f2f_bho 10 Posted December 31, 2011 Is it possible to script Popup targets with thermal properties for use on Armor and Aerial ranges, and how would one go about actually scripting it? Share this post Link to post Share on other sites
SteelSampson 1 Posted May 20, 2013 I was about to post the same question... so I'm reviving this thread instead! Share this post Link to post Share on other sites
Harzach 2518 Posted May 20, 2013 Thermal images are texture-based, so it's not something that could be accomplished via script, as far as I can tell. Share this post Link to post Share on other sites
Joe98 92 Posted May 22, 2013 However you could have 50 enemy soldiers without weapons run across your front in single file 20 meters apart and fire at them. For that matter you could use rabbits and chickens too - a smaller target requires more accuracy. Share this post Link to post Share on other sites
SteelSampson 1 Posted May 23, 2013 However you could have 50 enemy soldiers without weapons run across your front in single file 20 meters apart and fire at them.For that matter you could use rabbits and chickens too - a smaller target requires more accuracy. Is there a way to "lock" soldiers in place to have them act more like targets? Share this post Link to post Share on other sites
Harzach 2518 Posted May 23, 2013 Is there a way to "lock" soldiers in place to have them act more like targets? removeallweapons this; this disableai "move"; this setunitpos "up"; Share this post Link to post Share on other sites
SteelSampson 1 Posted May 24, 2013 Thermal images are texture-based, so it's not something that could be accomplished via script, as far as I can tell. Is there a way to force the thermal texture on vehicles that don't have their engines on? Share this post Link to post Share on other sites
max power 21 Posted May 24, 2013 (edited) Okay. First of all, the 'thermal texture' is a map of the different rates at which different parts of the model heat up under a few different sets of circumstances. It has nothing to do with the base temperature of a model. The temperature changes with the sun, motion through moving parts, whether the engine is running or not (or metabolism), and use of the weapons. Here is what's known about manipulating a unit's TI properties: http://community.bistudio.com/wiki/setVehicleTiPars https://community.bistudio.com/wiki/OA:Config_Changes#CfgVehicles htMin htMax afMax mfMax mFact tBody Some experimentation would be required to figure out what each of those do. You can compare ingame values with each other on http://browser.six-projects.net/ After you figure out what the scripting command wants with the very vague explanation, I would just dump numbers into it and see what happens. Good luck! Edited May 24, 2013 by Max Power Share this post Link to post Share on other sites
Harzach 2518 Posted May 25, 2013 Ah, good stuff, thanks Max! ---------- Post added at 20:49 ---------- Previous post was at 19:29 ---------- I used this code in the init of each tank: this setVehicleTiPars []; The array expects three params, according to what I've found. The picture shows all permutations using values of 0 and 1 except for [0,0,0] which is full dark. As you can see, there are just three basic "looks", but I haven't tried other values between 0 and 1 yet. Share this post Link to post Share on other sites