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tcp
Nov 7 2009, 01:02
TCP_RF Client Addon v07 20091211
Requires: CBA
Examples from NWD_Rangefinder by NonWonderDog, Digital Compass by ffs, Mando Missile by Mandoble, and gdtmod_binocular by Heinbloed

Laser Rangefinder is a remake of NWD_Rangefinder.
It works with or without NWD optics model (31st MEU reticle pack).

Features:
Range, Azimuth, and Elevation output
Indicators for Battery, Laser active/transmitting, Overheat, and Mutiple Laser Targets detected
Battery life and overheat conditions exist and are configurable

Instructions:
Check userconfig\TCP_RF\TCP_RF.hpp for preferences.
XMIT (Laser active) will indicate when the laser is on. MLT (Multiple Laser Targets) will indicate when any other lasers besides your own are detected.
BAT (Battery) will start green and become red at 2/3 life. It will start to fade as battery level decreases. It will start flashing when below 1/4 life.
Battery is "loaded" into display so that it doesn't take up space. You can carry spares if needed. You can force a battery change at any time with Ctrl+Alt+Shift R (by default).
HOT (Overheat) will light up when it reaches the preset overheat temperature. It will become brighter as it increases to critical (maxm) temperature.
It start flashing when its very near critical temperature. There is a chance of burnout when you go above critical temperature.
Use Alt-R (by default) to cycle between different Mil measurements as well as degrees.
Many thanks to the original addon makers as this is simply a recoding of their work, most of it borrowed.

For Mission Makers:
To enforce your own battery and overheat conditions, copy TCP_enfRF.sqf to your mission folder.
Put this at the end of init.sqf:
[] spawn {execVM "TCPenfRF.sqf";};

v07 Changelog
- Fixed incompatibility due to set instead of add display event handler

v06 Changelog
- Cycle between Mil measurements
- Ctrl+Alt+Shift+R forces battery changes, optionally w/o designator active
- More responsive, code rewritten
- State changes fixed, shuts off when in third person, or moving
- Display turns on with laser, and Laser turns off with display (enforces battery and overheat conditions)

v05 Changelog
- Mapped to customizable key
- Overheat and battery levels

v04 Changelog
- Fixed interface scaling regardless of resolution / interface size
- Added Azimut, Elevation, and indicator lights
- Action only visible when using Designator

v03 Changelog
- Converted to addon
- Copied NWD textures/dialogs
- Created player action (always visible)

v02 Changelog
- using positionCameratoWorld as recommended by Mandoble
- smoother, but still need to use Shift + Move (Walk Forward) if it shuts off.

v01 Changelog:
- borrowed animations from gdtmod_binocular by Heinbloed
- borrowed laser finding from mando missile by Mandoble
- animation detection not reliable but works

Requires:
CBA (http://dev-heaven.net/wiki/cca)

Download:
http://www.mediafire.com/file/ewnzmzqdlny/@<hidden>

Screenshot:
http://imgur.com/Eh89Jl.jpg (http://imgur.com/Eh89J.jpg)

Jeza
Nov 7 2009, 01:08
Excellent mate really like it, makes ops alot easier. Thanks for the effort

Solarghost
Nov 7 2009, 01:24
Bloody great mod dude, Thanks a bunch!

I wish BIS got rid of the Space bar range finder....

:j::j::j::j:

NouberNou
Nov 7 2009, 06:27
Sweet! Mils rock! Everything regarding orientation should be in mils! :P

.kju [PvPscene]
Nov 7 2009, 07:31
Thanks once again tcp.

A few suggestions:

If you use an UA, add a sleep of one sec or more. No idea what the standard frequency is, yet probably way too high here.
Please avoid using UA. It will break all other UA used on the infantry class. There is no inheritance and no way of extending an UA class unfortunately.
Instead use a key action to call it. Either use like reload or the custom keys: arma2profile: keyUser1[]={17};

Foxhound
Nov 7 2009, 10:09
As always thanks for informing us!


Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7961).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7960)
Laser Rangefinder v0.5 (http://www.armaholic.com/page.php?id=7960)

tcp
Nov 7 2009, 16:04
Thanks for the advice kju. I didn't know if the condition would accept a sleep. I'll work on making it a keyaction, which I didn't even know about when I was trying to figure out how to make it only appear for the laser designator.

.kju [PvPscene]
Nov 7 2009, 16:35
Actually you are correct of course. Sorry :)

tcp
Nov 7 2009, 16:44
Well, in the condition I used call compile loadFile containing multiple if statements. Within the call I couldn't spawn or execVM, so I assumed trying to mess with it further would cause problems. However, I think you're right about the condition being very high or even every frame, because when RPT errors occurred, I had pages of errors after only a few seconds.

Do you, by chance, know if I can take over a reloadAction in the laserdesignator config since its not used or do I have to use extended eventhandlers. I don't actually know the normal method for adding key actions.

The following is from weapons config:


class RscTitles {
class binocular {
idd = -1;
movingEnable = 0;
duration = 1000;
name = "binocular";

class objects {
class binocular : RscObject {
model = "\ca\Weapons\optika_dalekohled.p3d";
idc = -1;
position[] = {0, 0, 0.053};
direction[] = {sin 0, sin 180 * cos 0, cos 180 * cos 0};
up[] = {0, cos 180, -sin 180};
};
};
};
};


I think this is the dialog used when viewing through the binocular classes. Maybe I could manipulate this to add keys somehow.

.kju [PvPscene]
Nov 7 2009, 20:42
Add DEH to standard display:


GDTModHDRKeypressedcode = compile preprocessFile "\gdtmod_hdr\key.sqf";
_GDTModHDRKeypressed = (findDisplay 46) displayAddEventHandler ["KeyUp","_this call GDTModHDRKeypressedcode"];};

key.sqf

if ((_this select 1) == gdtmod_hdr_key) then
{
//do sth
};

// gdtmod_hdr_key to be the key ID of reload

http://community.bistudio.com/wiki/displaySetEventHandler

ffs
Nov 8 2009, 09:11
Sweet! Definitely better than the default one! :P

Thanks

tcp
Nov 8 2009, 17:03
The next version will have an overheat indicator and require intermittent cool down periods. You can ignore the indicator and eventually it will be locked into an extended cool down period. The display will be activated by custom "reload" key (default R when designator in use). Instead of using up a ammo slot for a battery, you can load batteries meaning they will be taken out of your inventory and handled by the script. It will load batteries when you use the designator if the old batteries are dead or not loaded yet. If you come across more batteries (that you don't want to carry) or respawn at base with some, you can also force a battery change (losing the remaining power on the old battery) using Alt-R (by default, usable even without designator selected).

mrcash2009
Nov 9 2009, 10:43
Yes again another "keeper" :)

Now all we need is the same for the the javelin

http://www.youtube.com/watch?v=YRonOSERpCk&feature=related (skip to 55 mins).

{G&L}ACF{SCOTDG}
Nov 9 2009, 12:19
I second the one about the Javelin that would be sweet! :p

tcp
Nov 9 2009, 15:27
Maybe when Mando Missile is out of testing, it could be adapted for the javelin.

Alpha117
Nov 9 2009, 16:02
Guys,

This is probably a very numbty question, but how do you get this to work:eek:

tcp
Nov 9 2009, 20:58
v05 Changelog
- Mapped to customizable key
- Overheat and battery levels

Shadow.D. ^BOB^
Nov 9 2009, 23:15
Nice one m8, definatly a must have. I just have two quick questions:-

1. The Userconfig folder, is this supposed to be in the MOD folder? Or is it correct to put in the main directory. JDT smoke config for example is in userconfig in the main directory.

2. Is there anyway to get rid of the delay with the digit overlay when switching back to your weapon? At the moment it is displayed for a good second after you switch (not a major thing i know, but it all helps).

Once again thought, great addition to the game.

tcp
Nov 9 2009, 23:58
Yes, you have to have userconfig in the main directory, but most people know that or will figure it out when the game gives them an error. Although I probably could have packed it in a more user-friendly way.

