ST Nightvision Effects (#4694)

* Merge ST Nightvision

* Cleanup

* Header cleanup

* Add ace setting for fog

* Cleanup debug

* Manual merge refuel changes

* Add new setting for effect scaling

* Cleanup

* Use ace_common_fnc_getZoom

* Fix compat inheritance changes

* Fix stringtable

* Add category

* Tidy function headers

* Replace global event with remote event
This commit is contained in:
PabstMirror 2017-12-06 13:15:33 -06:00 committed by GitHub
parent b1f5caacbb
commit 4b42eb4385
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
35 changed files with 835 additions and 298 deletions

View File

@ -5,6 +5,7 @@
* - Curator
* - ACE Spectator
* - Arsenal camera (BIS_fnc_arsenal)
* - Nexus Spectator (BIS_fnc_EGSpectator)
* - Establishing shot (BIS_fnc_establishingShot)
* - Splendid camera (BIS_fnc_camera)
* - Animation viewer (BIS_fnc_animViewer)
@ -26,6 +27,7 @@
!(
isNull curatorCamera && // Curator
{!(GETMVAR(EGVAR(spectator,isSet),false))} && // ACE Spectator
{isNull (GETMVAR(BIS_EGSpectatorCamera_camera, objNull))} && // BIS Nexus Spectator
{isNull (GETUVAR(BIS_fnc_arsenal_cam, objNull))} && // Arsenal camera
{isNull (GETMVAR(BIS_fnc_establishingShot_fakeUAV, objNull))} && // Establishing shot camera
{isNull (GETMVAR(BIS_fnc_camera_cam, objNull))} && // Splendid camera

View File

@ -1,8 +1,23 @@
class ACE_Settings {
class GVAR(disableNVGsWithSights) {
category = CSTRING(Category);
displayName = CSTRING(DisableNVGsWithSights_DisplayName);
description = CSTRING(DisableNVGsWithSights_description);
typeName = "BOOL";
value = 0;
};
class GVAR(fogScaling) {
category = CSTRING(Category);
displayName = CSTRING(fogScaling_DisplayName);
description = CSTRING(fogScaling_Description);
typeName = "SCALAR";
value = 1;
};
class GVAR(effectScaling) {
category = CSTRING(Category);
displayName = CSTRING(effectScaling_DisplayName);
description = CSTRING(effectScaling_Description);
typeName = "SCALAR";
value = 1;
};
};

View File

@ -1,30 +1,15 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit) );
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient));
};
};
class Extended_DisplayLoad_EventHandlers {
class RscDisplayCurator {
ADDON = QUOTE(_this call FUNC(updatePPEffects));
};
};
class Extended_DisplayUnload_EventHandlers {
class RscDisplayCurator {
ADDON = QUOTE(displayNull call FUNC(updatePPEffects)); // emulate zeus display being deleted
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};

View File

@ -1,9 +1,4 @@
class CfgVehicles {
class All {
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
};
class Box_NATO_Support_F;
class ACE_Box_Misc: Box_NATO_Support_F {
class TransportItems {

View File

@ -2,55 +2,85 @@ class CfgWeapons {
class Binocular;
class NVGoggles: Binocular {
displayName = CSTRING(NVG_Gen3_brown);
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
ACE_NightVision_radBlur = 0.001;
modelOptics = "";
GVAR(border) = QPATHTOF(data\nvg_mask_binos_4096.paa);
GVAR(bluRadius) = 0.15;
};
class O_NVGoggles_hex_F: NVGoggles { // APEX NVG with multiple lenses (spider eyes)
modelOptics = "";
GVAR(border) = QPATHTOF(data\nvg_mask_quad_4096.paa); // Use quad tube mask
GVAR(bluRadius) = 0.26;
};
class NVGogglesB_grn_F: NVGoggles { // APEX NVG/Thermal
modelOptics = "\A3\weapons_f\reticle\optics_night"; // use vanilla modelOptics so it will show in IR mode
};
class NVGoggles_OPFOR: NVGoggles {
modelOptics = "";
displayName = CSTRING(NVG_Gen3_black);
};
class NVGoggles_INDEP: NVGoggles {
modelOptics = "";
displayName = CSTRING(NVG_Gen3_green);
};
class ACE_NVG_Gen1: NVGoggles_OPFOR {
author = ECSTRING(common,ACETeam);
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = CSTRING(NVG_Gen1);
ACE_NightVision_grain = 2.25;
ACE_NightVision_blur = 0.22;
ACE_NightVision_radBlur = 0.004;
GVAR(generation) = 1;
};
class ACE_NVG_Gen2: NVGoggles_INDEP {
author = ECSTRING(common,ACETeam);
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = CSTRING(NVG_Gen2);
ACE_NightVision_grain = 1.5;
ACE_NightVision_blur = 0.11;
ACE_NightVision_radBlur = 0.002;
GVAR(generation) = 2;
};
/*class ACE_NVG_Gen3: NVGoggles {
author = ECSTRING(common,ACETeam);
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = CSTRING(NVG_Gen3);
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
ACE_NightVision_radBlur = 0.001;
};*/
class ACE_NVG_Gen4: NVGoggles {
author = ECSTRING(common,ACETeam);
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = CSTRING(NVG_Gen4);
ACE_NightVision_grain = 0.0;
ACE_NightVision_blur = 0.0;
ACE_NightVision_radBlur = 0.0;
GVAR(generation) = 4;
};
class ACE_NVG_Wide: NVGoggles {
author = ECSTRING(common,ACETeam);
modelOptics = QPATHTOF(models\ACE_nvg_wide_optics);
displayName = CSTRING(NVG_FullScreen);
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
ACE_NightVision_radBlur = 0.001;
};
// Examples of different goggle effect types (scope=1)
// These all function differently, but we have no models to go with them
class ACE_NVG_Biocular: NVGoggles {
scope = 1;
modelOptics = "";
author = ECSTRING(common,ACETeam);
descriptionShort = "Biocular nightvision goggles";
displayName = "NV Goggles (Bio)";
GVAR(border) = QPATHTOF(data\nvg_mask_4096.paa);
GVAR(bluRadius) = 0.13;
GVAR(eyeCups) = 1;
};
class ACE_NVG_Monocular: NVGoggles {
scope = 1;
modelOptics = "";
author = ECSTRING(common,ACETeam);
descriptionShort = "Monocular nightvision goggles";
displayName = "NV Goggles (Mono)";
GVAR(border) = QPATHTOF(data\nvg_mask_4096.paa);
GVAR(bluRadius) = 0.13;
};
class ACE_NVG_Binocular: NVGoggles {
scope = 1;
modelOptics = "";
author = ECSTRING(common,ACETeam);
descriptionShort = "Binocular nightvision goggles";
displayName = "NV Goggles (Bino)";
GVAR(border) = QPATHTOF(data\nvg_mask_binos_4096.paa);
GVAR(bluRadius) = 0.15;
};
class ACE_NVG_Quadocular: NVGoggles {
scope = 1;
modelOptics = "";
author = ECSTRING(common,ACETeam);
descriptionShort = "Quadocular nightvision goggles";
displayName = "NV Goggles (Quad)";
GVAR(border) = QPATHTOF(data\nvg_mask_quad_4096.paa);
GVAR(bluRadius) = 0.26;
};
};

