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How this mod works

TalvaldTraveler edited this page Sep 27, 2026 · 1 revision

So, when the GPS, AV terminal or the Artillery Computer (AC) are open, a check will be run for each frame on the players computers.
The scripts have a local effect.

When one of these maps are drawn, a switch will try to look for the first condition who are true and execute that code.
The conditions are variables, and this is how you can impact the screens for a player or players. By setting a specific variable on a player character or player, and broadcast it as an public variable, you get the ability to set it through the server, even if the script running are locally to that player and check if the player are affected.

The priority for the cases in the switch getting checked are as follow: TMAST_GPSunderWater > TMAST_GPSjammed > TMAST_GPSshadow(Blocked) > TMAST_GPSscintillation>(Blocked) > TMAST_HideGPS > TMAST_GPSshadow(Multipathing) > TMAST_GPSscintillation(Multipathing) > TMAST_GPShacked(TargSpoofing) > TMAST_GPShacked(LocSpoofing) > default.

With this setup, you can have situations where a player is affected by different conditions, like for example he are bout jammed, in a signal shadow area and you have added scintillation to him who all blocks the signals. So if one of this conditions are removed, the GPS will still be blocked, and if you change signal shadow from having the value blocked, to multipathing, and the player are still jammed, the signal is still blocked.

The different checks will also check if the connected uav are affected by one of this variables, the player will get checked first for that variable, then the UAV will be followed. So, if a player have a variable saying that their AV are spoofed, but the UAV have a variable who says their signal are blocked, the UAV will be disconnected from the player becuse the signal are blocked.

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