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1para{god-father}

Take of thermal on Vehicle

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Do you mean the thermal signature of a Vehicle or taking off the Thermal-View as gunner?

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Name vehicle: \\\name///

add to vehicle init: \\\name/// disableTIEquipment true;

But how do I get this to reload after respawn ?

The target object is fine and has no thermal optics till after respawn then they come back.

Help.

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You would need to set the vehicles variable name when it respawns to give it a unique name and run some code on the vehicle. In your case, theName disableTIEquipment true;. Or put that in your vehicle respawn script after the vehicle is created. IE; _veh disableTIEquipment true;. Kind of hard to tell you exactly what you need to do as you've not told how or what script you are using to respawn the vehicle(s).

If you're using the vehicle respawn module it's as simple as putting (_this select 0) disableTIEquipment true; in the expression field of the module.

Edited by Iceman77

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I have the name set as m1 on the unit

veh = [this, 3800, 0, 0, false, false] execVM "scripts\vehicle.sqf"; m1 disableTIEquipment true;

I am new at this.

And I have to thank you a ton for all the help you have givin' me from other posts from other users you helped.

Oh and the vehicle scripts is Simple Vehicle Respawn Script v1.81 for Arma 3

by Tophe of Östgöta Ops [OOPS]

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/*

==================================================================================================================

Simple Vehicle Respawn Script v1.81 for Arma 3

by Tophe of Östgöta Ops [OOPS]

Put this in the vehicles init line:

veh = [this] execVM "vehicle.sqf"

Options:

There are some optional settings. The format for these are:

veh = [object, Delay, Deserted timer, Respawns, Effect, Dynamic] execVM "vehicle.sqf"

Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well.

Like this:

veh = [this, 15] execVM "vehicle.sqf"

Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this

first set respawn delay, then the deserted vehicle timer. (0 = disabled)

Like this:

veh = [this, 15, 10] execVM "vehicle.sqf"

By default the number of respawns is infinite. To set a limit first set preceding values then the number of respawns you want (0 = infinite).

Like this:

veh = [this, 15, 10, 5] execVM "vehicle.sqf"

Set this value to TRUE to add a special explosion effect to the wreck when respawning.

Default value is FALSE, which will simply have the wreck disappear.

Like this:

veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf"

By default the vehicle will respawn to the point where it first was when the mission started (static).

This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed.

First set all preceding values then set TRUE for dynamic or FALSE for static.

Like this:

veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf"

If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands.

Those must be inside quotations.

Like this:

veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf"

Default values of all settings are:

veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf"

Contact & Bugreport: cwadensten@gmail.com

================================================================================================================== */

if (!isServer) exitWith {};

// Define variables

_unit = _this select 0;

_delay = if (count _this > 1) then {_this select 1} else {30};

_deserted = if (count _this > 2) then {_this select 2} else {120};

_respawns = if (count _this > 3) then {_this select 3} else {0};

_explode = if (count _this > 4) then {_this select 4} else {false};

_dynamic = if (count _this > 5) then {_this select 5} else {false};

_unitinit = if (count _this > 6) then {_this select 6} else {};

_haveinit = if (count _this > 6) then {true} else {false};

_hasname = false;

_unitname = vehicleVarName _unit;

if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};

_noend = true;

_run = true;

_rounds = 0;

if (_delay < 0) then {_delay = 0};

if (_deserted < 0) then {_deserted = 0};

if (_respawns <= 0) then {_respawns= 0; _noend = true;};

if (_respawns > 0) then {_noend = false};

_dir = getDir _unit;

_position = getPosASL _unit;

_type = typeOf _unit;

_dead = false;

_nodelay = false;

// Kronzky's code

KRON_StrToArray = {

private["_in","_i","_arr","_out"];

_in=_this select 0;

_arr = toArray(_in);

_out=[];

for "_i" from 0 to (count _arr)-1 do {

_out=_out+[toString([_arr select _i])];

};

_out

};

KRON_StrLen = {

private["_in","_arr","_len"];

_in=_this select 0;

_arr=[_in] call KRON_StrToArray;

_len=count (_arr);

_len

};

KRON_Replace = {

private["_str","_old","_new","_out","_tmp","_jm","_la","_lo","_ln","_i"];

_str=_this select 0;

_arr=toArray(_str);

_la=count _arr;

_old=_this select 1;

_new=_this select 2;

_na=[_new] call KRON_StrToArray;

_lo=[_old] call KRON_StrLen;

_ln=[_new] call KRON_StrLen;

_out="";

for "_i" from 0 to (count _arr)-1 do {

_tmp="";

if (_i <= _la-_lo) then {

for "_j" from _i to (_i+_lo-1) do {

_tmp=_tmp + toString([_arr select _j]);

};

};

if (_tmp==_old) then {

_out=_out+_new;

_i=_i+_lo-1;

} else {

_out=_out+toString([_arr select _i]);

};

};

_out

};

// End of Kronzky's code

// Start monitoring the vehicle

while {_run} do

{

sleep (2 + random 10);

if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};

// Check if the vehicle is deserted.

if (_deserted > 0) then

{

if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then

{

_timeout = time + _deserted;

sleep 0.1;

waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};

if ({alive _x} count crew _unit > 0) then {_dead = false};

if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true};

if !(alive _unit) then {_dead = true; _nodelay = false};

};

};

// Respawn vehicle

if (_dead) then

{

if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};

if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};

if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};

sleep 0.1;

deleteVehicle _unit;

sleep 2;

_unit = _type createVehicle _position;

_unit setPosASL _position;

_unit setDir _dir;

if (_haveinit) then {

//_unit setVehicleInit format ["%1;", _unitinit];

//processInitCommands;

// Modified by BearBison

private ["_IDunit", "_sCommand"];

_IDunit = format["(objectFromNetID '%1')", netID _unit];

_sCommand=[format["%1",_unitinit],"this",format["%1",_IDunit]] call KRON_Replace;

// End of code modified by BearBison

// Modified by naong and AgentRev

[call compile format["[{%1}]",_sCommand], "BIS_fnc_spawn", true, true] spawn BIS_fnc_MP;

};

if (_hasname) then {

//_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];

//processInitCommands;

private "_sCommand";

_sCommand = format["[{(objectFromNetID '%1') setVehicleVarName '%2';}]", netID _unit, _unitname];

[call compile format["%1",_sCommand],"BIS_fnc_spawn", true, true] spawn BIS_fnc_MP;

_unit call compile format ["%1=_This; PublicVariable '%1'",_unitname];

};

// End of code modified by naong

_dead = false;

// Check respawn amount

if !(_noend) then {_rounds = _rounds + 1};

if ((_rounds == _respawns) and !(_noend)) then {_run = false;};

};

};

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If thats Tophe's vehicle respawn i believe it would need to look something like

veh = [this, 3800, 0, 0, false, false, "this disableTIEquipment true;"] execVM "scripts\vehicle.sqf"; m1 disableTIEquipment true;

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