View File

@ -0,0 +1,41 @@
class RscPicture;
class RscText;
class RscTitles {
class GVAR(title) {
idd = 10777;
movingEnable = 1;
enableSimulation = 1;
enableDisplay = 1;
onLoad = QUOTE(with uiNamespace do {GVAR(titleDisplay) = _this select 0};);
onunLoad = "";
duration = 999999;
fadein = 0;
fadeout = 0;
class controls {
class Hexes: RscPicture {
idc = 1000;
};
class Mask: RscPicture {
idc = 1001;
};
// Add blinders for side monitors for tripple monitors (mask won't cover them)
class trippleHeadLeft: RscPicture {
idc = 1002;
text = "#(argb,8,8,3)color(0,0,0,1)";
x = "safeZoneXAbs";
Y = "safezoneY";
W = "(safezoneX - safeZoneXAbs) * ((getResolution select 4)/(16/3))";
H = "safeZoneH";
};
class trippleHeadRight: trippleHeadLeft {
idc = 1003;
x = "safeZoneXAbs + safeZoneWAbs - (safezoneX - safeZoneXABS) * ((getResolution select 4)/(16/3))";
};
};
};
};

View File

@ -1,7 +1,12 @@
PREP(blending);
PREP(changeNVGBrightness);
PREP(initModule);
PREP(nonDedicatedFix);
PREP(onCameraViewChanged);
PREP(onFiredPlayer);
PREP(onLoadoutChanged);
PREP(onVisionModeChanged);
PREP(updatePPEffects);
PREP(pfeh);
PREP(refreshGoggleType);
PREP(scaleCtrl);
PREP(setupDisplayEffects);

View File

@ -0,0 +1,94 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
GVAR(PFID) = -1;
GVAR(running) = false;
GVAR(nextEffectsUpdate) = -1;
GVAR(playerHMD) = "#";
GVAR(priorFog) = nil;
GVAR(nvgFog) = [0,0,0];
GVAR(nvgBlurRadius) = -1;
GVAR(nvgGeneration) = -1;
GVAR(defaultPositionBorder) = [];
GVAR(defaultPositionHex) = [];
GVAR(ppeffectGrain) = -1;
GVAR(ppeffectRadialBlur) = -1;
GVAR(ppeffectColorCorrect) = -1;
GVAR(ppeffectBlur) = -1;
GVAR(ppEffectCCMuzzleFlash) = -1;
["ace_settingsInitialized", {
TRACE_3("settingsInitialized",GVAR(disableNVGsWithSights),GVAR(fogScaling),GVAR(effectScaling));
// Disable ALL effects if ace_nightvision_effectScaling is zero
if (GVAR(effectScaling) == 0) exitWith {};
["loadout", LINKFUNC(onLoadoutChanged), true] call CBA_fnc_addPlayerEventHandler;
["visionMode", LINKFUNC(onVisionModeChanged), false] call CBA_fnc_addPlayerEventHandler;
["cameraView", LINKFUNC(onCameraViewChanged), true] call CBA_fnc_addPlayerEventHandler;
["vehicle", LINKFUNC(refreshGoggleType), false] call CBA_fnc_addPlayerEventHandler;
["turret", LINKFUNC(refreshGoggleType), true] call CBA_fnc_addPlayerEventHandler;
["ace_firedPlayer", LINKFUNC(onFiredPlayer)] call CBA_fnc_addEventHandler;
["ace_firedPlayerVehicle", LINKFUNC(onFiredPlayer)] call CBA_fnc_addEventHandler;
addMissionEventHandler ["Loaded", { // Restart UI vars on mission load
if (GVAR(running)) then {
TRACE_1("restarting effects",CBA_missionTime);
[false] call FUNC(setupDisplayEffects);
[true] call FUNC(setupDisplayEffects);
};
}];
}] call CBA_fnc_addEventHandler;
// Handle an edge case for non-dedicated servers were the server running the fog effect would sync fog to other clients
[QGVAR(nonDedicatedFix), LINKFUNC(nonDedicatedFix)] call CBA_fnc_addEventHandler;
if (!isNil QGVAR(serverPriorFog)) then {[] call FUNC(nonDedicatedFix);}; // If var is defined, run it now (we must be a jip)
// Add keybinds
["ACE3 Equipment", QGVAR(IncreaseNVGBrightness), localize LSTRING(IncreaseNVGBrightness), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSitting", "isNotRefueling"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if ((currentVisionMode ACE_player != 1)) exitWith {false};
// Statement
[ACE_player, 1] call FUNC(changeNVGBrightness);
true
}, {false}, [201, [false, false, true]], false] call CBA_fnc_addKeybind; //PageUp + ALT
["ACE3 Equipment", QGVAR(DecreaseNVGBrightness), localize LSTRING(DecreaseNVGBrightness), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSitting", "isNotRefueling"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if ((currentVisionMode ACE_player != 1)) exitWith {false};
// Statement
[ACE_player, -1] call FUNC(changeNVGBrightness);
true
}, {false}, [209, [false, false, true]], false] call CBA_fnc_addKeybind; //PageDown + ALT
#ifdef DEBUG_MODE_FULL
WARNING("Debug mouse wheel action enabled, this should NOT be in a final release");
["MouseZChanged", {
GVAR(nextEffectsUpdate) = 0;
if (cba_events_shift) then {
GVAR(effectScaling) = ((GVAR(effectScaling) + ((_this select 1) / 20)) max 0) min 1;
systemChat format ["%1: %2", QGVAR(effectScaling), GVAR(effectScaling)];
};
if (cba_events_control) then {
GVAR(fogScaling) = ((GVAR(fogScaling) + ((_this select 1) / 20)) max 0) min 1;
systemChat format ["%1: %2", QGVAR(fogScaling), GVAR(fogScaling)];
};
}] call CBA_fnc_addDisplayHandler;
#endif

