Manual / Operating the radio / 3.6

Mesh relaying

3 min read
Every player

Two players on opposite sides of a hill can't reach each other. A third on top of it can reach both, and his radio passes the call on.

3.6.1

Which radios relay

The MPU5, out of the box. Anyone carrying a switched-on MPU5 relays calls for everyone on the same frequency. A relay only carries its own frequency.

The game owner can make any radio relay by setting Mesh = true in that radio's own file.

3.6.2

How good a relayed call is

As good as the weakest link in the chain, minus 8% for each relay it went through. A call can pass through up to two relays in a row. A relay is only used when it beats the direct call.

The LINK page's MESH HOPS says DIRECT, or how many relays carried the call.

3.6.3

Relay masts

A mast is a relay that stays put. To place one in Studio:

  1. Put a Part where the mast is. It can be visible
  2. Open View, Tags, and tag it RadioRelay
  3. Optional attributes: Radio (which radio it holds, default MPU5), Frequency (the net it carries, in MHz), On (starts switched on)

Players walk up to it and press E to switch it on or off. A mission script can do the same by setting its On attribute.

The mast must hold a radio that relaysA mast holding a PRC-343 carries nothing. Check its Frequency matches the net you want carried.
3.6.4

Settings for this page

SettingWhat it doesDefault
Mesh.EnabledFalse: no radio ever relaystrue
Mesh.MaxHopsLinks a call may cross, counting the first. 3 is up to two relays3
Mesh.HopPenaltySignal lost per relay, 0 to 10.08
Mesh.MaxRelaysRelays considered for one call. A limit on server work8
Mesh (radio's own file)Whether that radio relaysMPU5 only
Stations.EnabledFalse: tagged masts do nothingtrue
Stations.PromptEnabledFalse: no switch on masts, only the On attributetrue
Stations.StartOnWhether a new mast starts switched ontrue

On this page

Which radios relayHow good a relayed call isRelay mastsSettings for this page

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