LastRifleRound 0 Posted March 17, 2007 Well...like the topic says. I can't find it anywhere. One of the reasons I got this game was because it was the first I've ever seen that would simulate this weapon. I can't add it in the editor and can't seem to find it in any mission. Also, does anyone know where to go to mod in a thermal scope for the M4A1? I wanted to mod in the AN/PAS-13B TWS as well as the AN/PEQ-2 invisible laser sight that come standard with the M4 SOPMOD package. Much thanks! Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 17, 2007 It's disabled because it's not fully working/finished, BIS hasn't told us that they have any plans to complete it. Also, thermal imaging isn't possible with the current engine, at least it's not a feature, wether or not someone can find a way to simulate it is not yet known. It MAY be possible, but it also might not be. Share this post Link to post Share on other sites
december 0 Posted March 17, 2007 You can add the Javelin to ammo box or truck etc. truck addweaponcargo ["javelin", 2] truck AddMagazinecargo ["javelin", 2] But you can't add it to a player (on dedicated anyway) Share this post Link to post Share on other sites
bonko the sane 2 Posted March 17, 2007 Well...like the topic says. I can't find it anywhere. One of the reasons I got this game was because it was the first I've ever seen that would simulate this weapon. I can't add it in the editor and can't seem to find it in any mission.Also, does anyone know where to go to mod in a thermal scope for the M4A1? I wanted to mod in the AN/PAS-13B TWS as well as the AN/PEQ-2 invisible laser sight that come standard with the M4 SOPMOD package. Much thanks! America's Army has a decent Javelin, with thermal sights, etc, i hope BIS updates theirs, in OFP we had a great Javelin in suchey's\earl's pack (no thermal though)...shouldnt be too hard. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted March 17, 2007 Javelin? Thermal sights? Â The ArmA universe has clearly not progressed beyond an early 1970s level of technology, where fuzzy 1st Gen. image intensifiers are the ultimate in "high tech". Laser guidance is there but no worky, laser range finding is non-existent, tank and aircraft gunnery is pre-WW2 level, fire control systems are unheard of and guided missiles have about the same range and probability of a hit as a Napoleonic cannon. Â Â But looking on the bright side, this makes it great as a platform for WW2 and post war mods! Â Share this post Link to post Share on other sites
max power 21 Posted March 17, 2007 I think I remember BIS saying that FLIR is not planned. Share this post Link to post Share on other sites
callaway 0 Posted March 17, 2007 If you check the Editing forum, you'll see someone has gotten FLIR simulated pretty well. Sorry don't have a direct link Share this post Link to post Share on other sites
hoot 0 Posted March 17, 2007 [..]Also, thermal imaging isn't possible with the current engine, at least it's not a feature, wether or not someone can find a way to simulate it is not yet known. It MAY be possible, but it also might not be. Well, basically the 'simplest' way to introduce some thermal-imaging-effects would be via 'enhancing the Nightshader'. Theoretical you know all the parts on tanks, aircrafts, soldiers or whatever that release heatsignatures. I would put some shaders operating on the textures that are representing such parts to the game. Since you already know the current state of the vehicle or person you could also darken the effect to simulate bodies or wrecks. Look at the Steelbeasts thermal-imaging-simulation. Simple and not so much eye-candy, but working and very handy. Steelbeast gives you also the functionality of 'real-life' thermal-imaging: to alter the polarisation and that of course is also a shader (or two ps/vs ) calculating the pixel/texel color in the background, according to mathematical calculations and terms. Doable, imho. Share this post Link to post Share on other sites
LastRifleRound 0 Posted March 17, 2007 You can add the Javelin to ammo box or truck etc.truck addweaponcargo ["javelin", 2] truck AddMagazinecargo ["javelin", 2] But you can't add it to a player (on dedicated anyway) If it doesn't work, will modding this in do me any good? I've never played OFP before, maybe I should just get that and just download modern-themed mods for it... Pretty sad I went out of my way to get this and half of what belongs here either isn't here or doesn't work. ' If America's Army had more single player and a single player mission creator, I wouldn't even bother with this. Share this post Link to post Share on other sites
Messiah 2 Posted March 17, 2007 Laser guidance is there but no worky works fine for me, been using it in virtually every MP mission VCB play. Share this post Link to post Share on other sites
december 0 Posted March 17, 2007 I wouldn't even bother with this Maybe you shouldn't Share this post Link to post Share on other sites
Dallas 9 Posted March 17, 2007 Laser guidance is there but no worky works fine for me, been using it in virtually every MP mission VCB play. For me ditto. You just got to have a good pilot and a patient recon. Share this post Link to post Share on other sites
