MASTAKILLA 0 Posted July 6, 2003 i´ve searched the web for an Tactical Binocular Addon...  until now i couldn´t found one - exist such a usefull thing or is it in progress for flashpoint? i´ve seen the nearly perfect one from InQUisiToR but that´s not like a binocular greetz & thx to all of the great addon artists Share this post Link to post Share on other sites
blackdog~ 0 Posted July 6, 2003 show us a picture of what a tactical binocular is heh, at first i thought you meant my website (tactical BLUNDER) Share this post Link to post Share on other sites
ran 0 Posted July 6, 2003 I don't know what he exactly means , maybe High-Définition binocs with limited light amplification abilities Share this post Link to post Share on other sites
iNeo 0 Posted July 6, 2003 Good idea... Hope somebody's gonna make one... show us a picture of what a tactical binocular is heh, at first i thought you meant my website (tactical BLUNDER) ...I see you've followed my extra-stars-in-avatar idea Share this post Link to post Share on other sites
iNeo 0 Posted July 6, 2003 Or one of those with range 'meter'? Share this post Link to post Share on other sites
MASTAKILLA 0 Posted July 6, 2003 I don't know what he exactly means , maybe High-Définition binocs with limited light amplification abilities i mean somthing like this... maybe with little features like a "Laser Rangefinder" and/ or nightvision Share this post Link to post Share on other sites
blackdog~ 0 Posted July 6, 2003 I don't know what he exactly means , maybe High-Définition binocs with limited light amplification abilities i mean somthing like this... maybe with little features like a "Laser Rangefinder" and/ or nightvision with the current binoculars you can just turn your NVGoggles on and you can see through them in NVG unfortunately, the rangerfinder would require a bit more scripting Share this post Link to post Share on other sites
MASTAKILLA 0 Posted July 6, 2003 show us a picture of what a tactical binocular is heh, at first i thought you meant my website (tactical BLUNDER) Rugged Displays Design and manufacture Rugged Flat Panel Displays (with multiple video & VGA inputs) and Eyesafe Laser Rangefinders (hand-held and OEM modules) for military, police, airborne land and sea vehicle operations. MIL-STD, MilSpec compliant e.g. MIL-STD-810, MIL-STD-461. Also thin film optical and hard carbon (diamond) coatings Share this post Link to post Share on other sites
dm 9 Posted July 6, 2003 ... plus the fact that we cant add new binoculars to the game... much in the same way as the NVG's... You can replace them, but then all sides get the latest high tech kit... not realistic at all... Share this post Link to post Share on other sites
MASTAKILLA 0 Posted July 6, 2003 ... plus the fact that we cant add new binoculars to the game... much in the same way as the NVG's...You can replace them, but then all sides get the latest high tech kit... not realistic at all... Â - is this true? do you know why? Â maybe some genius make the necessary new animation like the BAS (rappeling) once.... Share this post Link to post Share on other sites
dm 9 Posted July 6, 2003 The binoculars and NVG's are hard coded into the game, It is not possible to ADD new binocs or NVG's, but you can replace the default BIS models. As I have allready said, that would give all the sides the same binocs or NVG's, which is highly unrealistic... I say again, it is NOT possible to ADD new Binocs or NVG's to the game. everything has been tried, and the only way to do it is to replace the BIS model in Data3d.pbo, and the textures in data.pbo. (I also take this oppertunity to point out that I am in BAS, and we have tried) Share this post Link to post Share on other sites
