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#1 Posted at 2013-03-27 22:15        
     
Screenshots:
    HAMR NV:

    ARCO TS (Grey):

    HAMR TS (Green):

    ARCO TS (Red):

    HAMR TS (Spectrum type 1):

    HAMR TS (Spectrum type 1 again):

    ARCO TS (Spectrum type 2):

    ARCO NV:


Link (13.83KB):

NV and Thermal Optics Pack [ALPHA] v1



Description:

This mod adds eight new optics/scopes to Arma 3. These are copies of the regular ARCO & HAMR scopes, with
the addition of togglable night-vision or thermal modes.

Hopefully these should make night operations more feasible, and add a little more depth and choice to the alpha.


Important:

As far as I know, this mod is currently incompatible with any other mods that add optics or scopes.
This is due to the way scopes are defined as being attachable onto some weapons and not others.

Using a conflicting mod shouldn't break the game; it should just prevent all but one of the mods' scopes from being attachable.

Perhaps in the future a new method of adding scopes will become available, and this mod will become obsolete.


Usage:

Like any other Arma 3 mod, extract to your Arma 3 directory alongside Arma3.exe, and add @UUA3a_Scopes to your -mod launch option via Steam.
Feel free to rename the @UUA3a_Scopes folder to something else if your launch shortcut is getting too long.

Tutorials on this are quite easy to find, so I assume you know what you're doing.


Classnames:

UU_NV_H_Optic
UU_NV_A_Optic
UU_TSW_H_Optic
UU_TSW_A_Optic
UU_TSG_H_Optic
UU_TSR_A_Optic
UU_TSS_H_Optic
UU_TSS_A_Optic


Class naming scheme:

H: HAMR
A: ARCO
NV: Night-vision
TSW: Grey/black/white thermals
TSG: Green thermals
TSR: Red thermals
TSS: Full-spectrum thermals


Handy pastable crate init script, for quick access & easy addition into missions:

This script, included with the download, can be pasted into the Init box of weapon crates, vehicles etc. The scopes should appear in the container:

this addItemCargo ["UU_NV_H_Optic", 20];
this addItemCargo ["UU_NV_A_Optic", 20];
this addItemCargo ["UU_TSW_H_Optic", 20];
this addItemCargo ["UU_TSW_A_Optic", 20];
this addItemCargo ["UU_TSG_H_Optic", 20];
this addItemCargo ["UU_TSR_A_Optic", 20];
this addItemCargo ["UU_TSS_H_Optic", 20];
this addItemCargo ["UU_TSS_A_Optic", 20];


Known issues:

Aside from the IMPORTANT point about compatibility with other scope mods, which is mentioned above, the full-spectrum thermals appear as grey thermals the first time they're activated. They seem to work properly from then on, though.


Notes:

I was considering removing non-thermal vision modes from the thermal scopes, for balance or to make it a bit more interesting. However, I guess by the year 20973843 on the thousand-mile-long organic space shuttle where Arma 3 takes place, they can probably switch their thermals on and off at will.

But! If they were thermal-only, then that would give players a reason to actually carry more than one optic at a time, and actually use the modular system to attach different scopes to their weapon based on the situation. Hrmmm.


Link again (13.83KB):

NV and Thermal Optics Pack [ALPHA] v1


This post was edited by Foxhound (2013-03-28 21:27, ago)


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#2 Posted at 2013-03-28 21:27        
     
Thank you for posting the release here :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#3 Posted at 2013-03-29 00:42        
     
Just a heads up, the link on the news page is broken. The current link is: http://www.armaholic.com/forums.php?m=posts&q=21481

Need to remove the redundant "www.armaholic.com" entry.

With regard to the addon, very nice! I do have a question with regard to capability. Is it feasible to have White Hot/Black Hot switchable? I see the grey/white however many current thermal scopes provide the White-on-Black/Black-on-White. Being limited to novice mission editing I am not aware of the limitations involved.

This post was edited by Foxhound (2016-11-12 10:06, 400 days ago)

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#4 Posted at 2013-03-29 14:26        
     
Uncertain you can make such sights as a replacement for the standard of choice?


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#5 Posted at 2013-03-30 14:36        
     
# Immune_USMC : Is it feasible to have White Hot/Black Hot switchable? I see the grey/white however many current thermal scopes provide the White-on-Black/Black-on-White. Being limited to novice mission editing I am not aware of the limitations involved.

Thanks for pointing out the broken link. I should probably have been a bit clearer with the description of the thermal colours; the 'Grey' scope actually lets you switch between regular vision, white-hot vision and black-hot vision.

The other colours have similar functionality, I think they all use their colour against black, and are able to switch the hot and cold colours. I wanted to give them more accurate, military-style names, but I couldn't figure out what any of them were actually called in real life.

The exception to this is the 'Spectrum' one, whose first mode is almost impractically colourful most of the time, and whose second mode seems to be yellow-hot purple-cold, although it usually seems to stick to a stable sort of orangey colour.

z-game, I'm not really sure what you mean, could you reword your question?

And thanks to Foxhound for dealing with my first published mod! :-D


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#6 Posted at 2013-04-02 02:41        
     
Can you make all in one scope with all visions?

Is there a way to have zoom min max with this scope?