Regarding the delay, the game AFAIK doesn't support loading scripts with the model optics making it hard for addons to be streamlined. There's no way to terminate the script as soon as you exit. It depends on the condition to be checked for continuously and to save on performance I only run loops every second. If it is taking longer than a second, it could mean that the script is already heavy and may be performing badly. However, I assume you see the same delay as me, which still ends before you actually have your weapon out. It's a little annoying, but you could always turn off the display manually when you know you're done, and pretend you are saving battery life by not forgetting to turn it off :)

Although any features requests like this are welcome, in the next version I will make it an option to decrease delays and leave it to the user to decide the performance/responsive trade-off.

CarlGustaffa
Nov 10 2009, 08:12
Feature requests:
* Auto discard of batteries when used. Or replaced with a Laser Battery (used) that is not a real battery at all, just has the graphics.
* QRF setting switches, with values published in a global variable once you hit ok. Could be used in combination with Copperhead artillery system.
* Possibility to change angular readout mode via the reload button or something.
* Inclusion with ACE2 :)

Cole
Nov 10 2009, 13:52
The digits display managed to pop up several times when I was playing as a Chedaki AA soldier, also I got a message saying "YOU DON'T HAVE ANYMORE BATTERIES" when I pressed alt+r at the same time. No, I didn't have a rangefinder in my gearmenu.
Using the very latest CBA released today and ofcourse v05 of your rangefinder.

Great work otherwise, I still can't understand why BIS didn't atleast include a very simplified rangefinder system, instead the vanilla rangefinder is more like "Laser binoculars".

NoRailgunner
Nov 10 2009, 18:13
Thanks for this improvement!
Would be nice if the red dot/digit will be only red if laser is active, only green when ready/standby, yellow when battery are low/malfunction = clear visual status (feedback) from the device.

tcp
Nov 10 2009, 19:53
My mistake with the Alt-R, I didn't think about people reloading while free-looking.

Although, I can't understand why the display would show since it's set to run only when your current weapon is a laser designator.

ffs
Nov 10 2009, 21:12
REQ's:

* FLIR (ofcource there is no FLIR on the real GLTDII)
* Magnification: 10x or 8x (default: 5.25x) fixed: ~5x (http://img195.imageshack.us/img195/692/ltd1.png) ~8x (http://img20.imageshack.us/img20/5359/ltd2.png) (kudos to NWD, scope)

tcp
Nov 10 2009, 21:21
heh I don't care about realism that much, I'll just make it optional, but maybe there needs to be a lightweight and heavy version if too much is added to the script.

I think I can handle most of the feature requests, but does anyone have ideas on making a fake laser batteries magazine? If you can point out an example that can help. NonWonderDog had a fake laser on his TankFCS, so I'll have to check out what that's all about.

Also, is anyone able to duplicate the interface popping up when the laser designator is not selected (when you press R)? I'm rewriting the script a little to make it more responsive to state changes, but it's nice to know.

Solarghost
Nov 11 2009, 00:14
Hey man, it's not working for me...?

new key in keys folder, I have the .cpp file in the userconfig folder and then in it's own folder called: TCP_RF

other files are in the actual addons folder...


Am I doing something wrong?

tcp
Nov 11 2009, 00:54
Are you running CBA?
userconfig will give you an error if its not found, so that's not the problem
What RPT errors do you have, if any?

You have to hit R to turn on the display, try mapping it to a different key if that doesn't work for you.

Solarghost
Nov 11 2009, 01:13
Are you running CBA?
userconfig will give you an error if its not found, so that's not the problem
What RPT errors do you have, if any?

You have to hit R to turn on the display, try mapping it to a different key if that doesn't work for you.

I'm running CBA, yes... does it have to be the latest one?

No errors, the display just doesn't work im using GDT binocular mod if that would affect it?

---------- Post added at 03:13 PM ---------- Previous post was at 03:02 PM ----------

Finally got it working lol, instead of using 19 for R, I changed it to 45 for X, and it works now, cheers

tcp
Nov 11 2009, 02:35
Carl, should the system figure out the coordinates itself, or should it be done manually? Including elevation?