MASTAKILLA 0 Posted July 6, 2003 The binoculars and NVG's are hard coded into the game, It is not possible to ADD new binocs or NVG's, but you can replace the default BIS models.As I have allready said, that would give all the sides the same binocs or NVG's, which is highly unrealistic... I say again, it is NOT possible to ADD new Binocs or NVG's to the game. everything has been tried, and the only way to do it is to replace the BIS model in Data3d.pbo, and the textures in data.pbo. (I also take this oppertunity to point out that I am in BAS, and we have tried) thx !! same problem with the NV from InQUisiToR i´ll hope BI make it possible in flashpoint 2.... Share this post Link to post Share on other sites
GoOB 0 Posted July 12, 2003 You could do something similar to a binocular (add it as a heavy weapon) Like the BAS laser designator, only shrink it and change the optics and zoom rate to match those of a tactical binocular. Of course you would only be able to use it in a crouching position. But that is just a side effect. Share this post Link to post Share on other sites
Dark Knight 0 Posted July 12, 2003 im sure u could add new bincoulars for soldiers with out binocular or NVGs u pus this in the initfield this addweapon"binocular" correct? well make a new versions of these but with a tag so it ould be this addweapon"TAGbinocular" and with the same action (weapon Binocular) that way u have replaced it with the same action and is differed from the origional Share this post Link to post Share on other sites
Guest Hitman[SWAF] Posted July 12, 2003 But what about a sidearm similar to the tag binos? I know Blackdog made some camera sidearm? With some scripts you might get it show the distance? And this would open a new dimesion to sniper tactics in OFP Â Share this post Link to post Share on other sites
dinger 1 Posted July 12, 2003 just because BIS could have made it easily possible doesn't mean they did. Â And if the BAS folks come here and say they couldn't do it, I tend to believe them. Now, the secondary weapon idea sounds good. Â For me it would be ideal to make a combination binocular/radio set. Â When armed with the radio weapon, hitting V would bring up the tac binos. Laser Rangefinder would get trickier. Â The LaserTarget is hard coded, so you'd have to "fire" the binos, and you'd have to have a script running on each client (which you can't call from the Binos, since they don't have init EHs) that would monitor to see if a player had a weapon, and if it did, it'd half to do a nearestobject scan. Still it would be cool to have some binos with some more gradations. The current one only has one hash (at 50 mils, for those of you scoring at home) Share this post Link to post Share on other sites
AirwolfPL 0 Posted July 13, 2003 The binoculars and NVG's are hard coded into the game, It is not possible to ADD new binocs or NVG's, but you can replace the default BIS models.(...) Heh... I encountered the same problem some days ago... In fact you can use equipment from binocular/nv slots but you can forget about using binocular proxy... Share this post Link to post Share on other sites
blackdog~ 0 Posted July 13, 2003 @ July 12 2003,13:55)]But what about a sidearm similar to the tag binos? I know Blackdog made some camera sidearm? With some scripts you might get it show the distance?And this would open a new dimesion to sniper tactics in OFP Â I lost that in a reformat It is possible to change the binocular model, and the scope, but not make it have a viewfinder or change the zoom etc... Share this post Link to post Share on other sites
@cero 0 Posted July 14, 2003 I would expect that by now it should be posible to make the unit to have a different animation for when is holding a weapon, so lets say that the unit is holding a hand gun, can we make the unit hold this hand gun and this hand gun only with a different animation? so if the unit picks a different hand gun, the animation would go to normal. If that's possible, all it have to be done is to create the model of the binos and let the engine think is a hand gun, create the binocular impression by puting a escope as the sight, but don't actually modell the scope, then when you choose this hand gun(The binos) the unit is holding the binos with the new animation, and then a escript makes the escope to be sweetched on. Don't give the weapon any kind of amunition, tweek a few things here and there and it should work. I'm not an addon maker, so you guys probably are going to say that that wouldn't work, I don't really have a clue, but it can be an idea. BTW, I don't think you would be able to get the 8 shape while loocking through them, so maybe a monocular would work better for an addon like that. Share this post Link to post Share on other sites
