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Pulverizer

Radar

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The thing with the white, green and red boxes. Where's the resource defined. I've combed through resource.cpp twice and no joy. I've seen some addon change the pos.

I had a brilliant idea that I wanna try out. Make the innermost box the size of the screen, so that the radar blips match your 3D view biggrin_o.gif

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Quote[/b] ]The thing with the white, green and red boxes. Where's the resource defined. I've combed through resource.cpp twice and no joy. I've seen some addon change the pos.

Sorry but i absolutely don't understand what you mean... goodnight.gif  could you be more specific ?

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I believe he is refering to the Box which appears at the top centre of the screen, when inside of a vehicle, for instance a helicopter or armoured vehicle, white represents destroyed/off, green represents friendly and red represents enemy.

to the OP, sorry I can't help you with your original question.

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Ok ok, i'm not blind !!  welcome.gif

You can find this in the config.bin (and not in the resource file), somewhere here :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgInGameUI

{

access=1;

imageCornerElement="cornern.paa";

colorBackground[]={0,0,0,0.8};

colorBackgroundCommand[]={0,0,0,0.3};

colorBackgroundHelp[]={0,0,0,0.2};

colorText[]={0.8,0.8,0.8,1};

class SideColors

{

colorFriendly[]={0.0,0.6,0.0,1};

colorEnemy[]={0.7,0.1,0.0,1};

colorNeutral[]={0.8,0.8,0.8,1};

colorCivilian[]={0.8,0.8,0.8,1};

colorUnknown[]={0.8,0.6,0.0,1};

};

and a later after here :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TacticalDisplay:SideColors

{

left=0.24;

top=0.053;

width=0.52;

height=0.1;

colorCamera[]={0.1,0.1,0.1,0.4};

class Cursor

{

width=0.015;

height=0.02;

color[]={0.8,0.8,0.8,1};

};

};

I guess that's all, but maybe not.

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Sweet. I had no idea there's UI defined in config.cpp too, was loosing my mind searching for that and a few other things. Thank you, good sir thumbs-up.gif

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Just as I suspected, it is indeed quite neat (download for xvid quality).

It's reasonably accurate but doesn't scale with zoom. Still does give a better situational awareness. Here's the settings I used:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class TacticalDisplay

{

colorFriendly[] = {White, 0.4};

colorEnemy[] = {White, 0.4};

colorNeutral[] = {White, 0.4};

colorCivilian[] = {White, 0.4};

colorUnknown[] = {White, 0.4};

left = -1.3;

top = -0.15;

width = 3.6;

height = 1.3;

colorCamera[] = {0, 0, 0, 0.3}; // the innermost box

class Cursor

{

width = 0.0;

height = 0.0;

color[] = {White, 0};

};

};

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Hey Pulverizer,

I think you're on to something with this. The transparency helps not to distract you from game. The fullscreen night vision looks good too, but I suspect that is from running FDF mod?

The only thing I would do is leave the default target colors insted of making them all the same. I wonder...could you remove all but enemy target blips? That's all we really need on the radar...right?

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Oh, if you try those settings and wonder why it doesn't match it's because I have the fov set wider (1.0) than default (0.7?).

Hey Pulverizer,

I think you're on to something with this. The transparency helps not to distract you from game. The fullscreen night vision looks good too, but I suspect that is from running FDF mod?

The only thing I would do is leave the default target colors insted of making them all the same. I wonder...could you remove all but enemy target blips? That's all we really need on the radar...right?

I set them a bit transparent to not obstruct the view but didn't find a good compromise between that and being clearly visible in daylight yet. I even tried leaving the dimming box there as you can see in the video. The NVG is from FDFmod.

I removed the colors for realism's sake and to balance out the advantage a little. You already get a lot narrower radar though (default is near 360 degrees).

Heh, quite cool that. thumbs-up.gif I wonder if you can find a way around the problem re: scaling with zoom.

I'm quite sure that is not possible because there is no such mechanic in the engine. It only scales the dimmer.

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