Alex72 1 Posted July 25, 2009 Worked good. :) However is there any key for switching between WHOT/BHOT or only one of them with contrast change (Q - E)? Could only use white and not switch to black like in the UAV. Alex Share this post Link to post Share on other sites
11aTony 0 Posted July 25, 2009 I think R is for that or "case 19" Share this post Link to post Share on other sites
p75 10 Posted July 25, 2009 Worked good. :) However is there any key for switching between WHOT/BHOT or only one of them with contrast change (Q - E)?Could only use white and not switch to black like in the UAV. Alex R key. The question I have is how to allow everyone: pilot or gunner to have flir? Or any vehicle for that matter? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted July 25, 2009 Great script! Is it compatible to multiplayer mode? What about JIP or vehicle respawn? Is the script still working after those things? Share this post Link to post Share on other sites
gachopin 40 Posted July 26, 2009 (edited) ---how to use my script at your mission--- 1.In edit mode, put your vehicles(have turret) and naming. 2.Save your mission as "user mission". 3.Copy script folder into your mission folder and delete 2 lines at init.sqf. _vehicle = vehicle(player); <-unnessesary [_vehicle] execVM "script\FLIR_init.sqf"; <-unnessesary A line add at init.sqf [name] execVM "script\FLIR_init.sqf"; ------------------------------------------ This script can use only 'gunner'. If you want to use it as driver or another turret gunner, rewrite(or delete) line 4 and line 59 at FLIR_main.sqf. If you want to change it's key assign, rewrite under line 64 , "keyEventD function" at FLIR_function.sqf. 'case 19' means "R". Check this url. http://community.bistudio.com/wiki/DIK_KeyCodes I think this script can work multiplay. When vehicle respawned, You need exec this script using eventhandler or trigger. Edited July 26, 2009 by Gachopin Share this post Link to post Share on other sites
Redfield-77 10 Posted July 26, 2009 Truly awesome. I cant for the life of me figure out why Arma doesnt have this feature (out of the box). Anyways thanks for the script, I love it. Share this post Link to post Share on other sites
p75 10 Posted July 26, 2009 Hey mate, thanks. Ifigured it out last night :-). I have one problem remaining with the script and that is that when one switches within the team (teamswitching), the FLIR option disappears. How can I make it so every member of my team has the option? Appreciating your input! Share this post Link to post Share on other sites
Schilly 10 Posted July 26, 2009 This is a out of the box feature, then MQ-9 Reaper has this func :P Share this post Link to post Share on other sites
p75 10 Posted July 26, 2009 This is a out of the box feature, then MQ-9 Reaper has this func :P Lol, yes, and you figured out how to apply it to the choppers etc, right? The man desreves credit, please be respectable. Share this post Link to post Share on other sites
eble 3 Posted July 26, 2009 I've added this great script onto the Kiowa Warrior it iwill be in the next release. Big thanks to Gachopin. Southy Share this post Link to post Share on other sites
cm 0 Posted July 26, 2009 Mate, that is an awesome script. So this was in arma2 all along? WTF is the UAV using then? Share this post Link to post Share on other sites
eble 3 Posted July 26, 2009 (edited) QUOTE=cm;1380938]Mate, that is an awesome script. So this was in arma2 all along? WTF is the UAV using then? The UAV uses a whole bunch of scripts, I messed about with them but was unable to get a decent result. This is very good. Southy quick video here: =Ahc1bcMlBEQ just uploaded it so it might take a while to appear... Edited July 26, 2009 by Eble Share this post Link to post Share on other sites
Schilly 10 Posted July 26, 2009 Lol, yes, and you figured out how to apply it to the choppers etc, right? The man desreves credit, please be respectable. I have the utmost respect for the person that figured out how to apply this script from the MQ-9 to the AH-1Z... I am simply replying to another post saying that this should be an out of the box function, which it is. Please actually read posts before you make more specially ones directed at people with potentially degrading comments in them. Thanks. Share this post Link to post Share on other sites
p75 10 Posted July 26, 2009 I have the utmost respect for the person that figured out how to apply this script from the MQ-9 to the AH-1Z... I am simply replying to another post saying that this should be an out of the box function, which it is. Please actually read posts before you make more specially ones directed at people with potentially degrading comments in them.Thanks. Well, it is not straight out of the box as BIS intended it only for UAV. It takes a script to apply it elsewhere, and your post simply came accross as being rude. Share this post Link to post Share on other sites