View File

@ -1,65 +0,0 @@
// by commy2
#include "script_component.hpp"
if (!hasInterface) exitWith {};
GVAR(ppEffectBlur) = ppEffectCreate ["dynamicBlur", 1234];
GVAR(ppEffectBlur) ppEffectForceInNVG true;
GVAR(ppEffectBlur) ppEffectAdjust [0];
GVAR(ppEffectBlur) ppEffectCommit 0;
GVAR(ppEffectRadialBlur) = ppEffectCreate ["radialBlur", 1238];
GVAR(ppEffectRadialBlur) ppEffectForceInNVG true;
GVAR(ppEffectRadialBlur) ppEffectAdjust [0, 0, 0, 0];
GVAR(ppEffectRadialBlur) ppEffectCommit 0;
GVAR(ppEffectFilmGrain) = ppEffectCreate ["FilmGrain", 1235];
GVAR(ppEffectFilmGrain) ppEffectAdjust [0.25, 2.5, 2.5, 2.5*0.3, 2.5*0.3, false];
GVAR(ppEffectFilmGrain) ppEffectCommit 0;
GVAR(ppEffectNVGBrightness) = ppEffectCreate ["ColorCorrections", 1236];
GVAR(ppEffectNVGBrightness) ppEffectForceInNVG true;
GVAR(ppEffectNVGBrightness) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectNVGBrightness) ppEffectCommit 0;
GVAR(ppEffectMuzzleFlash) = ppEffectCreate ["ColorCorrections", 1237];
GVAR(ppEffectMuzzleFlash) ppEffectEnable true;
GVAR(ppEffectMuzzleFlash) ppEffectForceInNVG true;
GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
// Setup the event handlers
["loadout", FUNC(updatePPEffects)] call CBA_fnc_addPlayerEventHandler;
["visionMode", FUNC(updatePPEffects)] call CBA_fnc_addPlayerEventHandler;
["visionMode", FUNC(onVisionModeChanged)] call CBA_fnc_addPlayerEventHandler;
["cameraView", FUNC(updatePPEffects)] call CBA_fnc_addPlayerEventHandler;
["cameraView", FUNC(onCameraViewChanged)] call CBA_fnc_addPlayerEventHandler;
["vehicle", FUNC(updatePPEffects)] call CBA_fnc_addPlayerEventHandler;
["turret", FUNC(updatePPEffects)] call CBA_fnc_addPlayerEventHandler;
// Add keybinds
["ACE3 Equipment", QGVAR(IncreaseNVGBrightness), localize LSTRING(IncreaseNVGBrightness), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSitting", "isNotRefueling"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if ((currentVisionMode ACE_player != 1)) exitWith {false};
// Statement
[ACE_player, 1] call FUNC(changeNVGBrightness);
true
}, {false}, [201, [false, false, true]], false] call CBA_fnc_addKeybind; //PageUp + ALT
["ACE3 Equipment", QGVAR(DecreaseNVGBrightness), localize LSTRING(DecreaseNVGBrightness), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSitting", "isNotRefueling"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if ((currentVisionMode ACE_player != 1)) exitWith {false};
// Statement
[ACE_player, -1] call FUNC(changeNVGBrightness);
true
}, {false}, [209, [false, false, true]], false] call CBA_fnc_addKeybind; //PageDown + ALT
// Register fire event handler
["ace_firedPlayer", DFUNC(blending)] call CBA_fnc_addEventHandler;
["ace_firedPlayerVehicle", DFUNC(blending)] call CBA_fnc_addEventHandler;

View File

@ -18,3 +18,4 @@ class CfgPatches {
#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"
#include "ACE_Settings.hpp"
#include "RscTitles.hpp"

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,70 +0,0 @@
/*
* Author: commy2
* Change the blending when the player fires??. Called from the unified fired EH only for the local player and his vehicle.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* Noneg
*
* Example:
* [clientFiredBIS-XEH] call ace_nightvision_fnc_blending
*
* Public: No
*/
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
private _player = ACE_player;
//If we're not in NVG mode, or it's a grenade, exit
if (currentVisionMode _player != 1 || {toLower _weapon in ["throw", "put"]}) exitWith {};
private _silencer = _player weaponAccessories _weapon select 0;
private _visibleFireCoef = 1;
private _visibleFireTimeCoef = 1;
if (_silencer != "") then {
_visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
_visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime");
};
private _visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
private _visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime");
private _fnc_isTracer = {
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};
private _indexShot = (_player ammo _weapon) + 1;
private _lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
if (_indexShot <= _lastRoundsTracer) exitWith {true};
private _tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
if (_tracersEvery == 0) exitWith {false};
(_indexShot - _lastRoundsTracer) % _tracersEvery == 0
};
if (call _fnc_isTracer) then {
_visibleFire = _visibleFire + 2;
_visibleFireTime = _visibleFireTime + 2;
};
private _darkness = 1 - (call EFUNC(common,ambientBrightness));
private _nvgBrightnessCoef = 1 + (_player getVariable [QGVAR(NVGBrightness), 0]) / 4;
_visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1;
_visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5;
TRACE_2("Player Shot, Adjusting NVG Effect", _visibleFire, _visibleFireTime);
GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit _visibleFireTime;

View File

@ -1,6 +1,6 @@
/*
* Author: commy2
* Change the brightness of the unit's NVG
* Change the brightness of the unit's NVG.
*
* Arguments:
* 0: The Unit <OBJECT>
@ -17,18 +17,16 @@
#include "script_component.hpp"
params ["_player", "_changeInBrightness"];
TRACE_2("params",_player,_changeInBrightness);
if (!hasInterface) exitWith {};
TRACE_2("changeNVGBrightness",_player,_changeInBrightness);
private _brightness = _player getVariable [QGVAR(NVGBrightness), 0];
_brightness = ((round (10 * _brightness + _changeInBrightness) / 10) min 0.5) max -0.5;
_brightness = ((_brightness + _changeInBrightness) min 0) max -6;
_player setVariable [QGVAR(NVGBrightness), _brightness, false];
GVAR(ppEffectNVGBrightness) ppEffectAdjust [1, (_brightness + 1), 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectNVGBrightness) ppEffectCommit 0;
[format [(localize LSTRING(NVGBrightness)), (_brightness * 10)]] call EFUNC(common,displayTextStructured);
[format [(localize LSTRING(NVGBrightness)), _brightness]] call EFUNC(common,displayTextStructured);
playSound "ACE_Sound_Click";
// Trigger full ppEffects update next time run in the PFEH:
GVAR(nextEffectsUpdate) = -1;

