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p75
Jul 11 2009, 20:36
Can someone post a fake flir system for helicopters and nv goggles as seen in the mapfact apache 64 for example?

I know alot of people would like it. I'm personally to new to the scene but I hope this gets some decent responds.

Cheers

p75
Jul 17 2009, 08:14
Bump, could someone please help out?

Marco-Polo-IV
Jul 17 2009, 18:07
i work on it

regreetz

Marco

p75
Jul 23 2009, 10:26
Marco-Polo-IV;1368283']i work on it

regreetz

Marco

Hey mate,

Could you make it so in Arma 2 that people and vehicles show up as white like in the Apache video footage or VBS 2?

Btw, my compliments to the Apache addon, I think you guys released the nr 1. addon for Arma, bar none!

Grtz

Alex72
Jul 23 2009, 10:48
The UAV uses the FLIR we have in ARMA2. That FLIR is being worked on im sure from a couple of people. As you know it has WHOT/BHOT even though not perfect FLIR. With some time this could possibly be made better. Lets give the guys some time to work. :)

Alex

p75
Jul 23 2009, 11:19
The UAV uses the FLIR we have in ARMA2. That FLIR is being worked on im sure from a couple of people. As you know it has WHOT/BHOT even though not perfect FLIR. With some time this could possibly be made better. Lets give the guys some time to work. :)

Alex

Thanks, I forgot Soul send me the script, real life hasstles had prevented me from looking to it and I forgot that I have it in my pm. Scratch this please.

Grtz

Fortran
Jul 23 2009, 16:09
Been doing a bit of work on it myself for my upcoming F117A. Is quite simple to implement (as its already all there in ARMA2) and the post processing part of the engine is very customizable.

http://i204.photobucket.com/albums/bb66/fortran2000/FLIR1_th.jpg (http://i204.photobucket.com/albums/bb66/fortran2000/FLIR1.jpg) http://i204.photobucket.com/albums/bb66/fortran2000/FLIR2_th.jpg (http://i204.photobucket.com/albums/bb66/fortran2000/FLIR2.jpg) http://i204.photobucket.com/albums/bb66/fortran2000/FLIR3_th.jpg (http://i204.photobucket.com/albums/bb66/fortran2000/FLIR3.jpg)

Schilly
Jul 23 2009, 17:17
Fortran if I may ask, how did you implement it on the Cobra?

Fortran
Jul 23 2009, 17:42
At the moment I am just simply adding a new user action to the vehicle config and using that to trigger an SQF file with the FLIR code.

Schilly
Jul 23 2009, 20:46
ahh... could you post perhaps?

Fortran
Jul 24 2009, 00:06
Sure,

Add this to the AH-1Z config:


class UserActions
{
// FLIR
class FlirON
{
displayName = "FLIR ON"
position = "";
radius = 5;
condition = "(player == gunner this) && (alive this)";
statement="this execVM ""\pathtoscript\scriptname.sqf""";
onlyForPlayer = true;
};
};

Create a new SQF file in the same directory or in a new addon (target it in the statement line in the action above ^)

In the SQF file create this:


setaperture 24;
ppColor = ppEffectCreate ["ColorCorrections", 1999];
ppColor ppEffectEnable false;
ppColor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 0.0], [1, 1, 1, 1.0]];
ppColor ppEffectCommit 0;

ppBlur = ppEffectCreate ["dynamicBlur", 505];
ppBlur ppEffectEnable false;
ppBlur ppEffectAdjust [.5];
ppBlur ppEffectCommit 0;

ppInversion = ppEffectCreate ['colorInversion', 2555];
ppInversion ppEffectEnable false;
ppInversion ppEffectAdjust [1,1,1];
ppInversion ppEffectCommit 0;

ppGrain = ppEffectCreate ["filmGrain", 2005];
ppGrain ppEffectEnable false;
ppGrain ppEffectAdjust [0.02, 1, 1, 0, 1];
ppGrain ppEffectCommit 0;

Only problem is the FLIR effect is still enabled when leaving the chopper, but I am sure somebody could fix that quite simply by triggering the following script when the player leaves the helicopter: (can also be used to add a new "FLIR OFF" action type)


setaperture -1;
ppEffectDestroy ppColor;
ppEffectDestroy ppBlur;
ppEffectDestroy ppInversion;
ppEffectDestroy ppGrain;

p75
Jul 24 2009, 07:57
Thanks Fortran! Greatly appreciated!

