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granQ

NVG and FLIR

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Well I thought what I did there would do the trick, but apparently not  confused_o.gif

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 huh.gif

Now, after only adding the relevant section to the Cobra config, I get this message when launching ArmA

"Size: 'requiredAddons/' not an array"

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P.S.

In french, "GranQ", if the Q is read as a separate letter, means BigAss whistle.gif

Was this intentional? rofl.gif

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..

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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" ?

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Video editing program. If we could invert the colors we could reach that effect.

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Nice finding granQ! Hope to see some (simulated) FLIR in more addons.

/KC

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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

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Well I thought what I did there would do the trick, but apparently not confused_o.gif

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 huh.gif

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.

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Maybe, but i´m a noob when it comes to editing and didn´t want to go the trial & error way all over again tounge2.gif

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

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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..

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Maybe, but i´m a noob when it comes to editing and didn´t want to go the trial & error way all over again tounge2.gif

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 wink_o.gif

yup that should be it.

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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 welcome.gif

edit @evers: tried it, but ingame the action menu doesn´t show a new entry confused_o.gif

Now leave work, go home and find a better way biggrin_o.gif

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Thx evers welcome.gif

edit @evers: tried it, but ingame the action menu doesn´t show a new entry confused_o.gif

Now leave work, go home and find a better way biggrin_o.gif

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 sad_o.gif

edit:

Burns what does ArmA say when using this addaction ["xx", "xx.sqs"]; ?

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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! smile_o.gif

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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 huh.gif

ArmA is confusing me huh.gif

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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).

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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?

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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 wink_o.gif

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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?

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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 wink_o.gif

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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.

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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;

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