der bastler 0 Posted July 14, 2003 I would expect that by now it should be posible to make the unit to have a different animation for when is holding a weapon, so lets say that the unit is holding a hand gun, can we make the unit hold this hand gun and this hand gun only with a different animation? so if the unit picks a different hand gun, the animation would go to normal. You can't have different animations on different weapons. The animations are linked to the soldier unit, not to the weapon! Share this post Link to post Share on other sites
@cero 0 Posted July 14, 2003 You can't have different animations on different weapons. The animations are linked to the soldier unit, not to the weapon! Good point, but is any way to make the unit use the animation for the binoculars when this weapon is selected, using a escript or something? Like I sayed, I don't got a clue about this stuff, but I know how to use animations in the mission editor, so it should be a way to make the unit use the animation of the binoculars when a especial weapon is selected by using an escript. Share this post Link to post Share on other sites
Guest Posted July 14, 2003 I had no luck with doing this stuff either when I was trying to make new object use existing binocular animations...they are perfect for a canteen. But I couldn't ever get the animations to work. But I made a few notes, such as the following which is everything I could find in the config and resource files that was to do with the binoculars. Hope it helps someone out there... Quote[/b] ]//From Config.cpp #define MANACTBINOCOFF 54 #define MANPOSBINOCSTAND 13 #define MANPOSBINOCLYING 2 #define MANPOSBINOC 12 #define MANACTBINOCON 53 class CfgManActions { BinocOn=""; BinocOff=""; } class CfgMovesMC { access=1; vehicleActions="CfgVehicleActions"; class Actions { class StandActions: NoActions { binocOn="BinocStand"; binocOff="Stand"; } class CombatActions: NoActions { binocOn="Binoc"; binocOff="Combat"; } class CrouchActions: CombatActions { binocOn="BinocCrouch"; binocOff="Crouch"; } class LyingActions: NoActions { binocOn="BinocLying"; binocOff="Lying"; } class BinocActions: CombatNoMoveActions { stop="Binoc"; default="Binoc"; binocOff="Combat"; upDegree=MANPOSBINOC; }; class BinocLyingActions: LyingActions { stop="BinocLying"; default="BinocLying"; binocOff="Lying"; walkF=""; walkLF=""; walkRF=""; walkL=""; walkR=""; walkLB=""; walkRB=""; walkB=""; slowF=""; slowLF=""; slowRF=""; slowL=""; slowR=""; slowLB=""; slowRB=""; slowB=""; fastF=""; fastLF=""; fastRF=""; fastL=""; fastR=""; fastLB=""; fastRB=""; fastB=""; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; upDegree=MANPOSBINOCLYING; turnSpeed=1; }; class BinocStandActions: StandActions { stop="BinocStand"; default="BinocStand"; binocOff="Stand"; walkF=""; walkLF=""; walkRF=""; walkL=""; walkR=""; walkLB=""; walkRB=""; walkB=""; slowF=""; slowLF=""; slowRF=""; slowL=""; slowR=""; slowLB=""; slowRB=""; slowB=""; fastF=""; fastLF=""; fastRF=""; fastL=""; fastR=""; fastLB=""; fastRB=""; fastB=""; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; upDegree=MANPOSBINOCSTAND; turnSpeed=2; }; class BinocCrouchActions: CrouchActions { stop="BinocCrouch"; default="BinocCrouch"; binocOff="Crouch"; walkF=""; walkLF=""; walkRF=""; walkL=""; walkR=""; walkLB=""; walkRB=""; walkB=""; slowF=""; slowLF=""; slowRF=""; slowL=""; slowR=""; slowLB=""; slowRB=""; slowB=""; fastF=""; fastLF=""; fastRF=""; fastL=""; fastR=""; fastLB=""; fastRB=""; fastB=""; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; upDegree=MANPOSBINOC; turnSpeed=2; }; }; class Default { enableBinocular=0; } class States { class CombatToBinoc: Default { actions="CombatActions"; file="sdalek.rtm"; speed=-1.