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Attached ir strobe isn't visible on hot and cold flir modes #3207
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Have you tried a not attached ir strobe? |
Vanilla IR grenades behave the same. So it's more of a authenticity request, i figure. |
Would an IR strobe show on a thermal camera? |
I've created this ticket on behalf of my community leader, who's an active duty airborne. According to him the current models (they use) do show up on thermal. |
@bux578, i'm not sure if we can change this. |
I've modified vanilla IR Strobe for my community to be visible also on FLIR vision but it's scripted solution. Im not sure that's what you're looking for. |
Obviously a scripted solution is not ideal, but I'm curious anyway. Are you creating/destroying object on each blink? |
Yes. |
Can't particle source classes be modified to emit particles at regular intervals? In that case a single |
Yes, you can define interval in particle class. I will check that :) |
Thanks! |
Particle interval can replace |
This solves it: https://github.com/acemod/ACE3/blob/master/addons/common/XEH_postInit.sqf#L425 |
https://github.com/acemod/ACE3/blob/master/addons/common/XEH_postInit.sqf#L425 Right :) Thank you! I found another problem. Some interval randomization will be necessary if we do not want to have all strobes to blink in thermal vision at the same time. |
Yeah, probably. It's not a huge deal though. |
Or random time |
That would be the perfect solution, but also the most costly. |
To be honest I'm not sure it's worth it |
You mean |
I mean at all, it seems like a minor visual discrepancy that isn't worth using a workaround to fix (my opinion, if consensus is that it is then go ahead 😄 ) |
I think there's a real reason behind the request. E.g. in ground-air combined operations, gunners looking through termal scopes may be unable to distinguish marked friendly troops when they should. Obviously if this is too performance costly I wouldn't advice turning on as default; other than that I don't see why not finish it given it's almost completed. |
This can be solved using the new UV animation to swap the TI texture based on time automatically. But I think the blinking would be quite small. As the IR strobe itself would blink but not have any halo around it. Actually.. #3207 (comment) Other method would be to add a second bigger model around the strobe. Basically a transparent ballon, that's completely invisible in normal view, but bright on TI view. Then animated with the UV animations.
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I've been interested in this concept as well. After seeing @SzwedzikPL 's experiment above, I tried coming up with my own particle class to achieve a similar effect. Here's a link to a reddit page where I'm looking for help on how to actually incorporate this into one of the existing IR markers: https://www.reddit.com/r/armadev/comments/9ojxr3/help_with_thermalmultispectral_strobe_iff_marker/ |
A thought on this - my understanding is that some IFF markers are actually designed so that they can be synchronized to all blink at the same time. This effect purportedly helps folks differentiate the IFF beacons from random gunfire on the ground. |
Here's my initial solution for this (designed to work with ACE): Sadly I haven't yet figured out how to get both the MWIR (thermal) and NIR (NVG) flashes working at the same time. |
Closing due to age, inactivity or already solved. May be re-opened if the issue is still present, even better just open a new up-to-date Issue. |
ACE3 version: 3.4.2 Stable
Mods:
@CBA_A3
@ace
@taskforceradio
Placed ACE3 Modules:
Description:
Attached IR strobe is not visible on Infrared vision modes
Steps to reproduce:
Where did the issue occur?
RPT log file:
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