biggerdave 56 Posted March 30, 2006 Here is something else to think about: If you make it using a mod-folder, how are you going to prevent it from replacing the NVGs on non-gasmask-wearing units? Damn! Foiled again! Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 31, 2006 Here is something else to think about: If you make it using a mod-folder, how are you going to prevent it from replacing the NVGs on non-gasmask-wearing units? Damn! Foiled again! Quote[/b] ]The only way to do it is with a proxy, but unfortunately the only candidate (NVG proxy) won't allow us to switch it's model. Well when I posted this I assumed you would consider that replacing the model would replace ALL NVGS... So you can't say I didn't warn you, though I have to say you won't give up so easily. Still, after that you would have been confronted with the problems of 1. the green NVG vision, 2. AI not wearing it in daylight and always wearing it at night, 3. not being able to detect when a unit is or isn't wearing a gasmask (so it would serve no purpose than for looks), and there are some other small things that aren't even worth mentioning, I mean after those 3 it doesn't stand a chance. So, until BIS gives us a "setproxy" command or something similar, we just have to work with crummy setobjecttexture. Share this post Link to post Share on other sites
Jackal326 1181 Posted March 31, 2006 VBS1 contains a scripting command to detect if a unit is wearing NVGs, so its not an unreasonable assumption to assume Armed Assault will contain such a command. Although, this isn't much of a help to your current situation, it does show light at the end of the tunnel so to speak. Share this post Link to post Share on other sites