Jammers
The jammer has the ability to jam drones or jam radio communication. The individual features are described in the subsections, while settings or features they have in common is described in this section.
The jammer can be placed on any object or unit. If placed on a position, it will spawn a data-terminal with base-game animation. Any object set as a jammer that is currently active will emit a 3D sound when players come close. Zeus can remove the sound with the remove sound
module if wanted. It has the limitation that only the closest jammer to a player will play the 3D sound for that player. So if 2 jammers are within hearing of a player only one will play the sound
The jammer stops automatically if the object is deleted or destroyed.
Players have the option to disable/enable the jammer with scroll-wheel action menu.
How to set the effect radius
Both the radio and drone jammer have the same way they calculate and apply the jamming effect. The area jammer has two settings that describes two different radii: The falloff
and effective
radius. The effective
radius describes the radius from the jammer object that radios or drones will be 100% jammed and completely unusuable. For drones any player operators will get disconnected, while for AI they will be halted.
The falloff
radius determines a radius describing the area from the edge of the effective
radius and outwards. In this area the jamming effect will be applied linear with 0% jamming at the outer border, 50% jamming effect halfway towards the edge of effectove
radius, and 100% jamming when reaching the effective
radius.
Due to difference in radio power, range and antenna gains, some radios like short-range might get fully jammed before reaching the effective
radius, while stronger long-range radios won't be jammed until getting all the way there
This should make it more clear and easier to apply for mission makers to get the behaviour they want. A screenshot showing it visually can be seen here:
Zeus Immunity and Map Markers
Zeus will not be radio jammed, but might not be able to hear TFAR players transmitting inside jamming area, if that player is totally jammed.
Zeus has two mapmarkers for each jammer. Outer one shows the falloff
radius, and the inner one shows the effective
radius. Thus zeus can see the position of all jammers and their area of effect. The markers will update if jammer is moved. If the jammer is active the falloff
marker will be yellow and the effective
radius will be red.
Zeus' immunity and the ability to see the map-markers of jammers can be disabled through CBA settings. By default zeus will see all jammers map-markers and be immune.
Zeus Context Actions - Toggle Jammer on/off
Zeus can toggle the jammer on and off with the ZEN right-click menu. If done on a jammer you will se a jammer
option and in that a Toggle On/Off
option. This makes it easy and quick for zeus to enable or disable jammers.