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armilio

Remove attack helis lead/targeting

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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.
 

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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

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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.

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did you verify your change being active via config viewer/config dump?

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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.

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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

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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?

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you should be able to disable specifically what you want. you have to play around to see what exactly it is

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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.

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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

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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.

 

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