Feature #29912

Suggested Mod Addtion: Control a Radio Tower

Added by mawendt about 3 years ago. Updated about 3 years ago.

Status:Rejected Start date:03/31/2012
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:-
Target version:-
CPU: Single / Multi Player?:
System RAM size:

Description

What it does: Universal, multiple destroyable sites

Requires: implementation of a Power Requirement script that demands the radio tower be receiving power to operate, either by civilian power grid, or by a proposed modded generator; spawn of a placed table with a repairable/damageable/destroyable radio on it.

Impact: Player(s) have the opportunity to seize and control a function, powered radio station that provides a radio operater through addAction "Use Radio" to 1) listen in on enemy communications on multiple channels of side chat and groupchat, 2) hear other possible side mission 'Call For Help' (Wounded need evac at hidden base), 'Need resupply' (Vehicle out of Fuel), 'Convoy Passing' (Movement of convoy accross Map), 'Mayday' (Crash of an aircraft), 'Air Drop' (Intercept of coords where an aircraft is dropping supplies), or other side missions that may use communications.

Player(s) may opt to establish defensible positions at radio towers in order to track enemies and pick up side missions; player(s) may target towers and power sources to deny use to radio towers; Radio tower location now has a perceived value.

Functional until destroyed; in fail status when out of power.

History

Updated by Tonic-_- about 3 years ago

  • Status changed from New to Rejected

Far to advanced for me, don't even think this has been achieved with ACRE. Sorry.

Updated by mawendt about 3 years ago

k. I'm down with it. But if I may, not as difficult as you may think. Heres how:

Conditional to player
  • radio tower not destroyed, true
  • at radio within 3m, true
  • radio not destroyed/damaged, true
  • radio has power, true
  • addAction "operate radio tower", true
    THEN
  • allow selection1 "Listen to Opfor", trigger sidechannel opfor for player, true (feeds opfor comms)
  • allow selection2 "Listen to Blufor", trigger sidechannel Blufor for player, true (feeds blufor comms)
  • allow selection3 "Listen to Civilian", trigger sidechannel civ for player, true (feeds civ cmms)
  • allow selection4 "Scan the Airwaves", trigger sidechannel sidemissionAvailable for player, true (active missions that have transmissions feed)

So maybe, instead of Rejected, low priority and look at it again after the mo' better fun stuff is implemented?

Updated by mawendt about 3 years ago

Figured out how it might work...

Hit the trigger (channel) and change the trigger operator (player) faction for the duration that the trigger conditions are true AND the player is within 3m of the radio.

•allow selection1 "Listen to Opfor", trigger sidechannel opfor for player, true (feeds opfor comms)CHANGE FACTION TO OPFOR
•allow selection2 "Listen to Blufor", trigger sidechannel Blufor for player, true (feeds blufor comms) CHANGE FACTION TO BLUFOR
•allow selection3 "Listen to Civilian", trigger sidechannel civ for player, true (feeds civ cmms) CHANGE FACTION TO CIV

IF
  • shut off radio, return to original faction
    OR
  • if 3m from radio, return to original faction

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