Shashman 0 Posted March 11, 2007 Well I thought what I did there would do the trick, but apparently not  Maybe I'll try again with JUST the Cobra (in that modifying attempt I edited all the aircraft config entries) and once I've got that working I can start editing the others. Edit: What the hell Now, after only adding the relevant section to the Cobra config, I get this message when launching ArmA "Size: 'requiredAddons/' not an array" Share this post Link to post Share on other sites
granQ 293 Posted March 11, 2007 P.S.In french, "GranQ", if the Q is read as a separate letter, means BigAss Was this intentional? hehe, nope not at all, but its funny because my ex girlfriend (*Cries*) calls me big ass =) but my nickname comes from my lastname: granquist, i just made it shorter and the Q in upper case. granQ.. Share this post Link to post Share on other sites
granQ 293 Posted March 11, 2007 I think an invert layer would be needed for FLIR. I achieved that effect in one of my vids. It's not 100% real, but it's pretty close. You turn it black and white and then you just invert that and you get a pretty awsome effect, resembles FLIR IMO.This is the vid. oh this is so cool, but is it made in video program or "ingame" ? Share this post Link to post Share on other sites
MehMan 0 Posted March 11, 2007 Video editing program. If we could invert the colors we could reach that effect. Share this post Link to post Share on other sites
KeyCat 131 Posted March 11, 2007 Nice finding granQ! Hope to see some (simulated) FLIR in more addons. /KC Share this post Link to post Share on other sites
DieAngel 0 Posted March 11, 2007 for an actual good nvg would be nice to have a new mode lod, like "heat lod" which would be parts that kind of "glow" heat , like engine of tanks Share this post Link to post Share on other sites
mr burns 133 Posted March 12, 2007 Well I thought what I did there would do the trick, but apparently not Maybe I'll try again with JUST the Cobra (in that modifying attempt I edited all the aircraft config entries) and once I've got that working I can start editing the others. Edit: What the hell Now, after only adding the relevant section to the Cobra config, I get this message when launching ArmA "Size: 'requiredAddons/' not an array" Editing original .bin´s isnt a good choice at all... The more easy way would be to activate the nightvision script via radio trigger in your own missions, tested this yesterday and worked like a charm. Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 burns don't you think it's better to activate them via action menu? Share this post Link to post Share on other sites
mr burns 133 Posted March 12, 2007 Maybe, but i´m a noob when it comes to editing and didn´t want to go the trial & error way all over again All that comes to my mind when i think of it is - this addaction "nightvision.sqs" - and that surely would´nt work since it´s a: my first thought; and b: too easy Share this post Link to post Share on other sites
Shashman 0 Posted March 12, 2007 How did you do it via trigger? Share this post Link to post Share on other sites
mr burns 133 Posted March 12, 2007 Make a radio trigger (activation Alpha, Bravo, etc.) and in it´s on activation line write: this exec "nightvision.sqs" Of course the .sqs has to be in the saved mission folder. I´ll upload an example and bbs.. Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 Maybe, but i´m a noob when it comes to editing and didn´t want to go the trial & error way all over again All that comes to my mind when i think of it is - this addaction "nightvision.sqs" - and that surely would´nt work since it´s a: my first thought; and b: too easy this addaction ["blabla","xy.sqs"]; I think it was yup that should be it. Share this post Link to post Share on other sites
mr burns 133 Posted March 12, 2007 The way i described above didn´t really work, you need to call the script on the player unit like in this example: http://hx3.de/files/team/mrburns/armastuff/(camera)-FLIR.zip edit: grah, link fixed. Mission also requires Mapfact AH-64. Thx evers edit @evers: tried it, but ingame the action menu doesn´t show a new entry Now leave work, go home and find a better way Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 Thx evers edit @evers: tried it, but ingame the action menu doesn´t show a new entry Now leave work, go home and find a better way god damnit. that's what I found in the biki also. Atleast for OFP. dunno then ... Wish I could go home, test and try it myself. damn edit: Burns what does ArmA say when using this addaction ["xx", "xx.sqs"]; ? Share this post Link to post Share on other sites
