armilio 14 Posted November 10, 2016 I don't know if can be removed in other ways than config way, like server settings, but how remove this kind of lead/targeting from the Kayman or Blackfoot?http://imgur.com/a/6g6DD It's not a lock, it's an annoying targeting mark that shows itself also with no-lock weapon like the 20/30mm gatling. You can cycle different targets without see them using the "next target" button and so discover enemies without directly saw them. Share this post Link to post Share on other sites
Bamse 223 Posted November 10, 2016 It needs to be configed away in cfgWeapons I'm afraid; ballisticsComputer = 4; // Target Lead indication; since Arma 3 1.60 So, if the config looks like this; ballisticsComputer = "4 + 8"; change it to ballisticsComputer = "8"; You have all the available options here; https://community.bistudio.com/wiki/A3_Targeting_config_reference 1 Share this post Link to post Share on other sites
armilio 14 Posted November 10, 2016 Thanks for the answer. I set the ballistic computer to 0 and the square marker it's still there; not the leading "helper" for moving target. Share this post Link to post Share on other sites
.kju 3245 Posted November 16, 2016 did you verify your change being active via config viewer/config dump? Share this post Link to post Share on other sites
armilio 14 Posted November 16, 2016 did you verify your change being active via config viewer/config dump? Yes, but i would did not need to. I could see that Ballisticscomputer = 0 because there are no aim helpers, not even the manual zeroing. Share this post Link to post Share on other sites
.kju 3245 Posted November 16, 2016 the green square marker is from AI and from targeted state you can remove it via UI change: class CfgInGameUI class Cursor class Targeting class MarkedTarget class MarkedTargetNoLos: MarkedTarget class AssignedTarget class Icon class Icon3D: Icon set 4th param of color to 0 Share this post Link to post Share on other sites
armilio 14 Posted November 16, 2016 the green square marker is from AI and from targeted state you can remove it via UI change: class CfgInGameUI class Cursor class Targeting class MarkedTarget class MarkedTargetNoLos: MarkedTarget class AssignedTarget class Icon class Icon3D: Icon set 4th param of color to 0 Thanks, that's a solution. But will it make invisible every targeting marker, like the lock marker, or only that green square? Share this post Link to post Share on other sites
.kju 3245 Posted November 16, 2016 you should be able to disable specifically what you want. you have to play around to see what exactly it is Share this post Link to post Share on other sites
armilio 14 Posted November 17, 2016 you should be able to disable specifically what you want. you have to play around to see what exactly it is Thanks, i will do some testing and write here the results. Also because i have to make invisible also the name near the marker. Share this post Link to post Share on other sites
.kju 3245 Posted November 17, 2016 i did a mod several years back for that under the "PvPscene Tweaks" brand. maybe you can find it again using those terms for search Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted November 17, 2016 PvPScene tweaks as Kju suggested http://dev.withsix.com/projects/pvpscene-tweaks/files Share this post Link to post Share on other sites
armilio 14 Posted November 19, 2016 A little update. The secret to remove the square marker is texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; class CfgInGameUI{ class Cursor{ class Targeting { class MarkedTarget { scale=1; texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureLockable="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorLockable[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureFriendly="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorFriendly[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; shadow=0; }; class MarkedTargetNoLos: MarkedTarget { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureLockable="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorLockable[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; textureFriendly="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; colorFriendly[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; scale=1; shadow=0; }; class SeekerLocked: Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class ImpactPoint: Seeker { scale=0.5; texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class ImpactPointNoLOS: ImpactPoint { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class HitPrediction: Seeker { scale=0.5; texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; class HitConfirm: Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]={0.70899999,0.972,0.384,1}; }; class KnownTarget: Seeker { texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa"; color[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])" }; }; }; }; }; In this case, to be sure to see effects, i put an empty texture everywhere, but you are not supposed to always do it ofc. Probably in my case i should modify only markedTarget and/or knowntarget.Now comes the difficult: remove the text with the name of the vehicle and of the player. EDIT: Made it, i think this way class Cursor { size="0"; activeWidth=0; activeHeight=0; But i also set scale = 0 in every marker to be sure. 1 Share this post Link to post Share on other sites