Gachopin
Jul 24 2009, 08:31
Today I made FLIR script sample:)

http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/flir.jpg

I put readme.txt into FLIRtest.utes.

youtube (http://www.youtube.com/watch?v=gfOT-0-P4PI)

20090727 action menu bug fixed!
Download (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/FLIRtest_v2.zip)

nikita320106
Jul 24 2009, 08:48
Today I made FLIR script sample:)


I put readme.txt into FLIRtest.utes.

youtube (http://www.youtube.com/watch?v=gfOT-0-P4PI)

Download (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/flirtestutes.zip)

great job)) huge thanx)

Alpha9
Jul 24 2009, 10:26
guys help me am new to this, where should i put those files .sqf and how

p75
Jul 24 2009, 12:55
Today I made FLIR script sample:)

I put readme.txt into FLIRtest.utes.

youtube (http://www.youtube.com/watch?v=gfOT-0-P4PI)

Download (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/flirtestutes.zip)

Oh, YES!!! I will test this tomorrow when coming back from my holiday. Can you provide an exact example how to get it working for the attack helicopter as the read me is kinda slim for newcomers. Great work!

Thanks!

Longshot
Jul 24 2009, 13:57
Yeah, great work!

I would also like to implement it..... as I am new to arma2, I would also like to know
where to put those files... anybody give me some advice?

nikita320106
Jul 25 2009, 08:49
Yeah, great work!

I would also like to implement it..... as I am new to arma2, I would also like to know
where to put those files... anybody give me some advice?


guys help me am new to this, where should i put those files .sqf and how

check this (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/flirtestutes.zip) mission

Alpha9
Jul 25 2009, 10:56
i did the mission and it was nice, but how can i make my cobra use flir everywhere?

p75
Jul 25 2009, 15:54
Today I made FLIR script sample:)

I put readme.txt into FLIRtest.utes.

youtube (http://www.youtube.com/watch?v=gfOT-0-P4PI)

Download (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/flirtestutes.zip)

All I can say is WOW, you wanted FLIR, you got it. Please provide detailed data how to use this script as alot of persons are new. Binding the FLIR to the Q, E and R key doesn't seem ideal..., any option to change.

This is one hell of an Addon!!! Great work!!!

Please provide the info to apply it to any vehicle being the driver or gunner, thanks!

Longshot
Jul 25 2009, 15:55
@<hidden>

Thanks for the file but what do I do with it??

p75
Jul 25 2009, 18:44
@<hidden>

Thanks for the file but what do I do with it??

Just put the extracted folder here:
C:\Documents and Settings\User\My Documents\ArmA 2\missions

---------- Post added at 06:44 PM ---------- Previous post was at 05:41 PM ----------

Please provide info how to apply the script to any vehicle, driver or gunner. Thanks!

Alex72
Jul 25 2009, 20:11
Nice job!

Now we wait for ACE2 to hopefully get it implemented into the mod. :)

Alex

p75
Jul 25 2009, 20:14
Nice job!

Now we wait for ACE2 to hopefully get it implemented into the mod. :)

Alex

Give it a go, Alex, it rocks!

11aTony
Jul 25 2009, 20:18
Thanks for this, its really great. I just had to add it in evo already:).

Alex72
Jul 25 2009, 20:20
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

11aTony
Jul 25 2009, 20:29
I think R is for that or "case 19"

p75
Jul 25 2009, 20:33
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?

