lexx 1392 Posted January 26, 2019 Oi, people. What I want to do is starting out in optics mode (player switchCamera "GUNNER") with either night vision or thermal visions on and so far I can't find a way to do that. With currentVisionMode I can get the current vision mode (as the name implies), but is there any way to switch the current vision mode to something else? Is that even possible to do? Tried a couple things, but it all seems to be related to newly created camera objects, not the vehicle / gunner optics. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 26, 2019 3 hours ago, lexx said: starting out in optics mode (player switchCamera "GUNNER") with either night vision or thermal visions Hello there lexx ! I remmber that there is another thread that i had also reply and i 'll try to search this , but if i remmeber there was no given solution ! Don't get dissapointed though ! I 'll try to check it. ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 26, 2019 this action ["nvGoggles", this] might this be working or there is something similar. https://community.bistudio.com/wiki/Arma_3_Actions Share this post Link to post Share on other sites
lexx 1392 Posted January 26, 2019 Hey, thanks for the reply. Sadly the nvGoggles action is only for the NVG that players / npcs are wearing. Don't think there's any fitting action for the vehicle vision mode, at least nothing obvious to me. 1 Share this post Link to post Share on other sites
lexx 1392 Posted January 27, 2019 Had the idea for a workaround: Fetching the assigned key and then "pressing" it via game. Getting the action is easy: _key = actionKeys "nightvision"; ... now the question is, can I tell the game to trigger that key? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 Try to use the ex: https://community.bistudio.com/wiki/currentVisionMode if (currentVisionMode player isEqual to 0) then { hint "activating nightvision "; _key = actionKeys "nightvision"; }; maybe vehicle player since it's about vehicle. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 Maybe add the code above to an eventhandler get in as well ! https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetIn Share this post Link to post Share on other sites
lexx 1392 Posted January 27, 2019 But actionKeys is just returning a value, it doesn't trigger said key. Thus, the code above does nothing except assigning a value to the _key variable. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 We need some expert here @pierremgi ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 28 minutes ago, lexx said: But actionKeys is just returning a value, it doesn't trigger said key To be honest i did't notice ! Share this post Link to post Share on other sites
pierremgi 4906 Posted January 27, 2019 7 hours ago, GEORGE FLOROS GR said: We need some expert here @pierremgi ! Not at all, I'm afraid. For vehicle, use disableNVGEquipment and disableTIEquipment . For player, just add/remove NVG along with the scenario. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 12 minutes ago, pierremgi said: Not at all, I'm afraid. Yes but for another time you are giving a solution ! Pierre , i 'm following your examples and posts before even be part of this community and i will never forget this : . . . It's all about how to use the code for your own needs ! 1 Share this post Link to post Share on other sites
lexx 1392 Posted January 27, 2019 44 minutes ago, pierremgi said: For vehicle, use disableNVGEquipment and disableTIEquipment . I want to start the mission with a specific vision mode activated. The mentioned commands will just disable them, unless I'm missing something here. Share this post Link to post Share on other sites
pierremgi 4906 Posted January 27, 2019 3 hours ago, lexx said: I want to start the mission with a specific vision mode activated. The mentioned commands will just disable them, unless I'm missing something here. Ah OK, perhaps you need to use: [vehicle player,2] call BIS_fnc_camera_setVisionMode // 1 = NVG, 2= TI but be sure player is defined (initPlayerLocal.sqf) and perhaps force gunner view. Not tested Share this post Link to post Share on other sites
lexx 1392 Posted January 27, 2019 Thanks, probably should have checked the function list first. Sadly it still doesn't work... or I'm using it wrong. Taking your example while being in vehicle gunner optics (or anywhere else), nothing happens. Share this post Link to post Share on other sites