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Tittoffer

Adding nightvision to vanilla scope

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Hi, 

 

To get straight into it, I wish do add nightvision capabilities to the vanilla AMS scope. I thought this would be a easy fix, but apparently it was not. The problem I'm having is that the scope does not appear in-game, neither in Virtual Arsenal nor Eden Editor. I think I've followed the config reference more or less to the letter with no success. The way I've done it is copied all of the code from the AMS scope and created a new class based on this with the exception to names and addition of "NVG" to visionmodes, in my head that would work. 

 

Spoiler

class cfgWeapons
{
class itemCore;
class InventoryOpticsItem_Base_F;
class ntf_optic_nv : ItemCore
        {
            author="Tittoffer";
            _generalMacro="ntf_optic_nv";
            scope=0;
            displayName="ntf_optic_0";
            picture="\A3\Weapons_F_Mark\Data\UI\gear_acco_ams_blk_CA.paa";
            model="\A3\Weapons_F_Mark\Acc\acco_ams_F.p3d";
            weaponInfoType="RscWeaponZeroing";
            class ItemInfo: InventoryOpticsItem_Base_F
            {
                mass=14;
                opticType=1;
                weaponInfoType="RscWeaponRangeZeroingFOV";
                optics=1;
                modelOptics="\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F";
                class OpticsModes
                {
                    class AMS
                    {
                        opticsID=1;
                        useModelOptics=1;
                        opticsPPEffects[]=
                        {
                            "OpticsCHAbera2",
                            "OpticsBlur3"
                        };
                        opticsZoomMin=0.025;
                        opticsZoomMax=0.075000003;
                        opticsZoomInit=0.075000003;
                        discreteDistance[]={300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000};
                        discreteDistanceInitIndex=2;
                        distanceZoomMin=300;
                        distanceZoomMax=2000;
                        discretefov[]={0.075000003,0.025};
                        discreteInitIndex=0;
                        memoryPointCamera="opticView";
                        modelOptics[]=
                        {
                            "\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F",
                            "\A3\Weapons_F_Mark\Acc\reticle_acco_ams_z_F"
                        };
                        visionMode[]=
                        {
                            "Normal",
                            "NVG"
                        };
                        opticsFlare=1;
                        opticsDisablePeripherialVision=1;
                        cameraDir="";
                    };
                    class Iron
                    {
                        opticsID=2;
                        opticsDisplayName="";
                        useModelOptics=0;
                        opticsPPEffects[]={};
                        opticsFlare=0;
                        opticsDisablePeripherialVision=0;
                        opticsZoomMin=0.25;
                        opticsZoomMax=1.25;
                        opticsZoomInit=0.75;
                        memoryPointCamera="eye";
                        visionMode[]={};
                        discretefov[]={};
                        discreteDistance[]={200};
                        discreteDistanceInitIndex=0;
                        distanceZoomMin=200;
                        distanceZoomMax=200;
                        discreteInitIndex=0;
                        cameraDir="";
                    };
                };
            };
            inertia=0.2;
        };
class ntf_sk_optikk : ntf_optic_nv
    {
        author="Christiansen";
        _generalMacro="optic_AMS";
        scope=2;
        scopeCurator=1;
        scopeArsenal=2;
        displayName="AMS NV (Black)";
    };
};

 

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could someone solve the problem?
I would also like to have night vision in the AMS

 

Edit:

I have the new visor in my inventory and can put it on the floor.

the new sight is not compatible with the weapon

what did i miss?

 

class CfgPatches{ 
    class Config_Enlag_Attachments
    {
		author="LoOni3r";
        units[] = {}; 
        weapons[] = {"a_spezial_optic_AMS"};
        requiredVersion = 0.1; 
        requiredAddons[] = {"A3_Weapons_F_Mark_Acc"};
    }; 
};

