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Showing results for tags 'night vision scopes'.
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Okay, I don't know if anybody made it before me, but I finally solve the problem of "in-OFP/CWA-Nigh-Vision-Scopes". It uses Fwatch First of all: I made it for my modification and models used in video are not mine. I don't know if mod will be released. Okay: to the technicals - Any living unit in my mod has looped script checking some conditions. For AI it's 5sec loop, for player it's 1sec loop. - Weapon "Checker2" is just binocular used for checking empty space in items - All NV Scopes has opticsZoomMin and opticsZoomMax equal 0.19 - There is matrix of all NVS-equiped weapons: _weapons_NVscope = ["M16A2_PVS4","CAR15_PVS4","CAR15_SD_PVS4","M16A2_M203_PVS4","CAR15_M203_PVS4","CAR15_SD_M203_PVS4","M14_PVS4","M14_SD_PVS4","MP5A4_PVS4","MP5SD6_PVS4","M60E4_PVS4","M60_PVS4","AKML_NSPU","AKML_GP25_NSPU","AKML_SD_NSPU","AKML_SD_GP25_NSPU","AK74N_NSPU","AK74N_GP25_NSPU","AK74N_SD_NSPU","AK74N_SD_GP25_NSPU","PKMSN_NSPU","RPK74N_NSPU","SVD_NSPU","VSS_NSPU"] - There is a matrix of all NVS-weapons initialized soldiers (global, contains soldiers that actually running NVS-script) NVScope_Units_Units - Looped script has line: - Now NVS-script: Known bugs: - If weapon has multiple modes, always first will be selected after using NVS - There is no posibility of using map during aiming. That allows player to drop NVGoggles (on video You may see blinking - thats me pressing M) - AI won't be equiped with NVG, so it's not appering on their heads - Any idea of how it works in MP