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koffeinflummi

Dual-Sights w/o Attachment & Other Sight Questions

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Here's the backstory: I was thinking about creating a G36 mod, but before I get going with that, I have some questions:

(I think this is mainly a config issue. If it's not, I guess this is the wrong forum :rolleyes:)

1. How do reflex sights work in ArmA III? In A2, it was, IIRC, just painted on the scope. But since A3 properly simulates collimator optics, how does that work config-wise?

2. Here's the G36A1. It has 2 sights built-in: a 3x magnified scope at the bottom, and a reflex sight at the top. This means that in ArmA, you'd have to be able to switch between the 2 sights without having any attachments, basically like in ArmA 2. How would the configuration look?

I was thinking about a "ghetto"-solution, where the base gun would just have no carrying handle, and the carrying handle with the sights would be a seperate, dual-sight attachment. That might work for this, but not for the A2.

3. Here's the G36A2. It has the same 3x optic, but instead of a built-in reflex sight, it has a RIS with a Zeiss optic on there by default. The solution of having the carrying handle as an attachment with both sights wouldn't work (unless attachments can have attachments :O ), since there are a variety of reflex-sights that fit on the RIS. So if I build the scope into the gun, how do I tell ArmA to allow usage of the "iron sights" even when a scope is equipped, other than a "normal" gun where the iron sights are being disregarded when you have a scope equipped?

I hope I explained my problems properly :/

Edited by KoffeinFlummi

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think this should be added in the arma 3 feedback webpage, but yeah, its quite a problem, what if a non-ironsight its a default optic for a weapon? and i think just adding a simple sight with an alternative optic of the reflex would do the job, just like the SCAR-H in ArmA 2 OA with the ACOG, wich had 3 different optics

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think this should be added in the arma 3 feedback webpage, but yeah, its quite a problem, what if a non-ironsight its a default optic for a weapon? and i think just adding a simple sight with an alternative optic of the reflex would do the job, just like the SCAR-H in ArmA 2 OA with the ACOG, wich had 3 different optics

I'm playing around a bit at the moment, and I got the A1 to sort of work by simply making the 2 scopes a seperate attachment. I still have no clue how to get the A2 to work, which would require:

a) the "iron sights" to actually be a scope

b) being able to switch to the "iron sights" with a scope attached

I think the only solution is to just pick one scope and go with it, making the RIS on the A2 unusable :(

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Im not quite sure if i understand your problem correctly... if i did, i believe this can possibly be helpful for you!

I found this in the config for the attachments when i tried to create a new scope for a3.

As far as i understand the code theres need of two memory points one for the collimator and one for the optics.

Following code is an extraction from the config for attachments in the weapons_f.pbo found in the optic_arco class:

class ItemInfo: InventoryOpticsItem_Base_F
	{
		opticType = 1;
		mass = 4;
		RMBhint = "Advanced Rifle Combat Optics";
		optics = 1;
		modelOptics = "\A3\Weapons_f\acc\reticle_arco_F";
		class OpticsModes
		{
			class ARCO_col
			{
				opticsID = 1;
				useModelOptics = 0;
				opticsPPEffects[] = {""};
				opticsZoomMin = 0.375;
				opticsZoomMax = 1.1;
				opticsZoomInit = 0.75;
				memoryPointCamera = "eye"; //this one is for the reflex/col sight
				visionMode[] = {};
				opticsFlare = 0;
				opticsDisablePeripherialVision = 0;
				distanceZoomMin = 300;
				distanceZoomMax = 300;
				cameraDir = "";
			};
			class ARCO_scope
			{
				opticsID = 2;
				useModelOptics = 1;
				opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
				opticsZoomMin = 0.0723;
				opticsZoomMax = 0.0723;
				opticsZoomInit = 0.0723;
				memoryPointCamera = "opticView"; //this one is for optics
				visionMode[] = {"Normal"};
				opticsFlare = 1;
				opticsDisablePeripherialVision = 1;
				distanceZoomMin = 300;
				distanceZoomMax = 300;
				cameraDir = "";
			};
		};
	};

So I believe you can use the "eye" memory point for your "ironsights" (thats where i couldn't follow you.. since im a total arma-editing-newbie). For that you would of course need the zeiss optics be a part of your carrying-handle-scope thingy (with the "opticView" as memory point).

I hope this is what you were looking for otherwise.. well, forget everthing i wrote ;)

Edited by flex

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