[GLT] Legislator
Jul 25 2009, 21:53
Great script! Is it compatible to multiplayer mode? What about JIP or vehicle respawn? Is the script still working after those things?

Gachopin
Jul 26 2009, 02:16
---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.

Redfield-77
Jul 26 2009, 02:29
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.

p75
Jul 26 2009, 05:05
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!

Schilly
Jul 26 2009, 12:02
This is a out of the box feature, then MQ-9 Reaper has this func :P

p75
Jul 26 2009, 12:34
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.

Eble
Jul 26 2009, 12:56
I've added this great script onto the Kiowa Warrior it iwill be in the next release.

Big thanks to Gachopin.

Southy

cm
Jul 26 2009, 13:02
Mate, that is an awesome script. So this was in arma2 all along? WTF is the UAV using then?

Eble
Jul 26 2009, 13:07
QUOTE=cm;1380938]Mate, that is an awesome script. So this was in arma2 all along? WTF is the UAV using then?[/QUOTE]

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...

Schilly
Jul 26 2009, 13:39
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.

p75
Jul 26 2009, 14:10
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.

vengeance1
Jul 26 2009, 14:52
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:

Gachopin
Jul 26 2009, 15:44
>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 (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/FLIRtest_v2.zip)

p75
Jul 26 2009, 16:33
>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 (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/FLIRtest_v2.zip)

I just want the opposite, have it always available for any unit. How do I change that?

StanThaMan
Jul 26 2009, 16:57
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.

vengeance1
Jul 26 2009, 19:01
>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 (http://gachopin72.s296.xrea.com/wordpress/wp-content/2009/07/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:

ApacheStark
Jul 26 2009, 19:35
can somebody please explain to me how to get this to work?

p75
Jul 26 2009, 22:02
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.

ApacheStark
Jul 27 2009, 07:19
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?

p75
Jul 27 2009, 07:22
what about the script where do I need to put that?

Like I said.

Eble
Jul 27 2009, 09:40
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/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/v/Ahc1bcMlBEQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


Southy

p75
Jul 27 2009, 10:26
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!

Soul_Assassin
Jul 27 2009, 13:09
http://www.flickr.com/photos/sir_polaris/3661783007/sizes/o/

oh wait..thats Flashpoint 2 :P

NeMeSiS
Jul 27 2009, 13:12
Do i smell flamebait?

Soul_Assassin
Jul 27 2009, 13:25
nee hoor :) just wanted to show that coddies did it.

swatfoot
Jul 27 2009, 15:06
I was wondering if you could make a modified version of this script to use on the m1a2 tank so that it has white hot black hot capabilites for the gunners sight as it should.

Apocal
Jul 27 2009, 15:20
I was wondering if you could make a modified version of this script to use on the m1a2 tank so that it has white hot black hot capabilites for the gunners sight as it should.

Just add the line to the tank's init. It works.

EDIT: Yep, works for commander, now to just combine them.

p75
Jul 27 2009, 15:25
nee hoor :) just wanted to show that coddies did it.

Ja, awel, eerst zien dan geloven. Will be interesting to see how that game picks up.

Mike84
Jul 27 2009, 15:27
To only give the action to a gunner:



_vehicle addAction ["Toggle FLIR", "script\FLIR_main.sqf", [], 1, false, false, "", "(player != vehicle player) && (gunner vehicle player == player)"];



Great work btw Gachopin.

11aTony
Jul 27 2009, 15:53
Anyone know how exacly do you add this action after vehicle respawn?

ripper998
Jul 28 2009, 00:12
OMG Great script. EXACTLY what we wanted

Enforcer1975
Jul 28 2009, 14:34
Where's the tissuepaper?? :D

Alpha9
Jul 28 2009, 20:01
thanks guys this is what i came up with CAA1 and Flir script
Video for LAV-25 in Avgani

http://www.youtube.com/watch?v=9q6rkob4Ibs

p75
Jul 28 2009, 20:06
thanks guys this is what i came up with CAA1 and Flir script
Video for LAV-25 in Avgani

http://www.youtube.com/watch?v=9q6rkob4Ibs

Lol, a bit quick on the trigger. I get: Video is not yet processed from Youtube :D

I'm curious, in Chernarus the script is not working good near cities as the vehicles/units merge with the building "lights".

