QuestionHelpWhere is the setEMPjammed() function?

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Where is the setEMPjammed() function?
there is a function named as setEMPjammed which got used 4 times in killstreaks/_emp.gsc. but I can't find it's declaration. does anyone know how can I find it?
And please don't refer me to included files cuz it's not there. I ripped the whole common_mp.ff and tried a Notepad++ file search on them but it's not there.

can anyone help me plz?
Quote Originally Posted by sepehrlaal View Post
there is a function named as setEMPjammed which got used 4 times in killstreaks/_emp.gsc. but I can't find it's declaration. does anyone know how can I find it?
And please don't refer me to included files cuz it's not there. I ripped the whole common_mp.ff and tried a Notepad++ file search on them but it's not there.

can anyone help me plz?
......... Is a game function, such as giveweapon
Quote Originally Posted by Yamato View Post
......... Is a game function, such as giveweapon
Uh, yes unfortunately .
Ok, is there any way to jam the heartbeat sensors without that function? i mean a real jamming without the EMP vision? not only setting track range to 0.
Quote Originally Posted by sepehrlaal View Post
Uh, yes unfortunately .
Ok, is there any way to jam the heartbeat sensors without that function? i mean a real jamming without the EMP vision? not only setting track range to 0.
Like this AA12??



This are all the Heartbeat sensor dvars, maybe 1 does that, but dunno:

motionTrackerBlurDuration "0.2"
motionTrackerCenterX "0"
motionTrackerCenterY "-0.37"
motionTrackerPingFadeTime "3"
motionTrackerPingPitchAddPerEnemy "0"
motionTrackerPingPitchBase "1"
motionTrackerPingPitchNearby "2"
motionTrackerPingSize "0.2"
motionTrackerRange "1600"
motionTrackerSweepAngle "90"
motionTrackerSweepInterval "3"
motionTrackerSweepSpeed "2000"
iwnet_sessionFullHeartbeat "20000"
iwnet_sessionHeartbeat "5000"
Quote Originally Posted by Yamato View Post
Like this AA12??

‪SP/MP Compatibility test‬‏ - YouTube

This are all the Heartbeat sensor dvars, maybe 1 does that, but dunno:

motionTrackerBlurDuration "0.2"
motionTrackerCenterX "0"
motionTrackerCenterY "-0.37"
motionTrackerPingFadeTime "3"
motionTrackerPingPitchAddPerEnemy "0"
motionTrackerPingPitchBase "1"
motionTrackerPingPitchNearby "2"
motionTrackerPingSize "0.2"
motionTrackerRange "1600"
motionTrackerSweepAngle "90"
motionTrackerSweepInterval "3"
motionTrackerSweepSpeed "2000"
iwnet_sessionFullHeartbeat "20000"
iwnet_sessionHeartbeat "5000"
Yes yes, exactly. i'll try all of them and post the result here. btw tnx for the reply.

None of those DVARs does the trick. idk. maybe i went wrong but in games developer mode, i've tweaked the variables of all those DVARs but nothing happend.
can anyone help plz?
Quote Originally Posted by sepehrlaal View Post
Yes yes, exactly. i'll try all of them and post the result here. btw tnx for the reply.

None of those DVARs does the trick. idk. maybe i went wrong but in games developer mode, i've tweaked the variables of all those DVARs but nothing happend.
can anyone help plz?
What Dvar type did you use?

Client or temp?
Quote Originally Posted by Jorndel View Post
What Dvar type did you use?

Client or temp?
None of them . nowadays people test DVARs in games developer mode not in the .gsc stuff.
Quote Originally Posted by sepehrlaal View Post
None of them . nowadays people test DVARs in games developer mode not in the .gsc stuff.
Okey?
I guess I have missed something.

If you mean the Console.
That will only show for you...
Quote Originally Posted by Jorndel View Post
Okey?
I guess I have missed something.

If you mean the Console.
That will only show for you...
No my friend.
for example, imagine you're in afghan and want test some DVARs, okay?
just type in console "devmap mp_afghan;map_restart" and you'll go in developer mode of the game.
Now you can test all DVARs, live!
Quote Originally Posted by sepehrlaal View Post
No my friend.
for example, imagine you're in afghan and want test some DVARs, okay?
just type in console "devmap mp_afghan;map_restart" and you'll go in developer mode of the game.
Now you can test all DVARs, live!
So you talk about aIW version then.
Quote Originally Posted by Jorndel View Post
So you talk about aIW version then.
Of course! steam version is not suitable for MOD development.
Are you looking for:
EMP_JamPlayers( owner, duration, delay )
EMP_JamTeam( teamName, duration, delay )

Example usage:
self maps\mp\killstreaks\_emp::EMP_JamPlayers(self, 10, 0); //Jams everyone in the game for 10 seconds
self maps\mp\killstreaks\_emp::EMP_JamTeam("allies", 10, 0); //Jams everyone in the allies team for 10 seconds
Quote Originally Posted by master131 View Post
Are you looking for:
EMP_JamPlayers( owner, duration, delay )
EMP_JamTeam( teamName, duration, delay )

Example usage:
self maps\mp\killstreaks\_emp::EMP_JamPlayers(self, 10, 0); //Jams everyone in the game for 10 seconds
self maps\mp\killstreaks\_emp::EMP_JamTeam("allies", 10, 0); //Jams everyone in the allies team for 10 seconds
No, just look at the video in Yamato's post. i want the status of that heartbeat sensor attached to that AA12.

Non of those DVARs worked for me.
the setEMPjammed() function does this trick but it will set an EMP vision as well.

I want just that Hearbeat Sensor OR resetting the vision to normal during EMP status.

The setNakedVision("default",x) doesn't work during EMP. just wanted to say this.
Quote Originally Posted by sepehrlaal View Post
No, just look at the video in Yamato's post. i want the status of that heartbeat sensor attached to that AA12.

Non of those DVARs worked for me.
the setEMPjammed() function does this trick but it will set an EMP vision as well.

I want just that Hearbeat Sensor OR resetting the vision to normal during EMP status.

The setNakedVision("default",x) doesn't work during EMP. just wanted to say this.
I did that trick of the video by adding the bytes 01 EF 14 or 15 bytes after the weapon string in memory, but... dont know, is just a attachment trick.
Quote Originally Posted by Yamato View Post
I did that trick of the video by adding the bytes 01 EF 14 or 15 bytes after the weapon string in memory, but... dont know, is just a attachment trick.
So if you did this just by adding that byte to the end of the name of the weapon, it should be something in weapons name. something like: (for example)
mp_glock_heartbeat_jammed
or something like that. am I right?
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