Col. Faulkner 0 Posted November 29, 2006 Infra-red and night vision weapon sights were often asked for in "Flashpoint". Does "Armed Assault" include any of these? Share this post Link to post Share on other sites
XCess 0 Posted November 29, 2006 nope, you just have to turn helmet mounted NV on then look through the scope. Share this post Link to post Share on other sites
Correction 0 Posted November 29, 2006 I think they're more concerned with adding loads of other features than with adding redundant features. Share this post Link to post Share on other sites
dm 9 Posted November 29, 2006 How is IR, Thermal and Night Vision "redundant"? Share this post Link to post Share on other sites
Col. Faulkner 0 Posted November 29, 2006 Well, IR/thermal imaging I would at least contend is an important feature in trying to model a modern battlefield (especially with regard to tank gunnery). And the experience of using a weapon mounted Image intensifier is completely different from using goggles, so there's no "redundancy" there. Oh dear, I hope I'm not going to have the same frustrating experience trying to make a Starlight 'scope addon again! Share this post Link to post Share on other sites
Correction 0 Posted November 29, 2006 Well, IR/thermal imaging I would at least contend is an "other feature" (and I'd say an important requirement for tank gunnery). You're right, they are. Sorry, I wasn't paying attention. I meant nightvision scopes would be redundant, though, since there are nightvision goggles. I understand that they're two seperate things in life, but as far as the game is concerned it would be a redundant feature. Share this post Link to post Share on other sites
BigWolf 0 Posted November 29, 2006 Dont forget, quite a few modern combat helos also have Thermal imaging to track enemy movement Hell, even civi Police & Rescue helos in a few countries have it Share this post Link to post Share on other sites
feersum.endjinn 6 Posted November 29, 2006 Since materials seem to be able to have their own pixel shaders, it might be possible to mod your own scope texture with special pixel shader that does simulate thermal scope. Though without default materials not having any true "warmth" property that can be passed to pixel shader it might be bit limited. Total mod might be able to work around that though by adding "thermal texture" layer to all materials ingame that aren't used by normal shaders, only thermal optic shader. Share this post Link to post Share on other sites
max power 21 Posted November 29, 2006 The thing is, you shouldn't really be able to look through weapon sites, especially scopes, with the NV goggles on. It would make sense to have a NV scope if there was an in game limit to what you could do with the night vision stuff on. Share this post Link to post Share on other sites
Heatseeker 0 Posted November 29, 2006 Well, IR/thermal imaging I would at least contend is an important feature in trying to model a modern battlefield (especially with regard to tank gunnery). They could have added IR/Thermal imaging but they could have also added: - Better physics/weight. - Damage model. - Speed (min, max, turning speed). - etc... There is alot that could have improved Arma's armored simulation that make the IR/TI seem a little redundant but maybe it can now be implemented . Share this post Link to post Share on other sites
frederf 0 Posted November 29, 2006 Would it be possible to just model the NV effect within the scope? So just your scope was "NV'd up green"? Share this post Link to post Share on other sites
BigWolf 0 Posted November 29, 2006 The thing is, you shouldn't really be able to look through weapon sites, especially scopes, with the NV goggles on. It would make sense to have a NV scope if there was an in game limit to what you could do with the night vision stuff on. In my short lived Army days, this was the way we done it, meaning you had limited useage as it would impractical (and stupid) to be looking through them all the time Downside is, everytime you wanted to use them, it involved bringing the weapon up so you can see through the scope Whereas with NV googles, you would have NV all the time when switched on But, (never used NVGs, just guessing) it would be harder to see through the scope All in all, there is always a trade-off Share this post Link to post Share on other sites
Col. Faulkner 0 Posted November 29, 2006 Would it be possible to just model the NV effect within the scope? So just your scope was "NV'd up green"? Many tried "modding" this for Op. Flashpoint (including myself) but all failed. I am wondering if it'll be possible with Armed Assault (but I'm not all that hopeful). Share this post Link to post Share on other sites
DaSquade 0 Posted November 29, 2006 I guess the only possible way to make it work on the weapon itself is the way feersum.endjinn explains. But i fear it will still have it limites for NV. Guess we can rule out IR...unless shaders and classes can be combined etc. But far out of my league. Maybe (regarding the NV) NV weapon scopes can be made by 'invisible' user NVgoggle with script. Meaning, have a 'normal' NV goggle (no visible model on head and not visible in inventory etc) and with a script that mounts the invisible NV model etc... But i fear custom (additinal) NV goggles aren't possible in ArmA and are still like in OFP..seeing the 'OPFOR' beeing equiped with western NV gear . Ohwell time will tell i guess (got my modeled AN PVS10 ready in case someone makes a breakthrough ). Share this post Link to post Share on other sites
Col. Faulkner 0 Posted December 11, 2006 I just discovered that you can mimic an image intensifier sight in ArmA already. Equip your character with NVGs and a weapon of your choice and in the options menu assign the same control to enable "night vision  goggles" and "sights" view. Now when you "look down the sights" your night viz is switched on - lower your rifle again and it switches off! Of course it goes all haywire if you pick up someone else's weapon or draw a pistol (since those weapons will then afford you "night vision" too even if they shouldn't), but it's closer than one could ever get with OFP...  Share this post Link to post Share on other sites