---------- Post added at 08:06 PM ---------- Previous post was at 08:05 PM ----------

Nice mate, looks good!

Alpha9
Jul 28 2009, 20:13
next time will keep sound hehehe

SS9
Jul 28 2009, 20:18
shouldn't you be able to see through the smoke in real life? or at least fog?

Alpha9
Jul 28 2009, 20:24
i dont think so

Schilly
Jul 29 2009, 13:43
Slightly yes... Seeing how its an IR camera... Should be able to see slightly through Fog at least... not sure about smoke though.

Enforcer1975
Jul 29 2009, 14:43
shouldn't you be able to see through the smoke in real life? or at least fog?


i dont think so



You should unless there is infrared blocking smoke? ;)

p75
Jul 29 2009, 15:04
Slightly yes... Seeing how its an IR camera... Should be able to see slightly through Fog at least... not sure about smoke though.

It is Pseudo Flir, better than nothing, not? Some people are trying to work on real Flir, but it will take some time.

Grtz

StanThaMan
Jul 29 2009, 19:42
After messing around with the FLIR script for a while yesterday I found one way to get it to work with vehicle respawn. I’m sure there is a better way, but seeing as how no one else has posted anything yet I thought I’d share my results. I used a trigger activated on the vehicles destruction to run a small script that sleeps for 30 seconds then runs the FLIR script again on that vehicle. The vehicle respawn is set to 10 seconds so it will be back on the map when the FLIR runs on it again. The sleep and respawn times can be changed to what ever is needed as long as the sleep time is longer than the respawn time. I made a test mission incase anyone is having trouble and wants to take a look at this method up close.

RespawnFLIRtest.utes.pbo.7z (http://www.filefront.com/14151779/RespawnFLIRtest.utes.pbo.7z)

Alpha9
Jul 29 2009, 19:55
http://www.youtube.com/watch?v=HWpYca2kI_s

11aTony
Jul 30 2009, 14:04
After messing around with the FLIR script for a while yesterday I found one way to get it to work with vehicle respawn. I’m sure there is a better way, but seeing as how no one else has posted anything yet I thought I’d share my results. I used a trigger activated on the vehicles destruction to run a small script that sleeps for 30 seconds then runs the FLIR script again on that vehicle. The vehicle respawn is set to 10 seconds so it will be back on the map when the FLIR runs on it again. The sleep and respawn times can be changed to what ever is needed as long as the sleep time is longer than the respawn time. I made a test mission incase anyone is having trouble and wants to take a look at this method up close.

RespawnFLIRtest.utes.pbo.7z (http://www.filefront.com/14151779/RespawnFLIRtest.utes.pbo.7z)

Nice but for example in evo you already have 4 different respawns and they all have different timers. One for armed vehicles, one for unarmed, one for civilian vehicles and one for enemy AA. Some have 30min respawn and some 10sec. What to do here?

[45Cdo]Kotp
Aug 19 2009, 11:10
Having problems getting this to work. Ive basicly made a mission and need to have the Aircraft equipped with the FLIR so that when someone gets in as the gunner they can use it.

Unfortunately im having problems making this happen so if anyone could assist I would be most grateful and will of course send you over a copy of the mission once completed.

Got this working Lovely now :)

Oleg-Russia
Oct 11 2009, 04:17
Can`t attach flir to any vehicle

_vehicle = "GAZ_Vodnik_HMG";

or

_vehicle = vehicle(GAZ_Vodnik_HMG);

Just doesn`t work have already spended 3 hours on trying different configurations

only one works

_vehicle = vehicle(player);

HELP