Arma 3
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Crows Electronic Warfare
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
30.680 MB
13 Jun, 2021 @ 8:12am
30 Aug @ 3:45pm
24 Change Notes ( view )

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Crows Electronic Warfare

Description
A arma 3 mod that allows zeus to add additional eletronic measures available for the players.

Requirements
This mod requires Zeus Enhanced (ZEN), and CBA3.

The wiki for the features is available at: https://github.com/Crowdedlight/Crows-Electronic-Warfare/wiki
I can recommend reading it to see how features work and whats available. The list below is more like a short summery.

Features:
Set Spectrum Signal Source: Allows Zeus to select a object that can be tracked by the spectrum analyzer with selected frequency and range it can be tracked from. Frequency has to be unique due to game limitations. Does not work on remote-controlled units. However a player-zeus would be able to use the spectrum analyzer himself.

C-Track trackers: Player items that can be attached to self or vehicles with ACE Attach, or basegame scrollwheel options, and make whatever they are attached to, trackable with the spectrum device

Add Sound: Allows Zeus to select a object and play a selected sound with options such as: initial delay, on repeat, delay between repeat, removal if unit dies. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end)

Play Sound: Allows Zeus to play a sound at selected position. Sound follows the unit around. (Be aware if using the long sounds, they can't stop mid-playing, only when played to end). Can also be played only for selected players.

EMP: Added EMP module which makes Zeus able to fire an EMP. The EMP will remove NV/Thermal for men, weapons and vehicles. Vehicles electric components (lights,engine,turrest) will also be damaged. Launchers and static weapons that has NV/Thermal/electronic components will be damaged/removed. Binoculars and Scopes on weapons that has intergrated NV/Thermal will be either removed or replaced with base-game item that do not have NV/Thermal. This is configuable by the Zeus. If TFAR is loaded the radios of affected units/vehicles will stop working (Requires TFAR Beta). However new items picking up not affected by the EMP will work. Some equipment might not be removed if they are modded items that does not share base-game parent. In that case please let me know and I will add it. As I can't cover every single modded item, the module will have item/equipment limitations and is meant to be operated by trust with the players. Zeus are immune to the EMP effect and will not have equipment removed or damaged and will also not get white-out/screen blur effect, like the players.

EMP Immunity: Set any unit or vehicle immune to the EMP effect. Units inside a vehicle set immune is also immune to the effect.

RadioChatter: A module to put on AI that simulates the AI using radios to each other. The radio broadcasts a spectrum signal while "transmitting". Configurable by zeus. The player can "listen" to these transmission with the spectrum device if there is enough signal strength. The sounds/voice-lines played depends on the voice-pack used by zeus. There is a few different available.

Jamming of Drones: spawned drones automatically has a signal source attached to them. This makes them jammable when using the "jamming" antenna on the spectrum device. Jamming it will stop all AI functions and it is possible to walk past it while jammed without it being aware of your presence afterwards. Zeus can remove the signal-source on the UGVs and thus making it unjammable. The units can still be remote-controlled by zeus while jammed. Players controlling drones will be disconnected if drone is jammed, and if using the new omni-jammer, then their video feed will degrade as they get closer to the jammer.

Multiple Editor modules: Most of the zeus functions have editor modules that can be synced to triggers for more complex control, including ways to set what units or classnames should be jammable when spawned.

Features requiring TFAR/ACRE:

Radio Jammer (TFAR or ACRE): Allows to select a object that will work as a radio jammer with the chosen settings, until death or removal. Zeus has a continuous updated map marker showing the area it is active in. Zeus is not affected by the jammning and does not have to think about where the zeus character is currently placed to avoid jamming.

Radio Tracking (TFAR only): Zeus can enable the module which makes all usage of the TFAR radios broadcast a spectrum signal while transmitting. Can be used to track enemies using the radio. If the player has the Icom radio (misc equipment) in the inventory the player can listen to the TFAR traffic being tracked and hear the other players.