Testing Release:
http://www.filefront.com/14903803/TCP_RF.pbo
http://www.filefront.com/14903807/TCP_RF.hpp

Check TCP_RF.hpp for more options.
Alt-R changes mil setting
Ctrl+Alt+Shift+R forces battery changes, optionally w/o designator active
More responsive

Next To Do:
Dummy Batteries only

Shadow.D. ^BOB^
Nov 11 2009, 11:34
This really just keeps getting better, if i may suggest a couple of features:-

1. Light on the display, when the laser is active. I know you can tell easily with the range, but it would be nice for a quick check.

2. Option if possible to change the azimuth from mils to degrees, as seen on the compass for quick target reference.

Loving this though m8, definatly something that will be used by me as default.

tcp
Nov 11 2009, 14:53
Shadow, doesn't the XMIT light up for you when the laser is active?

Also, with the new test version that I posted above, you can change it to any measurement you want and switch between them. 360 mils would be the same thing as degrees.

Shadow.D. ^BOB^
Nov 11 2009, 18:55
You are of course correct :o

Well i have nothing else to add or request, this is perfect...

Thankyou dude.

Solarghost
Nov 12 2009, 05:39
Shadow, doesn't the XMIT light up for you when the laser is active?

Also, with the new test version that I posted above, you can change it to any measurement you want and switch between them. 360 mils would be the same thing as degrees.

On this line, what do you change to make it degrees?

_optDefMil = [6400,6000,6300,6283]; //mils, azimuth and elevation mil setting, first is default

Cheers

tcp
Nov 12 2009, 06:26
_optDefMil = [360];
or to still be able to switch in between
_optDefMil = [360,6400,6000];

ffs
Nov 12 2009, 06:33
@<hidden>tcp

Sweet update!


@<hidden>Solarghost

_optDefMil = [360,6400,6000,6300,6283]; //mils, azimuth and elevation mil setting, first is default

360 = degrees.
6400 = 1/6400 NATO standard.
6000 = 1/6000 SU standard.
6300 = 1/6300 Swedish standard.
6283 = 1/6283 The "real" trigonometric unit of angular measurement of a circle in use by telescopic sight manufacturers using (stadiametric) rangefinding in reticles.

You can change between them by pressing Alt+R.

Solarghost
Nov 12 2009, 10:41
Cheers bro!


//Keycode to activate RF display
_optActKey = 45; //default R (19) but 45 = X (So your reload aint doing funny things
//Modifers to change MIL setting (only when display is active)
_optMilCtrl = false;
_optMilShift = false;
_optMilAlt = true;
//Modifiers to activate forced battery change (optionally when display is active or not)
_optBatCtrl = true;
_optBatShift = true;
_optBatAlt = true;
//Forced battery change available when designator not selected
_optAlwLoad = true;
//Battery life
_optBatLf = 120; //minutes of culmulative use per battery, Set to zero for unlimited
_optBatRep = true; //replace batteries in your inventory with ones that can only be used with display
//Overheat values
_optDegMax = 240; //degrees (F), temperature at which the designator risks burn out, set very high to disable
_optDegOht = 190; //degrees (F), temperature at which to indicate overheat
_optDegAmb = 60; //degrees (F), ambient air temperature
_optRteIdl = 0.5; //degrees (F) per minute, heating rate with laser off
_optRteAct = 10; //degrees (F) per minute, heating rate with laser on
//Performance timers
_optStateChk = 0.2; //seconds
_optDispRef = 1; //seconds
_optBlinkFreq = 0.5; //seconds
//Data output
_optDefMil = [360,6400,6000,6300,6283]; //mils, azimuth and elevation mil setting, first is default
_optElvMax = 400; //mils, max elevation reading
_optRngAcc = 5; //meters, accuracy of range