Great work on this love me some thermal :-)

Edit:Noticed when selecting rate of fire it also changes WHOT/BHOT modes

This post was edited by DarkRaven (2013-04-02 03:17, ago)


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#7 Posted at 2013-04-03 06:17        
     
Quick question. Was really excited about this mod. problem is, although I can see the scopes in game, I cant seam to equip them to any weapons. any help would be greatly appreciated.


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#8 Posted at 2013-04-03 07:19        
     
# DarkRaven : Can you make all in one scope with all visions?

Is there a way to have zoom min max with this scope?

I could make a scope with all the vision modes, but I thought it'd be best to keep them separate to make use of the modular optics system and to save people from having to press N seven or eight times to cycle through to a certain mode.

Although they each have a separate scope and collimator thing on top, the zoom levels are static as in the vanilla optics. It's possible to make different zoom levels for scopes like in Arma 2's M110 for example, but if I were to do that I'd probably have to seek out some guidance on which magnifications would be realistic for a scope designed for assault rifles.

# kainicus : although I can see the scopes in game, I cant seam to equip them to any weapons.

Freefallwarrior also had this problem, although I haven't encountered it myself - they mentioned it in the comments bit of the front page thread. I'll copy it because I imagine that more people will see it in this thread:

# Freefallwarrior : Just loaded it up and I see the scopes in my crates but i cant seem to add them to any of my weapons. so if i understand this right I cant have any mods loaded at all for this to work?
# Uncertain : That's strange. I'm using 6 mods aside from this one, but no weapon-related ones.

What it actually does is change the base optics slot that all the rifles use, and adds my new scopes to the list of optics they can accept. The compatibility problem is that there's no way to get the current list the game's using, so any other optic mods have to overwrite the whole slot with their own list of optics.

So in theory these scopes should even work with modded-in weapons, assuming they don't define which optics they can attach. If the scopes won't attach to the vanilla weapons, then I wonder if there might be another mod running that's writing to the base rifle optics slot.

Edit: not sure if this helps at all, but although I say "rifle optics slot", the base optics list I'm on about is technically used by pistols and launchers too - they have their own empty optics lists that take precedence further down the line. So I guess there's a tiny chance that even a non-vanilla pistol could prevent the scopes from working, if the pistol is written carelessly.


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#9 Posted at 2013-04-12 05:03        
     
could you make a thermal scope for EBRs and MXMs


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#10 Posted at 2013-04-12 16:25        
     
# SpiritWolf : could you make a thermal scope for EBRs and MXMs

These scopes work on those weapons, unless you're getting the problem that prevents you from being able to equip the scopes at all. Speaking of which, Firefox88 gave me some info that seems to confirm that the problem is caused by weapon conflicts:

# Firefox88 : Love this mod, but when I activate the Canadian armed forces mod, it disables the ability for me to place any of these optics on any rifles.


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#11 Posted at 2013-04-16 11:12        
     
Thanks for making these scopes Uncertain, they're just what I'm looking for! I do have a quick question\suggestion for you, have you considered making a night vision goggle thermal system so that thermal imaging can be used with iron or Holo sights etc.? I think they would be a perfect match up.


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#12 Posted at 2013-05-26 16:04        
     
apologies if this isn't acceptable, there was no info regarding licensing/further modding of this addon so please remove if the author requests (I have PM'd him/her), but with v0.59 some new sniper rifles were added to the Alpha including a new sniper optic, I found this mod was conflicting and prevented me from using the new scope at all and as this is one of my "go to" mods I didn't really wanna stop using.

I therefore unpacked it and fixed the issue preventing the use of the sniper optic and while I was in there added NV, TWS, Green, and Spectrum mode versions to the new scope for good measure.

The file is unsigned but if Uncertain wants to take it, sign it, and then release it as official 1.1 update to the mod then go ahead.

Download
http://vows.lightning-bolt.net/ArmA3_Zips/uua3a_scopes.pbo.zip

All credit of course to Uncertain & BIS

New ClassNames

UU_NV_S_Optic
UU_TSW_S_Optic
UU_TSG_S_Optic
UU_TSR_S_Optic
UU_TSS_S_Optic

This post was edited by desrat (2013-05-26 16:25, ago)

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#13 Posted at 2013-06-15 10:43        
     
desrat, I just want to say that your "unofficial" update is AWESOME! Props of course goes to Uncertain for creating this mod, and like someone said, it would be great to have NVG with thermals. ;)


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#14 Posted at 2013-06-21 03:47        
     
# samyG : desrat, I just want to say that your "unofficial" update is AWESOME! Props of course goes to Uncertain for creating this mod, and like someone said, it would be great to have NVG with thermals. ;)

No worries - just a shame Uncertain never stopped back in to make it an official signed 1.1

FSM Support System - AirDrop, Artillery, CAS, Bomb runs & Transport in one package.
A3 - Random House Garrison Script - Spawn units in houses randomly within give area.

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#15 Posted at 2013-09-11 18:01        
     
I updated this as the new attachments added with the last big beta update broke it again.

I've also signed it (using my own key) if anyone wants to use it on a dedi server - I know we don't actually need these thermal scopes any more now that BI's added some official ones but I'm still a big fan of the old version of the ARCO scope and the choice of thermal colours this includes.

Download link below

http://vows.lightning-bolt.net/ArmA3_Zips/public_UUa3a_Scopes.zip

Again all credit goes to the original author for the original work this is derived from.

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Tags: Nv, Thermal, Ts, Tws