LastRifleRound 0 Posted March 17, 2007 You can add the Javelin to ammo box or truck etc.truck addweaponcargo ["javelin", 2] truck AddMagazinecargo ["javelin", 2] But you can't add it to a player (on dedicated anyway) Where is it in the editor that I add these lines? Share this post Link to post Share on other sites
Fred DM 0 Posted March 17, 2007 just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm. Share this post Link to post Share on other sites
december 0 Posted March 18, 2007 Generally I put them in the init. file I recommend you go here download BAS f and follow the tutorial. http://www.ballisticaddonstudios.com/content/view/80/1/ Or go to any of the FAQ sites for mission making. Share this post Link to post Share on other sites
robert(uk) 0 Posted March 18, 2007 just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm. Â Yeah, JO's Javelin was cool... Share this post Link to post Share on other sites
LastRifleRound 0 Posted March 18, 2007 Thank you December, you've been very helpful. Aside from the weapon not appearing when shouldered, are there any bugs or hints of use I should be aware of? Share this post Link to post Share on other sites
max power 21 Posted March 18, 2007 If you check the Editing forum, you'll see someone has gotten FLIR simulated pretty well. Sorry don't have a direct link It is not simulated at all well, not even adequately. In fact, it doesn't simulate FLIR in any way, shape or form. Share this post Link to post Share on other sites
monkeyb 0 Posted March 19, 2007 just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm. Â That was a great weapon in Joint Ops, it worked brilliantly, cant see why it cant be implemented well in ARMA. Joint ops is about 3-4 years old now, so it should be fairly simple in Arma. Share this post Link to post Share on other sites
frederf 0 Posted March 19, 2007 The best way to implement IR visuals is to have yet another texture for every object that is only shown when viewed through IR goggles. As for IR lockon kind of missles and such, that takes a IRSigniture=9.00 line in the config. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 19, 2007 just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm. Â That was a great weapon in Joint Ops, it worked brilliantly, cant see why it cant be implemented well in ARMA. Joint ops is about 3-4 years old now, so it should be fairly simple in Arma. I see, so according to you, the fact that it's been done before in another game makes it easy... With that logic BIS could just combine every single good game ever made and put every other developer out of business. Share this post Link to post Share on other sites
Doc_69 0 Posted March 19, 2007 I imagine it would be possible to simulate Thermal imaging in game by means of an alternate texture. Not sure how it would be doable for weapons and vehicles easily, and probably next to impossible for landscape. I would think that you would end up having to create a thermal texture for every figure/weapon/vehicle in game and then code it so that the thermal texture is used when viewing through a TWS. Not sure if it would be doable for MP though. The solution will probably lie in adapting the nightvision view a lot. While thinking about it that would probably also solve the landscape/vegatation view as well. Doc_69 Share this post Link to post Share on other sites
max power 21 Posted March 20, 2007 I think you might be able to do it via shaders. I wonder if at some point the community will be able to write their own shaders. Share this post Link to post Share on other sites
frederf 0 Posted March 20, 2007 I imagine it would be possible to simulate Thermal imaging in game by means of an alternate texture. Not sure how it would be doable for weapons and vehicles easily, and probably next to impossible for landscape. I would think that you would end up having to create a thermal texture for every figure/weapon/vehicle in game and then code it so that the thermal texture is used when viewing through a TWS. Not sure if it would be doable for MP though. The solution will probably lie in adapting the nightvision view a lot. While thinking about it that would probably also solve the landscape/vegatation view as well. Doc_69 I imagine most vegetation and terrain will be very even and predictable when it comes to thermal signature. Most of the information people are looking for while using IR is temperatures about that of the human body or much hotter like vehicle engines. [img..]http://www.qinetiq.com/home/newsroom/news_releases_homepage/2006/2nd_quarter/albion_ti_.Par.0002.File.tmp/Thermal%20Image1.jpg[/img] Image is 102kb, didn't wanna risk the mod's wrath. A shader solution sounds ideal. Of course a shader would need proper information to let you know that such-and-such surface was at X-temperature, so some kind of texture information would be needed. Share this post Link to post Share on other sites
max power 21 Posted March 20, 2007 Naw, all the shader would need to know is which texture it's applied to. It wouldn't have to be 100 percent realistic, it should just make some vehicles and people stand out. If you wanted to get really snazzy you could have it blend quickly on and then slowly taper off under the correct circumstances (vehicle starting / vehicle turning off, man dying, etc). You could even make footprints and those temporary craters eminate heat. Share this post Link to post Share on other sites