/* Keycodes are listed below
ESC = 1
F1 = 59
F2 = 60
F3 = 61
F4 = 62
F5 = 63
F6 = 64
F7 = 65
F8 = 66
F9 = 67
F10 = 68
F11 = 87
F12 = 88
PRINT = 183
SCROLL = 70
PAUSE = 197
^ = 41
1 = 2
2 = 3
3 = 4
4 = 5
5 = 6
6 = 7
7 = 8
8 = 9
9 = 10
0 = 11
ß = 12
´ = 13
Ü = 26
Ö = 39
Ä = 40
# = 43
< = 86
, = 51
. = 52
- = 53
+ = NOT DEFINED
POS1 = 199
TAB = 15
ENTER = 28
DELETE = 211
BACKSPACE = 14
INSERT = 210
END = 207
PAGEUP = 201
PAGEDOWN = 209
CAPS = 58
A = 30
B = 48
C = 46
D = 32
E = 18
F = 33
G = 34
H = 35
I = 23
J = 36
K = 37
L = 38
M = 50
N = 49
O = 24
P = 25
Q = 16
U = 22
R = 19
S = 31
T = 20
V = 47
W = 17
X = 45
Y = 44
Z = 21
SHIFTL = 42
SHIFTR = 54
UP = 200
DOWN = 208
LEFT = 203
RIGHT = 205
NUM_0 = 82
NUM_1 = 79
NUM_2 = 80
NUM_3 = 81
NUM_4 = 75
NUM_5 = 76
NUM_6 = 77
NUM_7 = 71
NUM_8 = 72
NUM_9 = 73
NUM_+ = 78
NUM = 69
NUM_/ = 181
NUM_* = 55
NUM_- = 74
NUM_, = 83
NUM_ENTER = 156
STRGL = 29
STRGR = 157
WINL = 220
WINR = 219
ALT = 56
SPACE = 57
ALTGR = 184
APP = 221
*/

tcp
Nov 12 2009, 17:27
BTW, obviously, the replace batteries option isn't implemented yet.
I don't think you can add dummy batteries or any new magazine type and still work on the client side only.

Testing release 0.52
http://www.filefront.com/14917007/TCP_RF.pbo

Changelog 0.52
State changes fixed, shuts off when in third person, or moving
Laser turns off automatically

Changelog 0.51
Alt-R changes mil setting
Ctrl+Alt+Shift+R forces battery changes, optionally w/o designator active
More responsive

The dummy battery won't pan out since the addon needs to be kept client-side

To Do Next: QRF coordinates with option for automatic or manual calculation. Although I don't know if anyone actually wants to do it manually, or how they would go about doing it.

ffs
Nov 13 2009, 16:52
I found a bug (http://www.youtube.com/watch?v=hPUbuDdBfFI&hd=1). v0.52

tcp
Nov 13 2009, 17:17
I think that's designed behavior.

I can't do anything about default behavior until you turn on the display, nor can I do anything if you have extra batteries. So you can turn on the laser whenever you want, really. I wish the fired eventhandler worked with laser so I could prevent that.

The laser (and display) is supposed to turn off if you go to third person, or move.

Although, I think there was a state check error for switching Mils in 0.52 which will be fix shortly in the next version.

Testing release 0.53
- Firing laser activates display, and battery function
http://www.filefront.com/14919213/TCP_RF.pbo

Carl, how do you think QRF should work. You said you should be able to fill in the coords then hit OK. Does that mean its all done manually. Do you need any information displayed just as current coordinates?

Solarghost
Nov 14 2009, 00:58
I can use this one fine:

Using 42 which is left shift, it doesn't try reload the weapon and X makes the dude crouch.

So theoretically, using your new version, .53 it should be sweet as.