View File

@ -17,5 +17,6 @@
#include "script_component.hpp"
params ["_module"];
TRACE_1("initModule",_module);
[_module, QGVAR(disableNVGsWithSights), "disableNVGsWithSights"] call EFUNC(common,readSettingFromModule);

View File

@ -0,0 +1,30 @@
/*
* Author: PabstMirror
* Handles the client who is the non-dedicated server turning on the fog effects.
*
* Arguments:
* 0: Module <OBJECT>
*
* Return Value:
* None
*
* Example:
* [] call ace_nightvision_fnc_nonDedicatedFix
*
* Public: No
*/
#include "script_component.hpp"
TRACE_1("Starting PFEH to handling non-dedicated server running effect",GVAR(serverPriorFog));
if (isServer) exitWith {};
[{
if (isNil QGVAR(serverPriorFog)) exitWith {
TRACE_1("Ending PFEH to handling non-dedicated server running effect",_this);
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
if (!GVAR(running)) then { // If we aren't running the effect ourselves, then use the server's old fog value
0 setFog GVAR(serverPriorFog);
};
}, 0, []] call CBA_fnc_addPerFrameHandler;

View File

@ -14,10 +14,13 @@
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_cameraView"];
TRACE_2("onCameraViewChanged",_unit,_cameraView);
// Refresh goggle effect (e.g. switching to vehicle's NVG)
[] call FUNC(refreshGoggleType);
if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
if ((vehicle _unit == _unit)

View File

@ -0,0 +1,66 @@
/*
* Author: commy2, Dslyecxi, PabstMirror
* Change the blending when the player fires. Called from the unified fired EH only for the local player and his vehicle.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* [clientFiredBIS-XEH] call ace_nightvision_fnc_onFiredPlayer
*
* Public: No
*/
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
TRACE_7("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile);
if ((!GVAR(running)) || {_weapon == "throw"} || {_weapon == "put"}) exitWith {};
private _visibleFireCoef = 1;
if (_unit == ace_player) then {
private _silencer = (_unit weaponAccessories _weapon) select 0;
if (_silencer != "") then {
_visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
TRACE_1("muzzle attachement",_visibleFireCoef);
};
};
private _visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
private _isTracer = call {
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};
private _indexShot = (_unit ammo _weapon) + 1;
private _lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
if (_indexShot <= _lastRoundsTracer) exitWith {true};
private _tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
if (_tracersEvery == 0) exitWith {false};
(_indexShot - _lastRoundsTracer) % _tracersEvery == 0
};
TRACE_3("",_ammo,_visibleFire,_isTracer);
if ( _isTracer) then {
_visibleFire = _visibleFire + 2;
};
_visibleFire = _visibleFireCoef * _visibleFire;
if (_ammo isKindOf "BulletBase") then {
_visibleFire = _visibleFire min 5; // Prevent every shot from triggering with HMG
};
TRACE_1("final", _visibleFire);
if (_visibleFire <= 1.5) exitWith {};
if ((random (linearConversion [1, 4, GVAR(nvgGeneration), 10, 20])) > _visibleFire) exitWith {};
GVAR(ppEffectCCMuzzleFlash) = ppEffectCreate ["ColorCorrections", 1237];
GVAR(ppEffectCCMuzzleFlash) ppEffectEnable true;
GVAR(ppEffectCCMuzzleFlash) ppEffectForceInNVG true;
GVAR(ppEffectCCMuzzleFlash) ppEffectAdjust [1, 1, -1, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectCCMuzzleFlash) ppEffectCommit 0;
GVAR(ppEffectCCMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectCCMuzzleFlash) ppEffectCommit 0.07;

View File

@ -0,0 +1,25 @@
/*
* Author: Dslyecxi, PabstMirror
* Refreshes nvg effect if switching NVG goggles.
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_nightvision_fnc_onLoadoutChange
*
* Public: No
*/
#include "script_component.hpp"
params ["_player"];
TRACE_1("onLoadoutChange",_player);
private _newHMD = hmd _player;
if (_newHMD != GVAR(playerHMD)) then {
GVAR(playerHMD) = _newHMD;
[] call FUNC(refreshGoggleType);
};

View File

@ -1,5 +1,5 @@
/*
* Author: BaerMitUmlaut
* Author: BaerMitUmlaut, Dslyecxi, PabstMirror
* Disables turning on NVGs while the player aims down his sight.
*
* Arguments:
@ -14,17 +14,31 @@
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_visionMode"];
TRACE_2("onVisionModeChanged",_unit,_visionMode);
// Start PFEH when entering night vision mode:
if (_visionMode == 1) then {
if (GVAR(PFID) == -1) then {
GVAR(running) = true;
[true] call FUNC(setupDisplayEffects);
[] call FUNC(refreshGoggleType);
GVAR(PFID) = [LINKFUNC(pfeh), 0, []] call CBA_fnc_addPerFrameHandler;
// Fade in from black when turning nvg on
QGVAR(turnOnEffect) cutText ["", "BLACK IN", 2.5];
};
};
// Handle disableNVGsWithSights setting:
if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
if ((vehicle _unit == _unit)
|| {isTurnedOut _unit}
|| {!([_unit] call EFUNC(common,hasHatch))
&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
}) then {
|| {isTurnedOut _unit}
|| {!([_unit] call EFUNC(common,hasHatch))
&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
}) then {
if ((cameraView == "GUNNER") && {_visionMode > 0}) then {
_unit action ["NVGogglesOff", _unit];
};

