Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
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:3509
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 In my personal opinion, it is outdated stuff that clutters the code, but we don't remove that.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.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

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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Captain

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).

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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 is currently offline Damesh

 
Messages:57
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.

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Corporal
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 is currently offline edmortimer

 
Messages:1533
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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Sergeant Major
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 is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
Thanks. Everything is greyed out, what else do you need?

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Corporal
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 is currently offline edmortimer

 
Messages:1533
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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Sergeant Major
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 is currently offline Damesh

 
Messages:57
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.

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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 is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
Radio operator, working radio set and enough APs. I get the menu, but everything is greyed out.

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Corporal
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:2793
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

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Lieutenant
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 is currently offline Damesh

 
Messages:57
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]

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Corporal
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 is currently offline Tyxe

 
Messages:78
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.

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Re: New Feature: Radio Operator[message #349306 is a reply to message #349304] Sat, 18 March 2017 19:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
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.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

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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Captain

Re: New Feature: Radio Operator[message #352230 is a reply to message #327348] Tue, 30 January 2018 16:55 Go to previous messageGo to next message
Ancut is currently offline Ancut

 
Messages:6
Registered:November 2017
For some reason I can't call artillery strike, this option in Ctrl+4 is grey. I have nesesary trait, radio and mortar merc full with shells in next sector and I trow signal smoke. My v1.13 bulid 8325 with latest relase AIMNAS

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Private
Re: New Feature: Radio Operator[message #352235 is a reply to message #352230] Tue, 30 January 2018 20:46 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hmm. For the record, do other commands work? Does it work with militia?

Also, is there another merc with a radio in the sector you are ordering the strike from? It currently requires 2 operators (I made that when I assumed we'd have a lot more radio operators... perhaps I should change that so that no second operator is required...).



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

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.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #352238 is a reply to message #352235] Tue, 30 January 2018 22:57 Go to previous messageGo to next message
Ancut is currently offline Ancut

 
Messages:6
Registered:November 2017
Double radio operators, so this was the issue. Works fine now, till my pc begin calculating mortar rain and freezes.

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Re: New Feature: Radio Operator[message #354857 is a reply to message #352238] Thu, 13 September 2018 21:02 Go to previous messageGo to next message
MrStitch is currently offline MrStitch

 
Messages:18
Registered:September 2018
Hi I have JA2 1.13 with newest unstable build 8609 and was wondering how i can get the radio operator to work. I looked in the JA2.ini and he seemed configured fine. I built a radio operator and he has a radio but no batteries. also i dont know how to activate the skill menu. I press $ on my keyboard but its linked to the 4 button on my keyboard. How do i get this up and running. would love to play a Radio operator in my squad. thanks for any advice.

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Re: New Feature: Radio Operator[message #357371 is a reply to message #354857] Sat, 18 May 2019 07:23 Go to previous messageGo to next message
netrunner is currently offline netrunner

 
Messages:15
Registered:March 2019
@Flugente congratz on your amazing work keeping this game alive and with new features every so often. Does the radio tag works on other items besides backpacks? the AIMNAS mod has an item called Headset - radio and the description says: "This light headset incorporates a radio. The right choice if your squad leader needs to issue orders in combat." but it doesn't work as a radio at all, and I tried to add the radio tag into it to see if works but it doesn't.

edit: nvm, reading the code I noticed that it can be used as a backpack as well.

[Updated on: Sat, 25 May 2019 04:33]

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Re: New Feature: Radio Operator[message #364841 is a reply to message #327348] Sun, 28 August 2022 00:20 Go to previous message
Toybasher is currently offline Toybasher

 
Messages:20
Registered:April 2018
Would it be possible to tie enemy reinforcement calls to enemy radiomen? Reinforcements are one of those weird things people either love or hate. I know you can use your own radioman to Jam Comms (Which I usually leave my radioman on) but it's a bit weird how even without an enemy radioman enemy reinforcements can arrive outside of cities within only a few turns where realistically it would take hours for them to traverse the strategic map.

I want a middleman solution, where reinforcements can only arrive in countryside if the enemy squad contains a radioman. (I'm alright with them arriving in a city even without a radioman though because nearby enemies were probably headed to the city in the first place, etc. maybe in-universe they had stationary radios in a building, etc.)

(It's just when both you and the enemy are in the middle of a jungle, with no easy way to call for help it's a bit silly for them to get help without a radio operator.)

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