//Keycode to activate RF display
_optActKey = 42; //default R (19)
//Modifers to change MIL setting (only when display is active)
_optMilCtrl = false;
_optMilShift = false;
_optMilAlt = true;
//Modifiers to activate forced battery change (optionally when display is active or not)
_optBatCtrl = true;
_optBatShift = true;
_optBatAlt = true;
//Forced battery change available when designator not selected
_optAlwLoad = true;
//Battery life
_optBatLf = 120; //minutes of culmulative use per battery, Set to zero for unlimited
_optBatRep = true; //replace batteries in your inventory with ones that can only be used with display
//Overheat values
_optDegMax = 240; //degrees (F), temperature at which the designator risks burn out, set very high to disable
_optDegOht = 190; //degrees (F), temperature at which to indicate overheat
_optDegAmb = 60; //degrees (F), ambient air temperature
_optRteIdl = 0.5; //degrees (F) per minute, heating rate with laser off
_optRteAct = 10; //degrees (F) per minute, heating rate with laser on
//Performance timers
_optStateChk = 0.2; //seconds
_optDispRef = 1; //seconds
_optBlinkFreq = 0.5; //seconds
//Data output
_optDefMil = [360,6400,6000,6300,6283]; //mils, azimuth and elevation mil setting, first is default
_optElvMax = 400; //mils, max elevation reading
_optRngAcc = 5; //meters, accuracy of range

/* Keycodes are listed below
ESC = 1
F1 = 59
F2 = 60
F3 = 61
F4 = 62
F5 = 63
F6 = 64
F7 = 65
F8 = 66
F9 = 67
F10 = 68
F11 = 87
F12 = 88
PRINT = 183
SCROLL = 70
PAUSE = 197
^ = 41
1 = 2
2 = 3
3 = 4
4 = 5
5 = 6
6 = 7
7 = 8
8 = 9
9 = 10
0 = 11
ß = 12
´ = 13
Ü = 26
Ö = 39
Ä = 40
# = 43
< = 86
, = 51
. = 52
- = 53
+ = NOT DEFINED
POS1 = 199
TAB = 15
ENTER = 28
DELETE = 211
BACKSPACE = 14
INSERT = 210
END = 207
PAGEUP = 201
PAGEDOWN = 209
CAPS = 58
A = 30
B = 48
C = 46
D = 32
E = 18
F = 33
G = 34
H = 35
I = 23
J = 36
K = 37
L = 38
M = 50
N = 49
O = 24
P = 25
Q = 16
U = 22
R = 19
S = 31
T = 20
V = 47
W = 17
X = 45
Y = 44
Z = 21
SHIFTL = 42
SHIFTR = 54
UP = 200
DOWN = 208
LEFT = 203
RIGHT = 205
NUM_0 = 82
NUM_1 = 79
NUM_2 = 80
NUM_3 = 81
NUM_4 = 75
NUM_5 = 76
NUM_6 = 77
NUM_7 = 71
NUM_8 = 72
NUM_9 = 73
NUM_+ = 78
NUM = 69
NUM_/ = 181
NUM_* = 55
NUM_- = 74
NUM_, = 83
NUM_ENTER = 156
STRGL = 29
STRGR = 157
WINL = 220
WINR = 219
ALT = 56
SPACE = 57
ALTGR = 184
APP = 221
*/

tcp
Nov 14 2009, 01:18
What does it do when you use R? I seem to be able to turn it on and off fine. Even if you have a extra battery, it will only reload once.

Solarghost
Nov 14 2009, 01:39
For some reason it reloads my gun ROFL

tcp
Nov 14 2009, 01:50
you mean your designator?

Solarghost
Nov 14 2009, 02:12
Ur updated config doesn't work for me.... ALT + R does nothing

tcp
Nov 14 2009, 03:11
i tested it, alt + R works, youll have to be more descriptive. if its a bug, then ill try to fix it.

Solarghost
Nov 14 2009, 04:03
I'm using that old config I posted and just use H instead

No sure what the issue may have been, could have been user error :p

tcp
Nov 14 2009, 16:12
0.51 had a scripting error as i mentioned earlier, that check for the wrong precondition with Alt+R, so that could have been it. It was fixed in 0.52
Also, just to forewarn you. Firing the laser without turning on the RF display first will turn on the RF, but you will have to fire the laser a second time to engage it.

KeyCat
Nov 15 2009, 02:33
Nice one, adds to the immersion for sure when lazing targets!