Contributors:
Crowdedlight (Main Author)
b-mayr-1984 (Dev Work)
Landric (Dev Work)
OverlordZorn (Dev Work)
DartRuffian (Dev Work)
MonkeyBadger (Voice-line work)
Technovibegames (Voice-line work)
WindWalker (Voice-line work)
Huzy1018 (Translation)
Alfred-Neuman (Translation)

FAQ:
Q: Is this clientside?
A: No, this is not clientside. Every player and the server requires to have the mod loaded.

Q: What about the system chat in TFAR Jammer? Is it visible to everybody?
A: The systemChat in the video was only because the video is of a pre-release build with debugging enabled. The release build posts nothing in the systemChat.

Q: Does it require Contact?
A: No, it uses the simplified basegame version of the spectrum analyzer API. Its tested on a dedicated server without contact. However if you don't own contact you might get DLC watermark when using the spectrum analyzer like any other DLC item use. Nothing I can do about that.

Sounds used in the sound module is credited on the github readme: https://github.com/Crowdedlight/Crows-Electronic-Warfare

Feature/bug submission: https://github.com/Crowdedlight/Crows-Electronic-Warfare/issues
Wiki: https://crowdedlight.github.io/Crows-Electronic-Warfare/
Version: 2.5.2
532 Comments
Jenkins 2 Oct @ 11:57am 
@Crowdedlight

ACE Cellphones act like regular detonators, they just have a UI that allows players to dial the number connected to the IED in order to trigger it

Certain RHS vehicles (like the M1A2 SEP v2) have the DUKE system in the vehicle commander's countermeasures that prevent the IED from being RC triggered within a certain radius of the vehicle (to simulate radio frequency jamming)
mark de gamer 18 Sep @ 5:16am 
@Crowdedlight

Should have probably clarified what Kyklops is. It's another EW mod and I was curious if you knew if your mod and theirs would work together. I shall do some testing!
Bernhard 17 Sep @ 12:04pm 
@Grim I think this has been asked before and the this wiki entry should get you sorted.
https://crowdedlight.github.io/Crows-Electronic-Warfare/spectrum/radio-chatter/add-own-sound-pack.html
Crowdedlight  [author] 17 Sep @ 11:58am 
@Echo, so when you have the frequency highlighted on the spectrum device and you hold down left mouse-button, you get no sound? Are you using the "military antenna", The one that look like a shovel?
Crowdedlight  [author] 17 Sep @ 11:57am 
@Grim, I think you might be able to, if you add it to the variable list I create and resort it. Might require that you ensure your mod is loaded after this one. I can take a look and figure out how easy/difficult it is when I get home in some weeks.
Crowdedlight  [author] 17 Sep @ 11:57am 
Hey All

Currently out of country with work, so not able to check and give detailed instructions until I am home in some weeks. But will try and answer your questions.

@MarkDeGamer, I am not familiar with the mod, and don't know how they work, so no idea if its compatible. I would suggest just trying it out and see what happens. You can add their drones classnames to the CBA settings if you want them to spawn with a jammable signal. If they use the default arma implementation drone control, with the terminals, they should still be jammable, but I have not used or tried it myself.

If you try it out, please let me know if it worked or what did not work. If its minor things that can be easy to integrate with, I might be able to support it. But no promises :)

@Jenkins, Thanks! Not sure how they work? Is it a player activating an IED with it, or is it automatic when vehicles get close? If ACE supports a way to "jam" it, that could potentially be added to this mod.
mark de gamer 17 Sep @ 6:01am 
I am assuming this has been asked a million billion times but I could not find a concrete answer. It this compatible with Kyklops?
Grim 16 Sep @ 10:02pm 
so basically like an add-on mod thats separate from your mod itself.
Grim 16 Sep @ 10:02pm 
hi crows! id like to ask if theres an open thread/instruction in regards to adding your own customised sounds into the play sound feature, lets say for example i made a soundmod and id like to connect it.
Jenkins 15 Sep @ 1:50pm 
Great mod, had plenty fun with this in Zeus operations.

Would be cool if we had the ability to jam the ACE cellphone RCIEDs as well