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Posted: 2008-04-13 06:19
by Outlawz7
Well, has anyone got NVGs working in such a way yet?

In BF2:SF when someone puts them on, you can see them on ones face, but in PR it's just a green light and your face stays the same.

Correct me if I'm wrong.

Posted: 2008-04-13 06:40
by [uBp]Irish
intersting idea.

i dont know about making a whole new thing for it, but maybe just darkening the Hud anyway in vehicles. Its a pain when you're in an AAV trying to find the plane, or when you're in the plane trying to sight in.

Posted: 2008-04-13 09:01
by markonymous
well in tanks it would just be a pain with sunglasses so i think it would be much better if you could choose if you want the on or not yourself.

great idea celica!

Posted: 2008-04-13 09:28
by darkNight
Very good idea!

Would be awesome to include some sunglasses to British Forces and USMC in Middle-East.

Posted: 2008-04-13 09:49
by Brummy
Good Idea :)

Posted: 2008-04-13 10:09
by jerkzilla
Wait a second, doesn't the UK pilot model already have that visor thing constantly on?
darkNight wrote:Would be awesome to include some sunglasses to British Forces and USMC in Middle-East.
And why wouldn't the MEC get it? Whatever the reason, I'd say game balance is more important.

Posted: 2008-04-13 12:12
by General Dragosh
jerkzilla wrote:Wait a second, doesn't the UK pilot model already have that visor thing constantly on?

And why wouldn't the MEC get it? Whatever the reason, I'd say game balance is more important.
They would, some cheap things... :)

And what the heck is the black box ure all talking about, i really havent figured out what it is...?

Posted: 2008-04-13 12:13
by Fabryz
I hate when, especially in "The Battle for Qinling", i'm using the mobile AA: i point the sky and all the HUD disappears in his lightness... annoying.

Solution?

Posted: 2008-04-13 15:33
by Cyrax-Sektor
Outlawz wrote:Well, has anyone got NVGs working in such a way yet?

In BF2:SF when someone puts them on, you can see them on one's face, but in PR it's just a green light and your face stays the same.

Correct me if I'm wrong.
I think I know the reason behind this. Below is part of the seal_Specops.con file from SF:

ObjectTemplate.create Kit seal_Specops
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType Specops
ObjectTemplate.geometry seal_Kits
ObjectTemplate.geometry.kit 0
ObjectTemplate.geometry.dropGeom 10
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 4
ObjectTemplate.cullRadiusScale 2.4
ObjectTemplate.addTemplate seal_lt_mask
ObjectTemplate.addTemplate seal_lt_nvg

rem -------------------------------------
ObjectTemplate.addTemplate USPIS_92FS_silencer
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate c4_explosives
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockSEALSpecops
ObjectTemplate.addTemplate USRIF_fnscarl
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate nightvisiongoggles
ObjectTemplate.addTemplate gasmask

There are two lines for the NVG and gas mask.
------
Taking a peek at the PR Kits folder in Objects_server.zip . . .

us_at_nvg.con

ObjectTemplate.create Kit us_at_nvg
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType AT
ObjectTemplate.aiTemplate AT
ObjectTemplate.geometry US_kits
ObjectTemplate.geometry.kit 3
ObjectTemplate.geometry.dropGeom 13
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate usatp_predator
ObjectTemplate.addTemplate USPIS_92FS_idx3
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate hgr_smoke_q1
ObjectTemplate.addTemplate nvg
ObjectTemplate.addTemplate medikit_dressing

ch_at_nvg.con

ObjectTemplate.create Kit ch_at_nvg
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType AT
ObjectTemplate.aiTemplate AT
ObjectTemplate.geometry ch_kits
ObjectTemplate.geometry.kit 3
ObjectTemplate.geometry.dropGeom 13
ObjectTemplate.sethasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate CHAT_ERYX
ObjectTemplate.addTemplate chpis_qsz92_idx3
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate hgr_smoke_q1
ObjectTemplate.addTemplate nvg
ObjectTemplate.addTemplate medikit_dressing_chin

There is only one line for NVG in the PR files.

Solution (?): add ObjectTemplate.addTemplate nvg (or file name for nvg in PR) at the end of the first set of lines.
General Dragosh wrote:They would, some cheap things... :)
I've seen MEC Officers with goggles, but they never put them on. :p

Posted: 2008-04-13 15:52
by Mora
General Dragosh wrote:They would, some cheap things... :)

And what the heck is the black box ure all talking about, i really havent figured out what it is...?
The black boxes are in the Cobra, Havoc, Z-10 and if i am not wrong also in all the transport choppers. Its just a sort of black filter window that hovers before the pilots head. Just jump in the cobra ones, and you'll understand.

Posted: 2008-04-13 17:24
by General Dragosh
Mora wrote:The black boxes are in the Cobra, Havoc, Z-10 and if i am not wrong also in all the transport choppers. Its just a sort of black filter window that hovers before the pilots head. Just jump in the cobra ones, and you'll understand.
I jumped in a MI, i see what u ment... the black filter is very anoyng... :(

Posted: 2008-04-13 19:11
by Mora
Well annoying is maybe the wrong word, id say unrealistic.

Posted: 2008-04-13 20:11
by 77SiCaRiO77
unrealisticatly annoying :P

the problem i see with nvg and sunglasses is that they will require the completaly reimport of the bf2 kits models , since only the sf ones can have that, altrough im not sure.

Posted: 2008-04-14 05:26
by RavenWingz
Lol, I really can't help myself but to post this.

Army Special Forces Training:

http://www.youtube.com/watch?v=e_hnG7kuam8[/youtube]