View File

@ -0,0 +1,160 @@
/*
* Author: Dslyecxi, PabstMirror
* PFEH to handle refreshing effects.
* Updates UI scale on every frame, effects are updated less often.
*
* Arguments:
* 1: PFEH ID <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[], 1] call ace_nightvision_fnc_pfeh
*
* Public: No
*/
#include "script_component.hpp"
if ((currentVisionMode ACE_player) != 1) exitWith {
GVAR(running) = false;
[false] call FUNC(setupDisplayEffects);
[GVAR(PFID)] call CBA_fnc_removePerFrameHandler;
GVAR(PFID) = -1;
};
if (EGVAR(common,OldIsCamera)) exitWith {
if (GVAR(running)) then {
TRACE_2("pausing NVG for scripted camera",alive ACE_player,EGVAR(common,OldIsCamera));
GVAR(running) = false;
[false] call FUNC(setupDisplayEffects);
};
};
if (!GVAR(running)) then {
TRACE_1("Un-Pausing", GVAR(paused));
GVAR(running) = true;
[true] call FUNC(setupDisplayEffects);
[] call FUNC(refreshGoggleType);
};
// Scale Border / Hex
BEGIN_COUNTER(borderScaling);
private _scale = (call EFUNC(common,getZoom)) * 1.12513;
if (!(GVAR(defaultPositionBorder) isEqualTo [])) then {
// Prevents issues when "zooming out" on ultra wide monitors - The square mask would be narrower than the screen
if (((GVAR(defaultPositionBorder) select 2) * _scale) < safeZoneW) then {
_scale = safeZoneW / (GVAR(defaultPositionBorder) select 2);
};
[(uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1000, GVAR(defaultPositionHex), _scale] call FUNC(scaleCtrl);
[(uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1001, GVAR(defaultPositionBorder), _scale] call FUNC(scaleCtrl);
// Fade out hexes with high zoom (optics are doing the magnifying, not the player "focusing in")
((uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1000) ctrlSetFade (linearConversion [4, 6, _scale, 0.2, 1, true]);
};
END_COUNTER(borderScaling);
if (CBA_missionTime < GVAR(nextEffectsUpdate)) then {
// Update radial blur as it depends on zoom level, so should be changed each frame like the border/hex
if (GVAR(ppeffectRadialBlur) != -1) then {
GVAR(ppeffectRadialBlur) ppEffectAdjust [.005, .005, _scale * GVAR(nvgBlurRadius), _scale * .16];
GVAR(ppeffectRadialBlur) ppEffectCommit 0;
};
// Need to rapidly update fog or it will try to resync from the server
if (GVAR(fogScaling) > 0) then {
0 setFog GVAR(nvgFog);
};
} else {
// Redo full effects less often
BEGIN_COUNTER(updateAllEffects);
GVAR(nextEffectsUpdate) = CBA_missionTime + 5;
// Detecting the efficiency of the nightvision.
private _lightFinal = 0 max (moonIntensity - ((overcast * .8) min .275) - (rain * .5));
private _effectiveLight = _lightFinal * linearConversion [1, 3, GVAR(nvgGeneration), 0.25, 1];
private _effectMod = linearConversion [1, 3, GVAR(nvgGeneration), 1.5, 1];
// This has become a little weird. Basically means that lightfinal is unlikely to reach zero with any moon in the sky
// buuut it just so happens that setting it like this means that the lighting progression from clear -> cloudy -> rainy works particularly well.
private _grainFinal = linearConversion [1, 0, _effectiveLight, ST_NVG_GRAIN_MIN, ST_NVG_GRAIN_MAX, true];
private _blurFinal = _effectMod *_effectMod * linearConversion [1, 0, _effectiveLight, ST_NVG_BLUR_MIN, ST_NVG_BLUR_MAX, true];
private _brightFinal = linearConversion [0, 1, _effectiveLight, ST_NVG_BRIGHT_MIN, ST_NVG_BRIGHT_MAX, true];
private _contrastFinal = linearConversion [0, 1, _effectiveLight, ST_NVG_CONTRAST_MIN, ST_NVG_CONTRAST_MAX, true];
private _grainIntensityFinal = _effectMod * linearConversion [1, 0, _effectiveLight, ST_NVG_NOISEINTENSITY_MIN, ST_NVG_NOISEINTENSITY_MAX, true];
private _noiseSharpnessFinal = linearConversion [1, 0, _effectiveLight, ST_NVG_NOISESHARPNESS_MIN, ST_NVG_NOISESHARPNESS_MAX, true];
private _playerBrightSetting = ACE_player getVariable [QGVAR(NVGBrightness), 0];
_brightFinal = _brightFinal + (_playerBrightSetting / 20);
private _fogApply = linearConversion [0, 1, _effectiveLight, ST_NVG_MAXFOG, ST_NVG_MINFOG, true];
// Modify blur if looking down scope
if ((cameraView == "GUNNER") && {[ACE_player] call CBA_fnc_canUseWeapon}) then {
if (currentWeapon ACE_player == "") exitWith {};
if (currentWeapon ACE_player == primaryWeapon ACE_player) exitWith {_blurFinal = _blurFinal * ST_NVG_CAMERA_BLUR_SIGHTS_RIFLE}; // Rifles are bad
if (currentWeapon ACE_player == handgunWeapon ACE_player) exitWith {_blurFinal = _blurFinal * ST_NVG_CAMERA_BLUR_SIGHTS_PISTOL}; // Pistols aren't so bad
};
// Scale effects based on ace_nightvision_effectScaling setting
_grainIntensityFinal = _grainIntensityFinal * GVAR(effectScaling);
_noiseSharpnessFinal = linearConversion [0, 1, GVAR(effectScaling), 2.5, _noiseSharpnessFinal];
private _radialBlurPower = 0.0025 * GVAR(effectScaling);
_brightFinal = linearConversion [0, 1, GVAR(effectScaling), 1, _brightFinal];
_contrastFinal = linearConversion [0, 1, GVAR(effectScaling), 1, _contrastFinal];
_blurFinal = _blurFinal * GVAR(effectScaling);
// Setup all effects
// This is hacky but... works. This prevents the effects from being cancelled by various things - alt-tabbing, resizing, going into AT sights, etc. A nicer method would be welcome but I don't have time to spend on it. TODO.
// FilmGrain - Electronic Noise
// Params: [intensity(0..1), sharpness(0..20), grainsize(1..8), intensityX0, intensityX1, monochromatic(bool)]
GVAR(ppeffectGrain) = ppEffectCreate ["FilmGrain", 200];
GVAR(ppeffectGrain) ppEffectAdjust [_grainIntensityFinal, _noiseSharpnessFinal, _grainFinal, 0.3, 0.3];
// OldNVG: [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false]
GVAR(ppeffectGrain) ppEffectCommit 0;
GVAR(ppeffectGrain) ppEffectForceInNVG true;
GVAR(ppeffectGrain) ppEffectEnable true;
// RadialBlur - Blurs closer to the edge nvg border (radius based on GVAR(bluRadius) config; e.g. larger for quadtube)
// Note: "Will not do anything if RADIAL BLUR is disabled in Video Options." - So should try to keep this effect to a minimum to prevent balance issues
// Params: [powerX, powerY, offsetX, offsetY]
if (GVAR(nvgBlurRadius) != -1) then {
GVAR(ppeffectRadialBlur) = ppEffectCreate ["RadialBlur", 451];
GVAR(ppeffectRadialBlur) ppEffectAdjust [_radialBlurPower, _radialBlurPower, _scale * GVAR(nvgBlurRadius), _scale * .16];
GVAR(ppeffectRadialBlur) ppEffectCommit 0;
GVAR(ppeffectRadialBlur) ppEffectForceInNVG true;
GVAR(ppeffectRadialBlur) ppEffectEnable true;
};
// ColorCorrections - Changes brightness, contrast and "green" color of nvg
// Params: [brightness(0..2), contrast(0..inf), offset(-x..+x), blendArray, colorizeArray, weightArray]
GVAR(ppeffectColorCorrect) = ppEffectCreate ["ColorCorrections", 2003];
GVAR(ppeffectColorCorrect) ppEffectAdjust [_brightFinal, _contrastFinal, 0, [0.0, 0.0, 0.0, 0.0], [1.3, 1.2, 0.0, 0.9], [6, 1, 1, 0.0]];
GVAR(ppeffectColorCorrect) ppEffectCommit 0;
GVAR(ppeffectColorCorrect) ppEffectForceInNVG true;
GVAR(ppeffectColorCorrect) ppEffectEnable true;
// DynamicBlur - Increases overall screen blur when aiming down sights (which would be hard/impossible with NVG)
// Params: [value(0..inf)]
GVAR(ppeffectBlur) = ppEffectCreate ["DynamicBlur", 190];
GVAR(ppeffectBlur) ppEffectAdjust [_blurFinal];
GVAR(ppeffectBlur) ppEffectCommit 0;
GVAR(ppeffectBlur) ppEffectForceInNVG true;
GVAR(ppeffectBlur) ppEffectEnable true;
// Modify local fog:
if (GVAR(fogScaling) > 0) then {
if (((vehicle ACE_player) != ACE_player) && {(vehicle ACE_player) isKindOf "Air"}) then { // For flying in particular, can refine nicer later.
_fogApply = _fogApply * ST_NVG_AIR_FOG_MULTIPLIER;
};
_fogApply = linearConversion [0, 1, GVAR(priorFog) select 0, (GVAR(fogScaling) * _fogApply), 1]; // mix in old fog if present
GVAR(nvgFog) = [_fogApply, 0, 0];
0 setFog GVAR(nvgFog)
};
#ifdef DEBUG_MODE_FULL
private _aceAmbient = [] call EFUNC(common,ambientBrightness);
hintSilent format ["EffectiveLight %1\nLight: %2\nACE Ambient: %3\nBrightness: %4\nContrast: %5\nGrain: %6\nBlur: %7\nFog: %8\nScaling %9", _effectiveLight, _lightFinal, _aceAmbient, _brightFinal, _contrastFinal, [_grainIntensityFinal, _noiseSharpnessFinal, _grainFinal], _blurFinal, _fogApply, [GVAR(effectScaling),GVAR(fogScaling)]];
#endif
END_COUNTER(updateAllEffects);
};