vengeance1 50 Posted July 26, 2009 Maybe I am mistaken but if you are standing outside the Helo FLIR AddAction comes up and works even though you are NOT GUNNER? How do I code this to disable? :confused: Share this post Link to post Share on other sites
gachopin 40 Posted July 26, 2009 >vengeance1 The script had action menu bug. When a soldier do action outside vehicle, FLIRscript worked. I fixed action menu bug.Thanks! All, please re-download! :D FLIRtest_v2.zip Share this post Link to post Share on other sites
p75 10 Posted July 26, 2009 >vengeance1The script had action menu bug. When a soldier do action outside vehicle, FLIRscript worked. I fixed action menu bug.Thanks! All, please re-download! :D FLIRtest_v2.zip I just want the opposite, have it always available for any unit. How do I change that? Share this post Link to post Share on other sites
stanthaman 0 Posted July 26, 2009 (edited) I just want the opposite, have it always available for any unit. How do I change that? Place a unit on the map not in a vehicle. The FLIR option will be usable to any player that doesn’t start in a vehicle. I was going to add this awesome script to a mission I am working on, but this small problem is holding me back on doing so. The mission will have pilots and infantry but the current configuration of the script will give all the ground infantry FLIR cam while on foot. Other than that this script is a really nice piece of work. I'm using v2 of the script. Edited July 26, 2009 by StanThaMan Share this post Link to post Share on other sites
vengeance1 50 Posted July 26, 2009 >vengeance1The script had action menu bug. When a soldier do action outside vehicle, FLIRscript worked. I fixed action menu bug.Thanks! All, please re-download! :D FLIRtest_v2.zip Much Appreicated! Thanks. By the way I find this works much better for multiple vehicles. Run this in Init.sqf call compile preprocessFileLineNumbers "script\FLIR_function.sqf"; Run this in each vehicle init you want to have FLIR. nul=[this] execVM "script\FLIR_init.sqf"; Perhaps you have a better way but this works with my limited script skills:rolleyes: Share this post Link to post Share on other sites
ApacheStark 10 Posted July 26, 2009 can somebody please explain to me how to get this to work? Share this post Link to post Share on other sites
p75 10 Posted July 26, 2009 Just put the extracted folder here: C:\Documents and Settings\User\My Documents\ArmA 2\missions ---------- Post added at 10:02 PM ---------- Previous post was at 09:47 PM ---------- Guys, I did some testing on Chernarus and the result is not good near a city. I added some bmps (3) near the city and no matter how I tuned the settings, they only showed up when in close range (200-300 meter) else I couldn't see them. The radar did, but I sure couldn't. Can others also do some test on Chernarus and post their impressions or suggestions to make it better? Still testing myself, will upload some movies later. Share this post Link to post Share on other sites
ApacheStark 10 Posted July 27, 2009 Just put the extracted folder here:C:\Documents and Settings\User\My Documents\ArmA 2\missions ---------- Post added at 10:02 PM ---------- Previous post was at 09:47 PM ---------- Guys, I did some testing on Chernarus and the result is not good near a city. I added some bmps (3) near the city and no matter how I tuned the settings, they only showed up when in close range (200-300 meter) else I couldn't see them. The radar did, but I sure couldn't. Can others also do some test on Chernarus and post their impressions or suggestions to make it better? Still testing myself, will upload some movies later. what about the script where do I need to put that? Share this post Link to post Share on other sites
p75 10 Posted July 27, 2009 what about the script where do I need to put that? Like I said. Share this post Link to post Share on other sites
eble 3 Posted July 27, 2009 lets try this again: Kiowa fitted with the FLIR script, Utes Island: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=Ahc1bcMlBEQ&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=Ahc1bcMlBEQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Southy Share this post Link to post Share on other sites
p75 10 Posted July 27, 2009 lets try this again:Kiowa fitted with the FLIR script, Utes Island: Southy Nice vid, now try to make something similair in Cheranrus near a city. You can't discover the troops/vehicles. It needs more tweaking, if you have the time, please test it, so we can improve it for the community. Thanks! Share this post Link to post Share on other sites