Tomislav 0 Posted June 8, 2004 i just thought about if it is possible to give a binoc the ability to target an enemy unit or vehicle, or any house and then the binoc should show you the exact distance, e.g. "Enemy Officer 137m" and some nice binocs would be nice, but only by the way Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted June 8, 2004 Better yet, how about making some zoomable binocs? Only having a single viewing range sucks... and better make it a useable object or ammo, so that it can be placed ingame easier... Share this post Link to post Share on other sites
nubbin 0 Posted June 9, 2004 you can edit the zoom on the binoculars. You have to go into the config file. Get a config.cpp version that you can edit, then search for this opticsZoomMin=0.300000; opticsZoomMax=0.300000; There is a thing for each weapon that determines the iron sites zoom in. If you want you can change the zoom on all the guns as well. When both numbers are even the zoom is one level. making the minimum lower increases the zoom (by using the + key). Share this post Link to post Share on other sites
tankieboy 0 Posted June 9, 2004 you can edit the zoom on the binoculars. Â You have to go into the config file.Get a config.cpp version that you can edit, then search for this opticsZoomMin=0.300000; opticsZoomMax=0.300000; There is a thing for each weapon that determines the iron sites zoom in. Â If you want you can change the zoom on all the guns as well. Â When both numbers are even the zoom is one level. Â making the minimum lower increases the zoom (by using the + key). Where do I find the bino.pbo? Share this post Link to post Share on other sites
ag_smith 0 Posted June 9, 2004 That's in the main config. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted June 10, 2004 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Binocular : Default { scopeWeapon=2; scopeMagazine=1; model="dalekohled_proxy"; modelOptics="optika_dalekohled"; valueWeapon=5; weaponType=4096; magazineType=0; ammo=""; displayName="$STR_DN_BINOCULAR"; reloadTime=0.000000; sound[]={"",0,1}; canLock=0; optics=1; forceOptics=1; primary=0; opticsZoomMin=0.085000; opticsZoomMax=0.085000; magazines[]={}; }; you just need to fiddle with the optics zoom min and max numbers you can also make a new config, with all the needed changes. . .make pbo. . .and this will replace the default one without ever having to edit the default config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgWeapons { class Default {}; class Binocular : Default { access="ReadOnly"; scopeWeapon=2; scopeMagazine=1; model="dalekohled_proxy"; modelOptics="optika_dalekohled"; valueWeapon=5; weaponType=4096; magazineType=0; ammo=""; displayName="$STR_DN_BINOCULAR"; reloadTime=0.000000; sound[]={"",0,1}; canLock=1; optics=1; forceOptics=1; primary=0; opticsZoomMin=0.040000; opticsZoomMax=0.120000; distanceZoomMin=400 distanceZoomMax=80 magazines[]={}; }; this config you can: *min zoom = 80m *max zoom = 400m *lock on to enemy you copy all this to a config.cpp and put it in a folder called binocs, make pbo, place in your addons folder, and assuming i didnt miss anything, this will override the orginal BIS settings Share this post Link to post Share on other sites
C4P741N 0 Posted June 10, 2004 Sounds good Pappy, but I followed those instructions to the letter and got no change to the default binos Cap. Share this post Link to post Share on other sites
Jahve 0 Posted June 10, 2004 But keep in mind kids! You cant make a binocular or nightvision goggle addon. Share this post Link to post Share on other sites
Unnamed_ 0 Posted June 10, 2004 I dont think you can override Binos in the traditional way, there class name is hardcoded. Check out Llauma posts here: http://www.flashpoint1985.com/cgi-bin....2;st=45 You would have to change the original OFP config directly, the same we he did for the NVG's. For range finding or laser designating binos you would have to combine the Laser Desginator with the Binocular object. I never got this to work. But I dont really know what I'm doing when it comes to weapon configs. Share this post Link to post Share on other sites
GabKa73 0 Posted June 10, 2004 WGL (WarGames Add Pack 4.11) has a zoomable Binocular. You might check their config. Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted June 10, 2004 Isn't there an addon anywhere? Share this post Link to post Share on other sites
tankieboy 0 Posted June 20, 2004 Anyone get this to work? Share this post Link to post Share on other sites