View File

@ -0,0 +1,129 @@
/*
* Author: Dslyecxi, PabstMirror
* Determines night vision source (player/vehicle) - Updates UI based on type.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_nightvision_fnc_refreshGoggleType
*
* Public: No
*/
#include "script_component.hpp"
TRACE_1("refreshGoggleType",_this);
if (!GVAR(running)) exitWith {};
// Defaults (good for most vehicles/binoculars)
private _borderImage = "";
private _eyeCups = false;
private _hideHex = true;
private _nvgGen = 3;
private _blurRadius = -1;
if (alive ACE_player) then {
if (((vehicle ACE_player) == ACE_player) || {
// Test if we are using player's nvg or if sourced from vehicle:
private _currentVehicle = vehicle ACE_player;
private _vehConfig = configFile >> "CfgVehicles" >> (typeOf _currentVehicle);
if (cameraView != "GUNNER") exitWith {true}; // asume hmd usage outside of gunner view
if (ACE_player == (driver _currentVehicle)) exitWith {
!("NVG" in getArray (_vehConfig >> "ViewOptics" >> "visionMode"));
};
private _result = true;
private _turret = ACE_player call CBA_fnc_turretPath;
private _turretConfig = [_currentVehicle, _turret] call CBA_fnc_getTurret;
// Seems to cover things like the offroad technical
if ((isNumber (_turretConfig >> "optics")) && {(getNumber (_turretConfig >> "optics")) == 0}) exitWith {true};
private _turretConfigOpticsIn = _turretConfig >> "OpticsIn";
if (isClass _turretConfigOpticsIn) then {
for "_index" from 0 to (count _turretConfigOpticsIn - 1) do {
if ("NVG" in getArray (_turretConfigOpticsIn select _index >> "visionMode")) exitWith {_result = false};
};
} else {
// No OpticsIn usualy means RCWS, still need to test on more vehicles
_result = false;
};
_result
}) then {
if ((cameraView == "GUNNER") && {currentWeapon ACE_player != ""} && {binocular ACE_player == currentWeapon ACE_player}) exitWith {
TRACE_1("souce: binocular",binocular ACE_player); // Source is from player's binocular (Rangefinder/Vector21bNite)
private _config = configFile >> "CfgWeapons" >> (binocular ACE_player);
if (isNumber (_config >> QGVAR(generation))) then {_nvgGen = getNumber (_config >> QGVAR(generation));};
};
TRACE_1("source: hmd",GVAR(playerHMD)); // Source is player's HMD (or possibly a NVG scope, but no good way to detect that)
private _config = configFile >> "CfgWeapons" >> GVAR(playerHMD);
if (!isClass _config) exitWith {};
// Only use border if there is no modelOptics
if ((getText (_config >> "modelOptics")) == "") then {
_borderImage = getText (_config >> QGVAR(border));
_eyeCups = ((getNumber (_config >> QGVAR(eyeCups))) == 1);
_hideHex = (getNumber (_config >> QGVAR(hideHex))) == 1;
if (isNumber (_config >> QGVAR(bluRadius))) then {_blurRadius = getNumber (_config >> QGVAR(bluRadius));};
};
if (isNumber (_config >> QGVAR(generation))) then {_nvgGen = getNumber (_config >> QGVAR(generation));};
} else {
TRACE_1("source: vehicle - defaults",typeOf vehicle ACE_player);
};
};
#ifdef DEBUG_MODE_FULL
systemChat format ["NVG Refresh - Border: %1", _borderImage];
systemChat format ["EyeCups: %1, HideHex %2, NVGen: %3, BluRadius: %4", _eyeCups, _hideHex, _nvgGen, _blurRadius];
#endif
GVAR(nvgBlurRadius) = _blurRadius;
GVAR(nvgGeneration) = _nvgGen;
// Setup border and hex image based on NVG config:
private _scale = (call EFUNC(common,getZoom)) * 1.12513;
private _borderImageCtrl = (uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1001;
private _trippleHeadLeft = (uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1002;
private _trippleHeadRight = (uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1003;
if (_borderImage == "") then {
_borderImageCtrl ctrlShow false;
_trippleHeadLeft ctrlShow false;
_trippleHeadRight ctrlShow false;
GVAR(defaultPositionBorder) = [];
} else {
_borderImageCtrl ctrlShow true;
_trippleHeadLeft ctrlShow true;
_trippleHeadRight ctrlShow true;
_borderImageCtrl ctrlSetText _borderImage;
_borderImageCtrl ctrlSetFade ([.15, 0] select _eyeCups);
#define BORDER_SIZE 3
GVAR(defaultPositionBorder) = [safezoneX - (((BORDER_SIZE * 0.75) * safezoneH) - safezoneW) / 2, safezoneY - ((BORDER_SIZE - 1) / 2) * safezoneH, (BORDER_SIZE * 0.75) * safezoneH, BORDER_SIZE * safezoneH];
[_borderImageCtrl, GVAR(defaultPositionBorder), _scale] call FUNC(scaleCtrl);
};
private _hexCtrl = (uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1000;
if (_hideHex) then {
_hexCtrl ctrlShow false;
} else {
_hexCtrl ctrlShow true;
// _hexCtrl ctrlSetText QPATHTOF(data\nvg_mask_hexes.paa);
_hexCtrl ctrlSetText QPATHTOF(data\nvg_mask_hexes_thin.paa);
#define HEX_SIZE 1.5
GVAR(defaultPositionHex) = [safezoneX - (((HEX_SIZE * 0.75) * safezoneH) - safezoneW) / 2, safezoneY - ((HEX_SIZE - 1) / 2) * safezoneH, (HEX_SIZE * 0.75) * safezoneH, HEX_SIZE * safezoneH];
[_hexCtrl, GVAR(defaultPositionHex), _scale] call FUNC(scaleCtrl);
};
// Trigger full ppEffects update next time run in the PFEH:
GVAR(nextEffectsUpdate) = -1;