/KC

=(+)=TheVoodoo
Nov 17 2009, 21:34
When can we expect the next signed non-beta version?

tcp
Nov 17 2009, 21:51
Well, I've think I've filled most of the feature requests. I am working on QRF coordinates passing. However, that requires a dialog, so it may take some time.

I can release the current beta, I don't think it has any bugs. I am going to leave R as the default key, it can be changed in preferences if it causes problems for individuals. I don't want to get in the habit of releasing updates too frequently though.

ffs
Nov 17 2009, 23:06
I think that's designed behavior.

I can't do anything about default behavior until you turn on the display, nor can I do anything if you have extra batteries. So you can turn on the laser whenever you want, really. I wish the fired eventhandler worked with laser so I could prevent that.


Hey,

I don't know tbh.

Today I have borrowed A1 from my friend and made this vid (http://www.youtube.com/watch?v=Tz5ulw675A4&hd=1) with NWD's Rangefinder.

tcp
Nov 17 2009, 23:18
v06 Changelog
- Cycle between Mil measurements
- Ctrl+Alt+Shift+R forces battery changes, optionally w/o designator active
- More responsive, code rewritten
- State changes fixed, shuts off when in third person, or moving
- Display turns on with laser, and Laser turns off with display (enforces battery and overheat conditions)

I am not sure I understand what you want ffs. Do you want it to work in third person? I disabled that intentionally.

Also, could a mod change the thread title to simply "TCP Laser Rangefinder" since I can't change it?

Solarghost
Nov 18 2009, 10:23
Can you add FLIR?

and make it so you can turn it on and off by editing the user config.

True or False ?

With say... Alt + H to turn it on, or make it appear in the action menu when the LD is in use?


:yay:

Just an optional idea?

hehe

Foxhound
Nov 18 2009, 10:42
Thanks for informing us about the updated release :)


Release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=7961).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7960)
Laser Rangefinder v0.6 (http://www.armaholic.com/page.php?id=7960)


http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Community Base addons (http://www.armaholic.com/page.php?id=6231)

tcp
Nov 18 2009, 14:31
Yes, ghost, i'll work on that soon.

=(+)=TheVoodoo
Nov 18 2009, 15:58
Great release! Thanks for it! ;)

MQ-9 Reaper
Nov 18 2009, 17:53
There is a small glitch with the 'artillery module', they seem to be incompatible. The first started cancels the second, at least in the mission editor.
Otherwise, great release, thanks.

tcp
Nov 18 2009, 18:15
are you using the newer version or the one launched from the action menu?

I've learned that the old way of adding UserActions was not a good way to do it. In either case, I'll look into it.

KeyCat
Nov 18 2009, 21:53
Thanks for the update tcp!


Can you add FLIR?


Nice idea, and optional FLIR mode would be a great addition.

/KC

Solarghost
Nov 19 2009, 08:31
Bloody nice work there tcp !!

Good job on your latest release mate, everything seems to be working very nicely.

:yay:

Cole
Nov 19 2009, 09:45
Agreed, FLIR (although most probably being an unrealistic addition to the game) would be awesome.

Actually, I'd be willing kiss anyone that would make a FLIR for sniper scopes mod.

NoRailgunner
Nov 19 2009, 10:22
How FLIR devices look
FLIR binocular - Recon III ObserverIR (http://www.flir.com/cvs/americas/en/lawenforcement/products/reconiiiobservir/)
FLIR weapon sight - TWS2000 (http://www.imaging1.com/thermal/Thermal_weapon_sight.html)
Still FLIR weapon sights are a bit bulky and not fielded as usual equipment for every soldier. Guess if you make the current ingame sniper scopes = FLIR scopes lot of people will just grab it and run-and-gun. Without plausible handicaps and limitations such features will be used more as cheats.

Cole
Nov 19 2009, 10:37
Guess if you make the current ingame sniper scopes = FLIR scopes lot of people will just grab it and run-and-gun. Without plausible handicaps and limitations such features will be used more as cheats.
oops, didn't think of that. Well maybe it could have implemented similiar limits as the rangefinder does (need batteries etc). But then again, maybe ACE will bring us a sweet surprise?

