Jump to content
Sign in to follow this  
LastRifleRound

Where is the Javelin?

Recommended Posts

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

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

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
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

Javelin? Thermal sights?   rofl.gif

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.     biggrin_o.gif

But looking on the bright side, this makes it great as a

platform for WW2 and post war mods!   yay.gif

Share this post


Link to post
Share on other sites

If you check the Editing forum, you'll see someone has gotten FLIR simulated pretty well. Sorry don't have a direct link sad_o.gif

Share this post


Link to post
Share on other sites
[..]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 wink_o.gif) 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
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
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
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
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

just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm. smile_o.gif

Share this post


Link to post
Share on other sites
just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm.  smile_o.gif

Yeah, JO's Javelin was cool... wink_o.gif

Share this post


Link to post
Share on other sites

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
If you check the Editing forum, you'll see someone has gotten FLIR simulated pretty well. Sorry don't have a direct link sad_o.gif

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
just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm.  smile_o.gif

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

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
just for completeness's sake: NovaLogic's Joint Operations also had the Javelin, and it worked like a charm.  smile_o.gif

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...

whistle.gif

With that logic BIS could just combine every single good game ever made and put every other developer out of business. icon_rolleyes.gif

Share this post


Link to post
Share on other sites

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

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
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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×