Tarmak 0 Posted September 28, 2009 (edited) Hi folks ! Given the air superiority, I wondered if he was possible, by means of "Config.cpp" to make it less efficient, as for example an unique colour for all targets and an anonymous designation of targets? I found this extract in "air.pbo" but without any certainty: class MarkerLights { class RedStill { name = "cerveny pozicni"; color[] = {0.2, 0.02, 0.02, 1}; ambient[] = {0.3, 0.03, 0.03, 1}; brightness = 0.01; blinking = false; }; class GreenStill { name = "zeleny pozicni"; color[] = {0.02, 0.2, 0.02, 1}; ambient[] = {0.03, 0.3, 0.03, 1}; brightness = 0.01; blinking = false; }; class WhiteStill { name = "bily pozicni"; color[] = {0.2, 0.2, 0.2, 1}; ambient[] = {0.03, 0.03, 0.03, 1}; brightness = 0.01; blinking = false; }; class WhiteBlinking { name = "bily pozicni blik"; color[] = {1.0, 1.0, 1.0, 1}; ambient[] = {0.2, 0.2, 0.2, 1}; brightness = 0.01; blinking = true; }; class RedBlinking { name = "cerveny pozicni blik"; color[] = {1.0, 0.05, 0.05, 1}; ambient[] = {0.2, 0.02, 0.02, 1}; brightness = 0.01; blinking = true; }; }; }; Edited September 28, 2009 by Tarmak Share this post Link to post Share on other sites
franze 196 Posted September 28, 2009 Those entries are for navigation/position lights on aircraft, not HUD icons. If you want to adjust the overall power of the radar system, you can adjust tracking ranges for individual vehicles with: irScanRangeMin = 500; irScanRangeMax = 4000; irScanToEyeFactor = 2; This means that with poor conditions, the minimum detection distance is 500m; with good conditions, it becomes 4000m. irScanToEyeFactor is used in a calculation with view distance. It is calculated by multiplying the view distance by the irScanToEyeFactor. Thus: if the view distance is 500m, and irScanToEyeFactor is 2, the result is 1000m. Since this is greater than our minimum scan of 500m, but less than our maximum of 4000m, our radar detection range becomes 1000m. If our view distance is 10km, then the result becomes 20km - well above our stated maximum. In that case, the value for irscanrangemax is used. Share this post Link to post Share on other sites
Tarmak 0 Posted September 29, 2009 (edited) Thanks a lot Franze for your answer. I have just tried it, it works perfectly. and for the colours of the HUD icons, someone have an idea ? Edited September 29, 2009 by Tarmak Share this post Link to post Share on other sites
Tarmak 0 Posted October 1, 2009 I found this in the "cpp" of "Air3\SU34" class AirplaneHUD { topLeft = "HUD LH"; topRight = "HUD PH"; bottomLeft = "HUD LD"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0, 1, 0, 0.1}; Is it the right way ? thanks. :-) Share this post Link to post Share on other sites
franze 196 Posted October 1, 2009 Negative, that's the static HUD on the model itself. The game HUD info will not be in any specific vehicle package - most likely in the core files, possibly ca.pbo or ui.pbo. Share this post Link to post Share on other sites
Tarmak 0 Posted October 2, 2009 (edited) Thanks Franze, I follow my researches. Edited October 4, 2009 by Tarmak Share this post Link to post Share on other sites
Tarmak 0 Posted October 3, 2009 (edited) Franze, i tried to deactivate the Su-34 radar with this data irScanRangeMin = 0;irScanRangeMax = 0; irScanToEyeFactor = 0; but the target is always detected at 1000 meters. Maybe that it is the view distance gunner who discerns me the targets, no ? Edited October 4, 2009 by Tarmak Share this post Link to post Share on other sites
franze 196 Posted October 3, 2009 To completely disable the radar, you have to use these lines: irScanRange=0; irscanground=false; Note that the second line does not affect aerial targets, only ground targets. Share this post Link to post Share on other sites
Tarmak 0 Posted October 4, 2009 Thanks a lot mate ;-) Share this post Link to post Share on other sites
.kju 3244 Posted October 4, 2009 From Suma himself: http://forums.bistudio.com/showthread.php?t=31646 http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=51;t=35231 Share this post Link to post Share on other sites
Tarmak 0 Posted October 4, 2009 (edited) Hey Kju thanks for your links. With all this information, I almost succeeded in making the radar for which I hoped. But unfortunately, with "irscanground = false" the laser designator will never work. it is not possible to have everything. Maybe the GDT Mod Helicopter Weapons by HeinBloed will evolve also for planes. :-) Thanks mate and have a good evening. Edited October 4, 2009 by Tarmak Share this post Link to post Share on other sites
franze 196 Posted October 4, 2009 Hey Kju thanks for your links.With all this information, I almost succeeded in making the radar for which I hoped. But unfortunately, with "irscanground = false" the laser designator will never work. it is not possible to have everything. Maybe the GDT Mod Helicopter Weapons by HeinBloed will evolve also for planes. :-) Thanks mate and have a good evening. If you want all weapons to be laser target only, you only need to go through the aircraft ammo classes and set: irlock = 0; laserlock = 1; Share this post Link to post Share on other sites
Tarmak 0 Posted October 5, 2009 Another beginner question, "false" is egal to "0" and "true" is egal to "1" ?? Because in the original cpp: "irLock = true;" and "laserLock = true;" Thanks ;-) Share this post Link to post Share on other sites
.kju 3244 Posted October 5, 2009 yes. the engine replaces those key words automatically with values. Share this post Link to post Share on other sites
Tarmak 0 Posted October 5, 2009 Roger that. Thanks guys. Nevertheless I have another small worry with the revelation of targets. Therefore I put "irlock = 0" for all weapons of my plane. and "irscanground = 0" in the config of my plane also. It works, ground targets are not revealed any more at long distance unless I fly over them at low altitude (<1000 metres). Maybe my pilot or gunner must see targets and therefore reveal them ? Share this post Link to post Share on other sites
charon productions 10 Posted October 6, 2009 @Tarmak: Are you not talking about radar? What you are referring to right now is a visual target recognition. Nothing to do with radar. You would have to edit the config of your gunner and lower the sensitivity to stop him from recognizing targets, but that would make him obsolete or like this: gunner YOURPLANE disableAI "AUTOTARGET" ; Wiki quote : "AUTOTARGET" - prevent the unit from assigning a target independently and watching unknown objects That would stop him from targetting ANY targets by himself, he can still be ordered to do so. Not sure if he would however still report anything he sees. You need to test that. Share this post Link to post Share on other sites
Tarmak 0 Posted October 7, 2009 Are you not talking about radar? What you are referring to right now is a visual target recognition. Nothing to do with radar. Hi Charon, I spoke really about the radar. Sorry, I made a mistake in altitude. It is rather 200m than 1000m. If i do a low fly (<200 meters) above many ennemi targets, they appear on my radar in spite of "irscanground = 0". I will try "AUTOTARGET", even if it is for an use multiplayers, this order would be interesting. Thanks. Share this post Link to post Share on other sites