class CfgWeapons
{
    class ItemCore;
    class InventoryOpticsItem_Base_F;    
	class optic_AMS;
	class a_spezial_optic_AMS : optic_AMS
    {
		_generalMacro = "optic_AMS";
		access = 3;
		aiDispersionCoefX = 1;
		aiDispersionCoefY = 1;
		aimTransitionSpeed = 1;
		aiRateOfFire = 5;
		aiRateOfFireDispersion = 0;
		aiRateOfFireDistance = 500;
		ammo = "";
		artilleryCharge = 1;
		artilleryDispersion = 1;
		author = "Brotty";
		autoFire = 0;
		autoReload = 1;
		backgroundReload = 0;
		ballisticsComputer = 0;
		burst = 1;
		canDrop = 1;
		canLock = 2;
		canShootInWater = 0;
		cartridgePos = "nabojnicestart";
		cartridgeVel = "nabojniceend";
		changeFiremodeSound[] = {"",1,1};
		cmImmunity = 1;
		count = 0;
		cursor = "";
		cursorAim = "";
		cursorAimOn = "";
		cursorSize = 1;
		descriptionShort = "";
		detectRange = 0;
		dispersion = 0.002;
		displayName = "AMS (Schwarz)";
		distanceZoomMax = 400;
		distanceZoomMin = 400;
		DLC = "Mark";
		drySound[] = {"",1,1};
		emptySound[] = {"",1,1};
		enableAttack = 1;
		ffCount = 1;
		ffFrequency = 1;
		ffMagnitude = 0;
		fireAnims[] = {};
		fireLightAmbient[] = {0,0,0};
		fireLightDiffuse[] = {0.937,0.631,0.259};
		fireLightDuration = 0.05;
		fireLightIntensity = 0.2;
		fireSpreadAngle = 3;
		forceOptics = 0;
		handAnim[] = {};
		hiddenSelections[] = {};
		hiddenSelectionsTextures[] = {};
		hiddenUnderwaterSelections[] = {};
		hiddenUnderwaterSelectionsTextures[] = {};
		inertia = 0.2;
		initSpeed = 0;
		irDistance = 0;
		irDotIntensity = 0.001;
		irLaserEnd = "laser dir";
		irLaserPos = "laser pos";
		laser = 0;
		lockAcquire = 1;
		lockedTargetSound[] = {"",0.000316228,6};
		lockingTargetSound[] = {"",0.000316228,2};
		magazineReloadSwitchPhase = 1;
		magazineReloadTime = 0;
		magazines[] = {};
		maxRange = 500;
		maxRangeProbab = 0.04;
		maxRecoilSway = 0.008;
		memoryPointCamera = "eye";
		midRange = 150;
		midRangeProbab = 0.58;
		minRange = 1;
		minRangeProbab = 0.3;
		model = "\A3\Weapons_F_Mark\Acc\acco_ams_F.p3d";
		modelMagazine = "";
		modelOptics = "";
		modelSpecial = "";
		modes[] = {"this"};
		multiplier = 1;
		muzzleEnd = "konec hlavne";
		muzzlePos = "usti hlavne";
		muzzles[] = {};
		nameSound = "";
		optics = 1;
		opticsDisablePeripherialVision = 0.67;
		opticsFlare = 1;
		opticsID = 0;
		opticsPPEffects[] = {};
		opticsZoomInit = 0.75;
		opticsZoomMax = 1.25;
		opticsZoomMin = 0.25;
		overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page17_ca.paa";
		picture = "\a3\Weapons_F_Mark\Data\UI\icon_optic_AMS_ca.paa";
		primary = 10;
		recoil = "empty";
		recoilProne = "";
		reloadAction = "";
		reloadMagazineSound[] = {"",1,1};
		reloadSound[] = {"",1,1};
		reloadTime = 1;
		scope = 2;
		scopeArsenal = 2;
		scopeCurator = 1;
		selectionFireAnim = "zasleh";
		showAimCursorInternal = 1;
		showEmpty = 1;
		shownUnderwaterSelections[] = {};
		showSwitchAction = 0;
		showToPlayer = 1;
		simulation = "Weapon";
		sound[] = {"",1,1};
		soundBegin[] = {"sound",1};
		soundBeginWater[] = {"sound",1};
		soundBullet[] = {"emptySound",1};
		soundBurst = 1;
		soundClosure[] = {"sound",1};
		soundContinuous = 0;
		soundEnd[] = {"sound",1};
		soundLoop[] = {"sound",1};
		swayDecaySpeed = 2;
		textureType = "default";
		type = 131072;
		uiPicture = "";
		useAction = 0;
		useActionTitle = "";
		useAsBinocular = 0;
		useModelOptics = 1;
		value = 2;
		weaponInfoType = "RscWeaponZeroing";
		weaponLockDelay = 0;
		weaponLockSystem = 0;
		weaponSoundEffect = "";
		weight = 0;
		zeroingSound[] = {"",1,1};
        class ItemInfo: InventoryOpticsItem_Base_F
        {
			allowedSlots[] = {801,701,901};
			mass = 20;
			modelOptics = "\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F";
			mountAction = "MountOptic";
			muzzleEnd = "konec hlavne";
			muzzlePos = "usti hlavne";
			optics = 1;
			opticType = 2;
			scope = 0;
			type = 201;
			unmountAction = "DismountOptic";
			weaponInfoType = "RscWeaponRangeZeroingFOV";
			zeroingSound[] = {"A3\Sounds_F\arsenal\sfx\shared\zeroing_knob_tick_plastic",0.316228,1,5};
            class OpticsModes
            {
                class AMS
                {
					cameraDir = "";
					discreteDistance[] = {300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000};
					discreteDistanceInitIndex = 2;
					discretefov[] = {0.075,0.025};
					discreteInitIndex = 0;
					distanceZoomMax = 2000;
					distanceZoomMin = 300;
					memoryPointCamera = "opticView";
					modelOptics[] = {"\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F","\A3\Weapons_F_Mark\Acc\reticle_acco_ams_z_F"};
					opticsDisablePeripherialVision = 1;
					opticsDisplayName = "WFOV";
					opticsFlare = 1;
					opticsID = 1;
					opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"};
					opticsZoomInit = 0.075;
					opticsZoomMax = 0.075;
					opticsZoomMin = 0.025;
					useModelOptics = 1;
					visionMode[] = {"Normal","NVG"};
                };
				class Iron
				{
					cameraDir = "";
					discreteDistance[] = {200};
					discreteDistanceInitIndex = 0;
					discretefov[] = {};
					discreteInitIndex = 0;
					distanceZoomMax = 200;
					distanceZoomMin = 200;
					memoryPointCamera = "eye";
					opticsDisablePeripherialVision = 0;
					opticsDisplayName = "";
					opticsFlare = 0;
					opticsID = 2;
					opticsPPEffects[] = {};
					opticsZoomInit = 0.75;
					opticsZoomMax = 1.25;
					opticsZoomMin = 0.25;
					useModelOptics = 0;
					visionMode[] = {};
				};
            };
        };
    };
};

 

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