Lace Posted June 21, 2024 Posted June 21, 2024 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. 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.
ShuRugal Posted June 21, 2024 Posted June 21, 2024 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! 2
boomer92688 Posted August 1, 2024 Posted August 1, 2024 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. 3
WARcrime Posted August 7, 2024 Posted August 7, 2024 (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 August 7, 2024 by WARcrime
boomer92688 Posted August 13, 2024 Posted August 13, 2024 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!
CoconutCockpit Posted August 14, 2024 Posted August 14, 2024 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 Coconut Cockpit Instagram
moggel Posted November 3, 2024 Posted November 3, 2024 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
rob10 Posted November 3, 2024 Posted November 3, 2024 (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 November 3, 2024 by rob10
moggel Posted November 3, 2024 Posted November 3, 2024 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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