View File

@ -0,0 +1,31 @@
/*
* Author: Dslyecxi, PabstMirror
* Determines night vision source (player/vehicle) - Updates UI based on type.
*
* Arguments:
* 0: Control <CONTROL>
* 1: Default position [x,y,w,h] <ARRAY>
* 2: Zoom Level <NUMBER>
*
* Return Value:
* None
*
* Example:
* [] call ace_nightvision_fnc_scaleCtrl
*
* Public: No
*/
#include "script_component.hpp"
params ["_ctrl", "_default_pos", "_scale"];
if (!ctrlShown _ctrl) exitWith {};
_ctrl ctrlSetPosition
[(((_default_pos select 0) - 0.5) * _scale) + 0.5,
(((_default_pos select 1) - 0.5) * _scale) + 0.5,
(_default_pos select 2) * _scale,
(_default_pos select 3) * _scale];
_ctrl ctrlCommit 0;

View File

@ -0,0 +1,77 @@
/*
* Author: Dslyecxi, PabstMirror
* Handles setting up the effects: fog, ppEffects and the RscTittle.
*
* Arguments:
* 0: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [true] call ace_nightvision_fnc_setupDisplayEffects
*
* Public: No
*/
#include "script_component.hpp"
params ["_activated"];
TRACE_1("setupDisplayEffects",_activated);
// Backup and restore changes to fog:
if (GVAR(fogScaling) > 0) then {
if (_activated) then {
if (isNil QGVAR(priorFog)) then {
TRACE_1("Backing up fog",fogParams);
GVAR(priorFog) = fogParams;
} else {
ERROR("fog already backed up");
};
// Handle non-dedicated:
if (isServer && hasInterface) then {
missionNamespace setVariable [QGVAR(serverPriorFog), fogParams, true];
[QGVAR(nonDedicatedFix), []] call CBA_fnc_remoteEvent;
};
} else {
if (!isNil QGVAR(priorFog)) then {
0 setFog GVAR(priorFog);
GVAR(priorFog) = nil;
} else {
ERROR("no fog backed up");
};
// Handle non-dedicated:
if (isServer && hasInterface) then {
missionNamespace setVariable [QGVAR(serverPriorFog), nil, true];
};
};
};
// Note: Using BIS_fnc_rscLayer because of bug with string syntax - https://feedback.bistudio.com/T120768
(QGVAR(display) call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; // Cleanup Old Display
if (_activated) then { // Create New Display
(QGVAR(display) call BIS_fnc_rscLayer) cutRsc [QGVAR(title), "PLAIN", 0, false];
};
// Cleanup Old PP Effects
if (GVAR(ppeffectGrain) != -1) then {
ppEffectDestroy GVAR(ppeffectGrain);
GVAR(ppeffectGrain) = -1;
};
if (GVAR(ppeffectBlur) != -1) then {
ppEffectDestroy GVAR(ppeffectBlur);
GVAR(ppeffectBlur) = -1;
};
if (GVAR(ppeffectRadialBlur) != -1) then {
ppEffectDestroy GVAR(ppeffectRadialBlur);
GVAR(ppeffectRadialBlur) = -1;
};
if (GVAR(ppeffectColorCorrect) != -1) then {
ppEffectDestroy GVAR(ppeffectColorCorrect);
GVAR(ppeffectColorCorrect) = -1;
};
if (GVAR(ppEffectCCMuzzleFlash) != -1) then {
ppEffectDestroy GVAR(ppEffectCCMuzzleFlash);
GVAR(ppEffectCCMuzzleFlash) = -1;
};

