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eggbeast

red dot laser for pistols, MP5 etc

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1. has anyone ever managed to create a visible red dot aiming laser for a weapon in arma? (I remember seeing one in a weapon ages ago? the white laser lines from the OA weapons are ok to an extent but a red-dot would be great.)

2. or a weapon with laser designation pointer on it?

the weapons with laser pointers have model tags

 class Rifle: RifleCore
{
 laser = 1;// this appears in one BAF rifle and is tabled for removal in BAF1.03
 irLaserPos = "laser pos";
 irLaserEnd = "laser dir";
 irDistance = 5;//etc
}

the laser designator has a special script based on this entry i think

RscWeaponRangeFinder

i guessthat returns the range in the screen HUD

 class Laserdesignator: Binocular
{
 weaponInfoType = "RscWeaponRangeFinder";
 visionMode[] = {"Normal","NVG","TI"};
 thermalMode[] = {0,1};
};

the apache has a vehicle laser designator (see pic) with highly visible red dot

http://i162.photobucket.com/albums/t247/eggbeast/laserpoint.jpg

the config looks like this

  class Turrets: Turrets
 {
  class MainTurret: MainTurret
  {
   memoryPointGunnerOptics = "commanderview";
   gunBeg = "commanderview";
   gunEnd = "laserstart";
   memoryPointGun = "laserstart";
   turretInfoType = "RscUnitInfo_AH64D_gunner";
   weapons[] = {"Laserdesignator_mounted"};

surely we could adapt this material to produce two better laser weapons that:

a) have a visible red dot only aiming point (SMG/pistol) - taking the effects from the Laserdesignator_mounted and applying them to the rifle mounted irlaser , and/or

b) have a visible red dot and longer range that aircraft with LGB's and laser hydras can lock onto - taking the irlaser and extending its range and setting its type to RscWeaponRangeFinder?

is this just mad or is there any merit in it?

gonna waste some hours browsing configs today to see. anyone who can offer pointers (please forgive the pun) would be much appreciated

ok the laserdesignator ammo is as follows

mags

 class Laserbatteries: CA_Magazine
{
 scope = 2;
 displayName = "$STR_DN_LASER_DESIGNATOR";
 picture = "\CA\weapons\data\equip\m_battery_CA.paa";
 ammo = "Laserbeam";
 count = 1;
 initSpeed = 30;
 nameSound = "laserdesignator";
 descriptionShort = "$STR_DSS_Laserbatteries";
};

weapons:

 class Laserdesignator: Binocular
{
 model = "\ca\weapons\soflam";
 modelOptics = "\ca\weapons\optika_SOFLAM";
 opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
 displayName = "$STR_DN_LASER_DESIGNATOR";
 picture = "\Ca\weapons\Data\Equip\W_SOFLAM_CA.paa";
 magazines[] = {"Laserbatteries"};
 cursor = "Missile";
 cursorAim = "\ca\Weapons\Data\clear_empty";
 cursorAimOn = "Laser";
 cursorSize = 1;
 showSwitchAction = 1;
 simulation = "weapon";
 forceOptics = 2;
 Laser = 1;
 descriptionShort = "$STR_DSS_Laserdesignator";
};
class Laserdesignator_mounted: Default
{
 scope = 2;
 cursor = "Missile";
 cursorAim = "\ca\Weapons\Data\clear_empty";
 cursorAimOn = "Laser";
 cursorSize = 1;
 modelOptics = "\ca\weapons\optika_SOFLAM";
 opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
 displayName = "$STR_DN_LASER_DESIGNATOR";
 model = "\ca\weapons\soflam";
 magazines[] = {"Laserbatteries"};
 Laser = 1;
};

ammo

 class Laserbeam: Default
{
 hit = 500;
 indirectHit = 150;
 indirectHitRange = 2.5;
 model = "\ca\weapons\empty";
 simulation = "laserDesignate";
 simulationStep = 0.1;
 cost = 5000;
 timeToLive = 0;
 soundHit[] = {"Ca\sounds\Weapons\explosions\explosion_mega_09",19.9526,1,1500};
 soundFly[] = {"Ca\sounds\Weapons\explosions\rocket_fly1",0.0001,4};
 maxSpeed = 350;
 irLock = 1;
 manualControl = 1;
 maxControlRange = 0;
 aiRateOfFire = 0;
 aiRateOfFireDistance = 500;
 initTime = 0;
 maneuvrability = 0;
};

can't see where the red dot comes from? does it get picked up by a script if "laser==1" ?

---------- Post added at 11:14 AM ---------- Previous post was at 11:07 AM ----------

it would also be good to disable the nighttime only use of these... e.g. if exploring a dark building during the day you cannot put on your flashlight

Edited by eggbeast

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I have thought about making a MP5 pack with a flashlight and an IR laser along with a red dot sight.

I tried adding a laser des to a javelin, you could turn it on but as soon as I switched to the weapon to lock onto the laser (I changed the ammo as well) the laser disappeared.

I'm sure there are ways, and that I just didn't look into it enough

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wer have a laserlock javelin and a laserlock dragon - the dragon can also direct fire if you fire before the lock tone connects.

we also have a laserlock hellfire that tracks your eye camera in a ah64, ah1 and also the falangas and so on in the hinds...

the laser in the gunner seat stays on when you switch weapons so you can lock your own laser target

http://www.gitsarma.gamingdeluxe.net/mods/@blazes_weapons.rar

bits of other peoples mods have been strapped together and significantly developed to make all this work, and it works really quite well

I was thinking that the normal crosshair could be used perhaps! for the red dot anyway... but it wouldnt move with distance like the vec laser does (see pic above)

but yeah, adding a laser desi to a weapon and a red dot replacement for the bright white shaft visible only in NVG, would be good.

Having discussed it for a few days I'm thinking that the behaviour of making the LD target and the laserview etc is all going to be coded in the animations of the weapon models, so they're not just gonna be configurable (at least in A2 eh?)

Edited by eggbeast

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you can put a laser des on a gun to use a laser des, that's easy

I suppose you could have a visible laser or dot..an idea just came to me... :p

Note: at first I though you meant using as laser des as a aiming laser

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The addon request thread is broken?

Closing.

If you are inspired to make something and need to ask questions, please use the editing forum.

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