radio Operator[message #338442] Fri, 19 December 2014 08:41 Go to previous messageGo to next message
teapot156

 
Messages:13
Registered:October 2012
Would anyone mind helping me tweak or disable this feature? I'm playing a game now and the ai is just spamming the ability. They call in the signal smoke and a turn later a barrage destroys everything. I can't find anything in the .ini editor that relates to this.

[Updated on: Fri, 19 December 2014 08:42] by Moderator

Re: New Feature: Radio Operator[message #338448] Fri, 19 December 2014 14:54 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
@Slice: You don't need russian files at all - unless you installed some version/mod that do.


Set RADIO_OPERATOR_ARTILLERY in Skills_Settings.ini to FALSE.

[Updated on: Fri, 19 December 2014 14:56] by Moderator



Re: New Feature: Radio Operator[message #338450] Fri, 19 December 2014 16:32 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
Teapot
Would anyone mind helping me tweak or disable this feature? I'm playing a game now and the ai is just spamming the ability. They call in the signal smoke and a turn later a barrage destroys everything. I can't find anything in the .ini editor that relates to this.


You can also bring along your own radio operator and have him jam enemy communications.
Re: New Feature: Radio Operator[message #338454] Fri, 19 December 2014 20:45 Go to previous messageGo to previous message
Slice

 
Messages:9
Registered:December 2014
Thanks Flugente, currently i have AIMNAS installed, going to ask there for help.
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