View File

@ -1,96 +0,0 @@
/*
* Author: commy2, PabstMirror and esteldunedain
* Update the ppEffects everytime something changes
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [someEvent] call ace_nightvision_fnc_updatePPEffects
*
* Public: No
*/
#include "script_component.hpp"
if (!hasInterface) exitWith {};
disableSerialization;
params [["_display", displayNull]];
if !(_display isEqualType displayNull) then {
_display = displayNull;
};
private _currentVehicle = vehicle ACE_player;
// If the Zeus display is on or the player has no nightvision
if (ctrlIDD _display == 312 || currentVisionMode ACE_player != 1) exitWith {
GVAR(ppEffectFilmGrain) ppEffectEnable false;
GVAR(ppEffectBlur) ppEffectEnable false;
GVAR(ppEffectRadialBlur) ppEffectEnable false;
GVAR(ppEffectNVGBrightness) ppEffectEnable false;
};
// The unit has nightvision
private _config = configFile >> "CfgVehicles" >> typeOf _currentVehicle;
private _hmd = hmd ACE_player;
private _cameraView = cameraView;
private _turret = [ACE_player] call EFUNC(common,getTurretIndex);
private _fnc_isUsingHMD = {
if (_cameraView != "GUNNER") exitWith {true}; // asume hmd usage outside of gunner view
if (ACE_player == (driver _currentVehicle)) exitWith {
!("NVG" in getArray (_config >> "ViewOptics" >> "visionMode"));
};
private _result = true;
private _turretConfig = [_config, _turret] call EFUNC(common,getTurretConfigPath);
private _turretConfigOpticsIn = _turretConfig >> "OpticsIn";
if (isClass _turretConfigOpticsIn) then {
for "_index" from 0 to (count _turretConfigOpticsIn - 1) do {
if ("NVG" in getArray (_turretConfigOpticsIn select _index >> "visionMode")) exitWith {_result = false};
};
} else {
//No OpticsIn usualy means RCWS, still need to test on more vehicles
_result = false;
};
_result
};
private _grainSetting = 0;
private _blurSetting = 0;
private _radBlurSetting = 0;
if ((_currentVehicle == ACE_player) || _fnc_isUsingHMD) then {
_grainSetting = getNumber (configFile >> "CfgWeapons" >> _hmd >> "ACE_NightVision_grain");
_blurSetting = getNumber (configFile >> "CfgWeapons" >> _hmd >> "ACE_NightVision_blur");
_radBlurSetting = getNumber (configFile >> "CfgWeapons" >> _hmd >> "ACE_NightVision_radBlur");
TRACE_3("New NVG Settings From Player NVG",_grainSetting,_blurSetting,_radBlurSetting)
} else {
_grainSetting = _currentVehicle getVariable ["ACE_NightVision_grain", getNumber (_config >> "ACE_NightVision_grain")];
_blurSetting = _currentVehicle getVariable ["ACE_NightVision_blur", getNumber (_config >> "ACE_NightVision_blur")];
_radBlurSetting = _currentVehicle getVariable ["ACE_NightVision_radBlur", getNumber (_config >> "ACE_NightVision_radBlur")];
TRACE_3("New NVG Settings From Vehicle",_grainSetting,_blurSetting,_radBlurSetting)
};
// Enable the effects
GVAR(ppEffectFilmGrain) ppEffectEnable true;
GVAR(ppEffectBlur) ppEffectEnable true;
GVAR(ppEffectRadialBlur) ppEffectEnable true;
GVAR(ppEffectNVGBrightness) ppEffectEnable true;
// Configure effects parameters
GVAR(ppEffectFilmGrain) ppEffectAdjust [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false];
GVAR(ppEffectFilmGrain) ppEffectCommit 0;
GVAR(ppEffectBlur) ppEffectAdjust [_blurSetting];
GVAR(ppEffectBlur) ppEffectCommit 0;
GVAR(ppEffectRadialBlur) ppEffectAdjust [_radBlurSetting, _radBlurSetting, 0.2, 0.2];
GVAR(ppEffectRadialBlur) ppEffectCommit 0;

View File

@ -15,3 +15,34 @@
#endif
#include "\z\ace\addons\main\script_macros.hpp"
// Effect Settings / Magic values to tweak:
// Decreases fog when in air vehicles
#define ST_NVG_AIR_FOG_MULTIPLIER 0.5
// Increase blur when looking down sights
#define ST_NVG_CAMERA_BLUR_SIGHTS_RIFLE 6
#define ST_NVG_CAMERA_BLUR_SIGHTS_PISTOL 2
#define ST_NVG_MINFOG 0.2
#define ST_NVG_MAXFOG 0.3
#define ST_NVG_GRAIN_MIN 2.25
#define ST_NVG_GRAIN_MAX 2.7
#define ST_NVG_BLUR_MIN 0.05
#define ST_NVG_BLUR_MAX 0.11
#define ST_NVG_BRIGHT_MIN 0.65
#define ST_NVG_BRIGHT_MAX 0.75
#define ST_NVG_CONTRAST_MIN 0.4
#define ST_NVG_CONTRAST_MAX 0.8
#define ST_NVG_NOISEINTENSITY_MIN 0.4
#define ST_NVG_NOISEINTENSITY_MAX 0.55
#define ST_NVG_NOISESHARPNESS_MIN 1.2
#define ST_NVG_NOISESHARPNESS_MAX 1

View File

@ -1,6 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="NightVision">
<Key ID="STR_ACE_NightVision_Category">
<English>ACE - Nightvision</English>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen1">
<English>NV Goggles (Gen1)</English>
<Czech>Noktovizor (Gen1)</Czech>
@ -237,5 +240,17 @@
<Chinesesimp>此功能开启后,当要使用瞄准镜时,为避免夜视镜镜头碰撞到瞄准镜,会先拿开夜视镜后再进行瞄准镜瞄准。</Chinesesimp>
<Chinese>此功能開啟後,當要使用瞄準鏡時,為避免夜視鏡鏡頭碰撞到瞄準鏡,會先拿開夜視鏡後再進行瞄準鏡瞄準。</Chinese>
</Key>
<Key ID="STR_ACE_NightVision_fogScaling_DisplayName">
<English>NVG Fog Scale</English>
</Key>
<Key ID="STR_ACE_NightVision_fogScaling_Description">
<English>Fog is used to limit visibility.</English>
</Key>
<Key ID="STR_ACE_NightVision_effectScaling_DisplayName">
<English>NVG Effect Scale</English>
</Key>
<Key ID="STR_ACE_NightVision_effectScaling_Description">
<English>Blur, grain and brightness effects [Setting to 0 will disable ALL nightvision effects]</English>
</Key>
</Package>
</Project>

View File

@ -1,5 +1,13 @@
class CfgWeapons {
class NVGoggles;
class rhs_1PN138: NVGoggles { // Monocular
modelOptics = "";
EGVAR(nightvision,border) = QPATHTOEF(nightvision,data\nvg_mask_4096.paa);
EGVAR(nightvision,bluRadius) = 0.13;
};
class hgun_Rook40_F;
class rhs_weap_pya: hgun_Rook40_F {
ACE_barrelTwist = 254.0;

View File

@ -1,5 +1,17 @@
class CfgWeapons {
class NVGoggles;
class rhsusf_ANPVS_14: NVGoggles { // Monocular
modelOptics = "";
EGVAR(nightvision,border) = QPATHTOEF(nightvision,data\nvg_mask_4096.paa);
EGVAR(nightvision,bluRadius) = 0.13;
};
class rhsusf_ANPVS_15: rhsusf_ANPVS_14 { // Binocular (same as base)
modelOptics = "";
EGVAR(nightvision,border) = QPATHTOEF(nightvision,data\nvg_mask_binos_4096.paa);
EGVAR(nightvision,bluRadius) = 0.15;
};
class Pistol_Base_F;
class Rifle_Base_F;
class srifle_EBR_F;