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; }; class Binoc: Default { actions="BinocActions"; file="sdalekstat.rtm"; speed=10000000000.000000; looped=1; disableWeapons=0; showItemInHand=1; soundEnabled=0; enableBinocular=1; head="headNo"; }; class BinocToCombat: Default { actions="CombatActions"; file="sdalek2.rtm"; speed=-1.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; }; class LyingToBinocLying: Default { actions="LyingActions"; file="plazenidalek.rtm"; speed=-2.000000; looped=0; disableWeapons=1; soundEnabled=0; showItemInHand=1; onLandBeg=1; onLandEnd=1; }; class BinocLying: Default { actions="BinocLyingActions"; file="plazenidalekstat.rtm"; speed=10000000000.000000; looped=1; disableWeapons=0; showItemInHand=1; soundEnabled=0; enableBinocular=1; onLandBeg=1; onLandEnd=1; duty=-1; }; class BinocLyingToLying: Default { actions="LyingActions"; file="plazenidalek2.rtm"; speed=-2.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; onLandBeg=1; onLandEnd=1; }; class StandToBinocStand: Default { actions="StandActions"; file="bezdalek.rtm"; speed=-1.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; connectFrom[]={"Stand",2}; }; class BinocStand: Default { actions="BinocStandActions"; file="bezdalekstat.rtm"; speed=10000000000.000000; looped=1; disableWeapons=0; showItemInHand=1; soundEnabled=0; enableBinocular=1; connectFrom[]={"StandToBinocStand",1}; connectTo[]={"BinocStandToStand",1}; }; class BinocStandToStand: Default { actions="StandActions"; file="bezdalek2.rtm"; speed=-1.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; connectTo[]={"Stand",2}; }; class CrouchToBinocCrouch: Default { actions="CrouchActions"; file="klekdalekstart.rtm"; speed=-1.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; connectFrom[]={"Crouch",2}; }; class BinocCrouch: Default { actions="BinocCrouchActions"; file="klekdalekstat.rtm"; speed=10000000000.000000; looped=1; disableWeapons=0; showItemInHand=1; soundEnabled=0; enableBinocular=1; connectFrom[]={"CrouchToBinocCrouch",1}; connectTo[]={"BinocCrouchToCrouch",1}; }; class BinocCrouchToCrouch: Default { actions="CrouchActions"; file="klekdalekend.rtm"; speed=-1.000000; looped=0; disableWeapons=1; showItemInHand=1; soundEnabled=0; connectTo[]={"Crouch",2}; }; class Interpolations { }; transitionsInterpolated[]={}; transitionsSimple[]={"CombatToBinoc",2,"CombatToBinoc","Binoc",2,"Binoc&quo t;,"BinocToCombat",2,"BinocToCombat","LyingToBinocLying",2,& quot;LyingToBinocLying","BinocLying",2,"BinocLying","BinocLy ingToLying",2,"BinocLyingToLying"}; transitionsDisabled[]={}; }; class CfgWeapons { access=1; class Binocular: Default { scopeWeapon=2; scopeMagazine=1; model="dalekohled_proxy"; modelOptics="optika_dalekohled"; valueWeapon=5; weaponType=4096; magazineType=0; ammo=""; displayName="$STR_DN_BINOCULAR"; reloadTime=0.000000; sound[]={"",0,1}; canLock=0; optics=1; forceOptics=1; primary=0; opticsZoomMin=0.085000; opticsZoomMax=0.085000; magazines[]={}; }; class NVGoggles: Binocular { displayName="$STR_DN_NV_GOGGLES"; showEmpty=0; valueWeapon=5; opticsZoomMin=1.000000; opticsZoomMax=1.000000; modelOptics="optika_night"; model="nvg_proxy"; }; class Phone: Binocular { scopeWeapon=1; displayName="$STR_DN_PHONE"; showEmpty=0; opticsZoomMin=1.000000; opticsZoomMax=1.000000; model="sluchatko_proxy"; modelOptics=""; }; } //From Resource.cpp This is in a section which seems to relate only to the demo??? class RscTitles { class binocular { idd=-1; movingEnable=0; duration=1000; name="binocular"; objects[]={"binocular"}; class binocular: RscObject { model="optika_dalekohled.p3d"; idc=-1; position[]={0,0,0.063000}; direction[]={"sin 0","sin 180 * cos 0","cos 180 * cos 0"}; up[]={0,"cos 180","-sin 180"}; }; }; titles[]={"binocular"}; }; Share this post Link to post Share on other sites