llauma 0 Posted June 21, 2004 I am working on new binoculars that will replace the BIS ones. They will be released soon. You got a small teaser pic of them in my signature Share this post Link to post Share on other sites
llauma 0 Posted June 21, 2004 Okay, I'll give you a bigger pic.. It's still beta but it's evolving. I guess Pappy could tweak the Y2K3 config so they become zoomable. Share this post Link to post Share on other sites
SNIPER_SKULL 0 Posted June 21, 2004 pics not working for me Share this post Link to post Share on other sites
llauma 0 Posted June 21, 2004 pics not working for me  How about now then? Share this post Link to post Share on other sites
SNIPER_SKULL 0 Posted June 21, 2004 pics not working for me How about now then? hell yeah the pic is working now and it looks good Share this post Link to post Share on other sites
llauma 0 Posted June 21, 2004 Thanx.. I couldn't find any good pics so I had to do something from scratch.. It looks pretty real Share this post Link to post Share on other sites
iNeo 0 Posted June 21, 2004 Looking good Wasn't all that long ago people said "you can't change binocs/NVG's blah blah blah"... Look at OFP today. People that left should see all these mods. Share this post Link to post Share on other sites
@cero 0 Posted June 21, 2004 The problem its not changing them, replacing them I should say; the problem is that you can not create an addon so you can have different tipes of binoculars and night vissions. If you change the binoculars in the configuration or whatever, it will be the only binos you will have, the only thing it will do is replace the BIS ones with your new ones, same for night vission. In OFPEC I sugested to use a weapon to make it as a binocular by using the scope of the weapon and changing the animation of the unit. We thought about using the class hand gun weapons to create one, but the unit is the one that have the weapon  animation, not the weapon itself, so you wouldn't be able to make the binoculars work in every unit. Now, things have changed, and may be possible now by scripting or some other way. Its alot of animation packs around, so we know that we can use custom animations for allmost anything, so if the player have a message in the action menu for the binoculars, at the same time you will be activating the binocular animation script that makes the unit to move like if using the binoculars, this meens that the hand gun wouldn't be a hand gun but a binocular cos the addon maker made a model of a gun that looks like a binocular and have a scope that when you look throught it looks like a binocular, with a range stimation reticle and maybe some other ussefull gadgets. Any of you understand anything I just said or I'm making it sound to difficult? I'm a mission maker, so I live this idea for somebody ellse to work in it and get some glory. Any takers? BTW, following this explanation, whoever make one of this could allso make a pack of them, with different binos, and spoting scopes, etc. Regards. @CERO. Share this post Link to post Share on other sites
tankieboy 0 Posted June 21, 2004 All good points. Looking forward to any development of this idea. How would it effect MP if any? Share this post Link to post Share on other sites
@cero 0 Posted June 21, 2004 witch one, Llamuas work or my "someone ellse do... please" idea. Mine wouldn't effect multiplayer if the scripting its done right, it would be on the weapons class as an addon, and I think that Llauma said something about the night vission goggles being multiplayer compatible by instaling them like he sai in another thread. @CERO. Share this post Link to post Share on other sites
4 IN 1 0 Posted June 22, 2004 witch one, Llamuas work or my "someone ellse do... please" idea.Mine wouldn't effect multiplayer if the scripting its done right, it would be on the weapons class as an addon, and I think that Llauma said something about the night vission goggles being multiplayer compatible by instaling them like he sai in another thread. @CERO. as long as only the texture and the model changed, it wont affect MP, just like the Inq's NVG (talking about NVG, could someone make a more accrate one?) Share this post Link to post Share on other sites
iNeo 0 Posted June 27, 2004 Any chance you will put Inq's NVG's into the same installer as your binocs llauma? My attempts to install them manually have failed Share this post Link to post Share on other sites
@cero 0 Posted June 27, 2004 Check Pappy Boyington post in this page, half way down, he made a version with the NVG in it. @CERO Share this post Link to post Share on other sites