MQ-9 Reaper
Nov 19 2009, 17:29
are you using the newer version or the one launched from the action menu?

I've learned that the old way of adding UserActions was not a good way to do it. In either case, I'll look into it.

I am using the latest version of your mod v06 (along with the latest beta for arma 2).
I have a small training mission where a FAC operator designates enemy targets for laser guided HE shells fired by a M119 (playable and synchronized with artillery module). I have noticed that if the artillery module is activated first, then the display for the laser won't work. If the laser display is activated first, then the artillery module will disappear. It's a small glitche otherwise I really appreciate your mod.:D

Solarghost
Nov 19 2009, 21:56
Another bug,

Sometimes when using the laser des, it works and then it wont work, kind of strange really...

Another thing is... the red dot when laser is active, is FRIKKEN HUGE LOLOL......

Like.... the size of a Tank, which is really random.... and other people see the massive red dot as well?

In version .5 it was small again I believe?

tcp
Nov 19 2009, 22:03
Very strange. I don't know where these bugs could be coming from.

Robalo
Nov 30 2009, 05:01
Thanks for this. I made a small addon to complement it:

http://forums.bistudio.com/showthread.php?t=91102

(removes magic rangefinding)

jasonnoguchi
Nov 30 2009, 06:24
Ok, stupid question here not covered in the readme... how do you get this thing ingame??

tcp
Dec 11 2009, 19:11
*UPDATED*
v07 Changelog
- Fixed incompatibility due to set instead of add display event handler

CaptainBravo
Jan 28 2010, 08:36
Great addon. 2 NooB questions ..
1) How do you din direction? Latest version I can not find direction readings?
2) What is the name of the LD so I can add to other units as it is not the default?

Thanks for great addon.

DaSquade
Jan 28 2010, 16:37
How FLIR devices look
FLIR binocular - Recon III ObserverIR (http://www.flir.com/cvs/americas/en/lawenforcement/products/reconiiiobservir/)
FLIR weapon sight - TWS2000 (http://www.imaging1.com/thermal/Thermal_weapon_sight.html)
Still FLIR weapon sights are a bit bulky and not fielded as usual equipment for every soldier. Guess if you make the current ingame sniper scopes = FLIR scopes lot of people will just grab it and run-and-gun. Without plausible handicaps and limitations such features will be used more as cheats.

Hm, can i ask on what you have based your info?
Afaik, they use the MK VII E (Northrop Grumman) as thermal bino and there is the BAE counterpart witch also received a big order.

As for the thermal weapon sights, there are also two mayor contractors, BAE and DRS Technologies.
TWS II AN/PAS-13C and TWS II AN/PAS-13D.

There are offcourse several other suppliers like Insight and Knight's Armament Co, but all of them are clip-on sights and not even sure if those are issued items or at least in small numbers.

I'm not saying this is a fact, but i did do some research on that part. Good info and material are a bit hard to find on them anyway due to OPSEC.

OFFTOPIC: There is a 3th generation NV/thermal goggle in the making, but that is still very big and expensive. Next generation should be smaller and lighter.
http://photos.imageevent.com/smglee/ss10/huge/P1030106.jpg

Anyway, please share how you come to your conclusion of sights/binos. Again, don't want to sounds like an armchair general.
Cheers.

NoRailgunner
Jan 28 2010, 17:30
Only to show "How FLIR devices look" - not advertising or even forcing tcp to make an specific model of his Arma2 Laser Rangefinder. ;)

Think in games it doesnt matter that much from which company Laser Rangefinder/thermal sights are - as long the pro's and con's are implemented and working. Sorry if there was an misunderstanding on my side.

Cheers.

DaSquade
Jan 28 2010, 18:14
Ah rgr. Again didn't want to sound like an a$$ :) .
Well for some it might not make much difference, some might even find a card-box good enough as model. Same like up-to-date and realistic.
Thanks for explaining.
-> Back on topic.