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Posted

With the imminent arrival of the Chinook, it would be great if we had IR and visible strobes as placeable objects for marking troop positions etc.

  • Like 8

Laptop Pilot. Alienware X17, i9 11980HK 5.0GHz, 16GB RTX 3080, 64GB DDR4 3200MHz, 2x2TB NVMe SSD. 2x TM Warthog, Hornet grip, Virpil CM2 & TPR pedals, Virpil collective, Cougar throttle, Viper ICP & MFDs,  pit WIP (XBox360 when traveling). Quest 3S.

Wishlist: Tornado, Jaguar, Buccaneer, F-117 and F-111.

Posted

ooh, can we get the little IR reflector tabs on NATO uniforms added too?  that we we cans sweep the IR pointer and see the friendlies sparkling in the night!

  • Like 2
  • 1 month later...
Posted

I would really love this, as well as helmet strobes on troops.  With Afghanistan out, I've got some really solid mission ideas I want to build, but many of the night ones require strobes for friendly units moving through a city. 

  • Like 3
Posted (edited)

There is a script floating around i used last month that will add a selected (named) group with random spawning ir strobes. I found this looking for it again. I was able to use it as intended by the creator. I then tried to use it to look for a prefix instead of set name and wasnt succesful. Would love for it to use the ctld names so i can drop currenthills us infantry from the oh6 and uh60 in afghandyland. Ill bring it back here when i find it.

 

Found it...

and...

 

Edited by WARcrime
Posted
On 8/7/2024 at 5:10 PM, WARcrime said:

There is a script floating around i used last month that will add a selected (named) group with random spawning ir strobes. I found this looking for it again. I was able to use it as intended by the creator. I then tried to use it to look for a prefix instead of set name and wasnt succesful. Would love for it to use the ctld names so i can drop currenthills us infantry from the oh6 and uh60 in afghandyland. Ill bring it back here when i find it.

 

Found it...

and...

 

 

Oh man I'm going to have to try this out.  This would be awesome.  Thanks!

Posted
On 8/8/2024 at 1:10 AM, WARcrime said:

There is a script floating around i used last month that will add a selected (named) group with random spawning ir strobes. I found this looking for it again. I was able to use it as intended by the creator. I then tried to use it to look for a prefix instead of set name and wasnt succesful. Would love for it to use the ctld names so i can drop currenthills us infantry from the oh6 and uh60 in afghandyland. Ill bring it back here when i find it.

 

Found it...

and...

 

 

 

Ah yes, that’s me. For anyone wanting to use this, it’s based on MOOSE.

--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module StrobeUnit


STROBE_UNIT = {
    ClassName = "STROBE_UNIT",
}

-- Function to find a unit by name and initialize it with strobe properties
function STROBE_UNIT:FindByName(unit_name)
    -- Inherit properties from the UNIT class and assign to self
    local self = BASE:Inherit(self, UNIT:FindByName(unit_name))
    -- If the unit is not found, log an error message
    if self == nil then
        self:E("Couldn't find a unit with the name " .. unit_name)
    end
    -- Initialize strobe properties
    self.strobe_active = false
    self.on_time = 0.08 -- Duration the strobe is on
    self.burst_interval = 0.5 -- Interval between strobe bursts
    self.visible_chance = 85 -- Chance for the strobe to be visible
    return self
end

-- Function to start the strobe effect on the unit
function STROBE_UNIT:StartStrobe(bursts)
    self.strobe_active = true -- Activate the strobe
    bursts = bursts or 2 -- Default number of bursts if not specified

    -- Call the private __Strobe function to handle the strobe logic
    self:__Strobe(bursts)
end

-- Function to stop the strobe effect on the unit
function STROBE_UNIT:StopStrobe()
    self.strobe_active = false -- Deactivate the strobe
    self:LaseOff() -- Turn off the laser (strobe effect)
end

-- Private function to handle the strobe logic
function STROBE_UNIT:__Strobe(bursts)
    -- Check if the strobe is active before proceeding
    if self.strobe_active then
        self:LaseOff() -- Ensure the laser is off before starting
        -- Loop through the number of bursts
        for index = 1, bursts do
            -- Check if the strobe should be visible based on chance
            if UTILS.PercentageChance(self.visible_chance) then
                -- Schedule the laser (strobe) to turn on based on timing calculations
                BASE:ScheduleOnce((self.on_time + self.burst_interval) * index, function() self:LaseUnit(self, 1688, self.on_time) end )
            end
        end

        -- Calculate the total wait time before repeating the strobe effect
        local wait_time = 2 * bursts * (self.on_time + self.burst_interval)
        -- Schedule the next strobe effect after the wait time
        BASE:ScheduleOnce(wait_time, self.__Strobe, self, bursts)
    end
end

Use it like this:


for _, unit_name in pairs({"strobe_guy_01", "strobe_guy_01", "strobe_guy_01", "strobe_guy_01", }) do
    local su = STROBE_UNIT:FindByName(unit_name)
    su:StartStrobe(3)
end

 

  • 2 months later...
Posted

Does this still work? I tried the script and I get no errors but I also don't see any strobe effect in my NVG when I test it.

i7-3930K CPU @ 3.20GHz; 16Gb DDR3; GeForce GTX 1070; Windows 10; TM Warthog HOTAS

Posted (edited)
3 hours ago, moggel said:

Does this still work? I tried the script and I get no errors but I also don't see any strobe effect in my NVG when I test it.

Test IR strobe 1.miz

Yep, just tested it in a simple mission I made when I was trying it out.  Note that it is now actually integrated into MOOSE, so as long as you're using a current version you can use:

local IRGROUP = GROUP:FindByName("Ground-1")

IRGROUP:NewIRMarker(true)

 

I haven't been able to get them to turn off yet though.

Mission is Syria and F-18.  Row of infantry and tanks before and across the runway at WP 1 (note elevation at WP 1 isn't set to ground so if you WPDSG it will put it in the air).

Edited by rob10
Posted

I eventually figured it out. Turns out I had just made a mistake, and in part hadn't adjusted the NVG properly to see the strobe at a longer distance. Works fine now. Thanks for taking the time.

i7-3930K CPU @ 3.20GHz; 16Gb DDR3; GeForce GTX 1070; Windows 10; TM Warthog HOTAS

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