Manual / Operating the radio / 3.6
Mesh relaying
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.
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.
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.
Relay masts
A mast is a relay that stays put. To place one in Studio:
- Put a Part where the mast is. It can be visible
- Open View, Tags, and tag it
RadioRelay - 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.
Settings for this page
| Setting | What it does | Default |
|---|---|---|
| Mesh.Enabled | False: no radio ever relays | true |
| Mesh.MaxHops | Links a call may cross, counting the first. 3 is up to two relays | 3 |
| Mesh.HopPenalty | Signal lost per relay, 0 to 1 | 0.08 |
| Mesh.MaxRelays | Relays considered for one call. A limit on server work | 8 |
| Mesh (radio's own file) | Whether that radio relays | MPU5 only |
| Stations.Enabled | False: tagged masts do nothing | true |
| Stations.PromptEnabled | False: no switch on masts, only the On attribute | true |
| Stations.StartOn | Whether a new mast starts switched on | true |