gokitty1199 225 Posted August 2, 2018 i see i can get the current zero, but how do i go about forcing/setting the zero for the weapons? im assuming there is not a command for that but i figured id ask anyways incase someone has something. Share this post Link to post Share on other sites
HazJ 1289 Posted August 2, 2018 I don't think this is possible via SQF. Which is annoying, especially since there is a command to return the zero level. I checked over the commands and functions in Wiki but couldn't find anything. Share this post Link to post Share on other sites
pierremgi 4890 Posted August 3, 2018 The zeroing is implemented along with the weapon or optic configs. The settings must be modded. See as example: configfile >> "CfgWeapons" >> "optic_tws" >> "ItemInfo" >> "weaponInfoType" and configfile >> "CfgWeapons" >> "optic_tws" >> "ItemInfo" >> "OpticsModes" >> "TWS" for discrete distances, in config viewer. Share this post Link to post Share on other sites
gokitty1199 225 Posted August 3, 2018 4 hours ago, HazJ said: I don't think this is possible via SQF. Which is annoying, especially since there is a command to return the zero level. I checked over the commands and functions in Wiki but couldn't find anything. 1 minute ago, pierremgi said: The zeroing is implemented along with the weapon or optic configs. The settings must be modded. See as example: configfile >> "CfgWeapons" >> "optic_tws" >> "ItemInfo" >> "weaponInfoType" and configfile >> "CfgWeapons" >> "optic_tws" >> "ItemInfo" >> "OpticsModes" >> "TWS" for discrete distances, in config viewer. darn, ive already done this in the configs before, was really hoping there was a way to change the zero of a rifle depending on what the player is looking at Share this post Link to post Share on other sites
pierremgi 4890 Posted August 3, 2018 If such zeroing range exists (like for TWS), you can help the player to set the correct value according to the distance of the target. I did that with an addon displaying the current zeroing (what ever it could be), in regard of a moving cursor for distance. 1 Share this post Link to post Share on other sites
HazJ 1289 Posted August 3, 2018 @gokitty1199 - It is annoying. I know. They must of forgot, along with all the issues they forgot to fix this patch. @pierremgi - Do you mean set the weapon direction higher so it hits the target? Just wondering what you mean? https://community.bistudio.com/wiki/BIS_fnc_weaponDirectionRelative This? Share this post Link to post Share on other sites
pierremgi 4890 Posted August 3, 2018 1 minute ago, HazJ said: @gokitty1199 - It is annoying. I know. They must of forgot, along with all the issues they forgot to fix this patch. @pierremgi - Do you mean set the weapon direction higher so it hits the target? Just wondering what you mean? https://community.bistudio.com/wiki/BIS_fnc_weaponDirectionRelative This? No, your function is a relative angle in 3D (I guess). We are speaking about zeroing. As you know, you can't add scripted zeroing settings for a weapon. Depending on primary weapon/optic, you have a unique zeroing (usually 200 or 300 m) or a possible range from 100 to 1000+ (example). For these scopes with multiple zeroing, (usually with zoom), it's difficult to set it if you don't have an immediate target distance indicator, and the weapon status display (upper right corner by default). Purists will use the range finder then adjust their zeroing. I created a display with two centered cursors: one static with numeric distance of target inside, the other one is relative, vertically, to the chosen zeroing / distance difference. So if chosen zeroing is at the same level than the distance, you just have to shoot for a score. If not, the vertical difference between the two cursors gives you an idea for a pointing correction. 1 Share this post Link to post Share on other sites
HazJ 1289 Posted August 3, 2018 Oh, nice. Good idea. Share this post Link to post Share on other sites
gokitty1199 225 Posted August 3, 2018 1 hour ago, HazJ said: Oh, nice. Good idea. like dat? while {BUF_cursor_showRange} do { if (cursorTarget isKindOf "Man" && (side cursorTarget) != (side player) && alive cursorTarget && round (cursorTarget distance player) < 801) then { _str = format ["Enemy is %1m away", round (cursorTarget distance player)]; [_str, xOutput, yOutput, 5, 0, 0, outputLayer] spawn BIS_fnc_dynamicText }; }; Share this post Link to post Share on other sites
pierremgi 4890 Posted August 3, 2018 24 minutes ago, gokitty1199 said: like dat? while {BUF_cursor_showRange} do { if (cursorTarget isKindOf "Man" && (side cursorTarget) != (side player) && alive cursorTarget && round (cursorTarget distance player) < 801) then { _str = format ["Enemy is %1m away", round (cursorTarget distance player)]; [_str, xOutput, yOutput, 5, 0, 0, outputLayer] spawn BIS_fnc_dynamicText }; }; Like that... 2 Share this post Link to post Share on other sites
HazJ 1289 Posted August 3, 2018 Very cool but this is for the player, right? They can just set the zero themselves. Not sure how'd you do it for AI. Still very nice though. :) Share this post Link to post Share on other sites
pierremgi 4890 Posted August 3, 2018 13 minutes ago, HazJ said: Very cool but this is for the player, right? They can just set the zero themselves. Not sure how'd you do it for AI. Still very nice though. :) There is no need to do something for AIs. AIs don't have screen / displays / keyboard and mouse. They just have "skills". Share this post Link to post Share on other sites
HazJ 1289 Posted August 3, 2018 Exactly my point. @gokitty1199 Why do you need this? Can't players set it themselves. I know it is a pain if you want to remember it after respawn but welcome to ArmA. Unless you don't want manual zero at all but something what @pierremgi has shown in the video? I guess not as thread title is "command to force/set weapon zeroing?". ArmA: 1 Community: 0 Share this post Link to post Share on other sites
gokitty1199 225 Posted August 3, 2018 1 hour ago, pierremgi said: Like that... thats actually really neat 56 minutes ago, HazJ said: Exactly my point. @gokitty1199 Why do you need this? Can't players set it themselves. I know it is a pain if you want to remember it after respawn but welcome to ArmA. Unless you don't want manual zero at all but something what @pierremgi has shown in the video? I guess not as thread title is "command to force/set weapon zeroing?". ArmA: 1 Community: 0 my initial plan was to auto zero rifles for the target their aiming at Share this post Link to post Share on other sites