taro8 806 Posted February 14, 2014 Hi I would like to request a new universal attachment that would project a laser sight similar to IR laser, that is visible to naked eye (you dont need NVG's to see it). Im very much aware this is completely unrealistic, but I like using over the shoulder camera and something that would help me aim better (Im a bad shoot :p) would be an awesome addition. Is it possible to create an attachment like that? BTW: Guys, lets be mature: dont just brush my request off with "HERP DERP LEARN TO PLAY n00b!!!1oneelevenshift+1!" or "Do not create something like this as it is unrealistic and I would not use shit like that". I want to play MY Arma 3 the way I see fit and Im not forcing you to use mods you dont want to use. Share this post Link to post Share on other sites
TheKobr4 11 Posted February 14, 2014 Hi I would like to request a new universal attachment that would project a laser sight similar to IR laser, that is visible to naked eye (you dont need NVG's to see it). Im very much aware this is completely unrealistic, but I like using over the shoulder camera and something that would help me aim better (Im a bad shoot :p) would be an awesome addition. Is it possible to create an attachment like that? BTW: Guys, lets be mature: dont just brush my request off with "HERP DERP LEARN TO PLAY n00b!!!1oneelevenshift+1!" or "Do not create something like this as it is unrealistic and I would not use shit like that". I want to play MY Arma 3 the way I see fit and Im not forcing you to use mods you dont want to use. As the title says, it would be cool, but the problem is, that this is going to be realistic. I know, you dont want to hear that, but its a Simulator :/ Can you see IR lasers in real life, i think not. Maybe there are some addons which make this possible. Have you tried to search for something like this? Sincerely, Thekobr4. Share this post Link to post Share on other sites
taro8 806 Posted February 14, 2014 A visible laser sight being unrealistic is NOT a problem, this is exactly what I said. I do not care if Arma 3 is a milsim, I want visible laser sight... at least until the Aliens mod comes in and I can pretend Im XCOM :p. Share this post Link to post Share on other sites
LykosMactire 298 Posted February 14, 2014 Wrong thread, put in the request thread Share this post Link to post Share on other sites
DrunkenVeteran 10 Posted February 14, 2014 http://en.wikipedia.org/wiki/Dazzler_(weapon) We had those in Iraq, the bigger ones that were carried by our FOs were visible up to a mile out. They were a solid green laser. Share this post Link to post Share on other sites
disco.modder 116 Posted February 14, 2014 BTW: Guys, lets be mature: dont just brush my request off with "HERP DERP LEARN TO PLAY n00b!!!1oneelevenshift+1!" or "Do not create something like this as it is unrealistic and I would not use shit like that". I want to play MY Arma 3 the way I see fit and Im not forcing you to use mods you dont want to use. Addons/mods request go into this thread, and theres a reason for that. http://forums.bistudio.com/showthread.php?148719-ARMA-3-Addon-Request-Thread Share this post Link to post Share on other sites
Scruffs 10 Posted February 15, 2014 It would have to be a green lazer. Red lazers are hardly to not visible during the day. Share this post Link to post Share on other sites
DJankovic 401 Posted February 15, 2014 I wanted to post this same question about visible day laser :) recently i saw Feint with his RQ-11B Raven (uav) that he have tactical laser thingy on it and it is green laser that you can see in day..it is soo cool,would be cool if he edit that to the weapon attachment :) Share this post Link to post Share on other sites
rpr 37 Posted March 28, 2014 (edited) hello there, I am stuck here I changed the config to this: /*******CODE SNIPPET START ************/ class ItemInfo: InventoryFlashLightItem_Base_F { RMBhint = "Flashlight"; class FlashLight { color[] = {0,5500,0}; //green ambient[] = {12,14,9}; //some multiplication factor? intensity = 1000; size = 3; angle = 1; //if angle == 0 then green circle is invisible innerAngle = 1; // if < 1 (e.g. 0.5) then green circle is invisible outerAngle = 1; // if < 1 (e.g. 0.5) then green circle is invisible coneFadeCoef = 0.1; //position = "flash dir"; // reference point ("position") and direction of flashlight cone, this might be the problem! //direction = "flash"; position = "laser pos"; direction = "laser dir"; useFlare = 1; flareSize = 0.8; flareMaxDistance = "100.0f"; dayLight = 1; // this makes the flashlight visible during daytime, very important onlyInNvg = 0; class Attenuation { start = 0; constant = 0; linear = 0; quadratic = 1; hardLimitStart = 0; hardLimitEnd = 0; }; scale[] = {0}; }; }; and the new geen "flashlight" always has an offset to up and right.. see screenshot W.I.P. ---- GREEN "LASER" "FLASHLIGHT" - ---- might be usable in CQB if alignment issue is fixed -------- (the green circle to the right and up of the red aiming circle is the "green "laser" flashlight") Screenshot #1 Screenshot #2 If you switch between the two images, you will see that with distance, the green dot moves up and to the left in a circular motion... Is the axis misaligned? If true, I need different reference points for the flashlight axis... very interesting... I tried several things like changing the position and vector: //position = "flash dir"; //direction = "flash"; position = "laser pos"; direction = "laser dir"; I have several ideas what might be causing the offset: 1) the opening angle of the flashlight cone is always in positive coordinates 2) the offset angle is intended, as not to shine too much on the rifle barrel 2a) the angle of "flash" and "flash_dir" are not paralell to the barrel axis 2b) an offset is being added manually my ideas to remove the offset: a) I need to know more functions of the class Flashlight" b) a mlod of a flashlight attachment would help, do find out the names and angles of the memory points of the model c) would it be possible to select the memory points of the rifle as the memory points of the flashlight cone... this way it would be on the same axis as the barrel Like I said, I'm kind of stuck here. I just wanted to contribute something to the discussion Best regards RPR Edited March 28, 2014 by rpr added comments to code Share this post Link to post Share on other sites