RedStorm 0 Posted March 12, 2007 Hey guys, I'm not a guru at editing, but thanks a lot for this script. A quick search on the Biki turned up some results for adding this to the action menu: Quote[/b] ]Syntax:unit addAction [title, script] - OFP unit addAction [action, script filename,(arguments,priority, showWindow, hideOnUse, shortcut)] - ArmA Parameters:unit: Object - Unit or object to assign the action to action: String - The action name which is displayed in the action menu. script filename: String - Path to the script that is called when the action is activated. Relative to the mission folder. arguments: String - Arguments to pass to the script priority: Number - Yet unknown showWindow: Boolean - Display associated window hideOnUse: Boolean - Yet unknown shortcut: String - One of the key names defined in bin.pbo (e.g. "moveForward") Return Value: positive Number or Nothing The ID of the action is returned, IDs are incrementing. The first given action to each unit has got the ID 0, the second the ID 1 etc. ID's are also passed to the called script and used to remove an action with removeAction. So the reason it did not work was because the addAction command was changed for ArmA. Hope this helps! Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 actually it's the same because you don't really need any statements after the ["xx", "xx.sqs", (blablabla)]; (you don't need the (blablabla) for just adding a simple script.) atleast I thought so ArmA is confusing me Share this post Link to post Share on other sites
RedStorm 0 Posted March 12, 2007 I just checked it out in the editor, In ArmA you need to add an ID to the script that calls the action. The FLIR works perfectly when you add it to the AH-1Z like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addaction ["FLIR Vision","nightvision.sqs","1"]; The "1" being its ID (or how far down the actions list you want it. 0 is all the way at the top, highest priority). Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 thanks for pointing that out RedStorm. wondering why it doesn't work without the 1 Share this post Link to post Share on other sites
stingfish74 0 Posted March 12, 2007 so redstorm, can you tell us step by step how to make this work for the cobra gunner via a menu? like what do we need to change/add in the air.pbo's config? Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 better not change something in the original pbo because of mismatches. better: write your own cobra config which adds a second cobra with the new nvg ability for the gunner. I could tell you what to do if I would be at home but I'm not so sorry about that Share this post Link to post Share on other sites
stingfish74 0 Posted March 12, 2007 thanks Sgt_Eversmann, we'll hit it another time. im just dieing to get the flir in my AH. btw, off topic but i'm ravenjunkie in the old RVS community. i reached out to you long ago and request some new RVS skins (grey) and still have them. best IMO ever, thanks. back to topic, the idea of a second config will work best for me. ill play around as well, just dont understand the assigning the ID, do i leave the nightvision script as-is? or do i assign a ID in there as well? Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted March 12, 2007 RVS whats that? Actually you have to rename classnames that there are no conflicts. then you have to activate the script via eventhandler. the ID is just for the position in Action Menu, kinda priority. (That's what I read from a previous post). hmm...in the script you have to define that it just has to work for the gunner. aparently I have no idea atm how to do that but there are many scripting-people around here who have a solution for that in seconds Share this post Link to post Share on other sites
RedStorm 0 Posted March 12, 2007 I just put the script that's further back this thread and put that in my mission folder and then put the code I placed in my last post in the Cobra's Init field. That will work. Share this post Link to post Share on other sites
Shashman 0 Posted March 12, 2007 Yup, it worked for me, just by putting this in the Cobra's init line, but the problem I had was that if I activated FLIR, then got out of the Cobra, I still had the FLIR enabled... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this AddAction ["FLIR on","nightvision.sqs","1"];this AddAction ["FLIR off","nightvisionoff.sqs","2"] "nightvisionoff.sqs" is just <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> SetAperture -1; Share this post Link to post Share on other sites