DayZThermals
This mod facilitates Thermal Scopes, with a single addition to config.cpp in the scopes’ class.
Details:
- Includes the ReapIR thermal scope, in both AK and NATO variants.
- Dynamically adjusts thermal signature based on heat isolation value of players’ clothing.
- Tracks thermalized entities and cleans up those that have gone out of range.
- Can also display (some) animals and infected – requires modding.
- Third party scopes can utilize the functionality by defining ThermalOptic=1 in config.cpp.
Due to the changes in 1.15, you must now inherit your scopes from "ThermalOptic" rather than "ItemOptic" to thermalize your scopes.
Known Issues:
- Some animals do not have hiddenSelections, and therefore cannot be thermalized.
- Custom clothing *must* have hiddenSelections defined or will not be thermalized.
Special thanks to Inkota for importing the ReapIR scope, and Spud from DDU for paying for said model.
You can enable thermalization of infected and animals by adding the following to your server mod and customizing it accordingly. The DayZThermals class resides in 3_Game.
Do not ask me how to pack up a mod and add it to your server; if you don’t know that, you shouldn’t be running one anyway.
modded class DayZThermals { // Set to true to track entities in thermal scopes const bool THERMALIZE_ANIMALS = false; const bool THERMALIZE_CORPSES = true; const bool THERMALIZE_ZOMBIES = false; // Distance to scan for entities in meters – higher values will negatively impact performance. const int THERMAL_RANGE = 750 // Range 0.0 – 1.0; will define relative brightness of entities. const float THERMAL_INTENSITY_ANIMALS = 0.7; const float THERMAL_INTENSITY_ZOMBIES = 0.4; const ref TStringArray THERMAL_EXCLUDE_CLASSES = {"GhillieHood_ColorBase"}; const ref TStringArray THERMAL_EXCLUDE_USERCLASSES = {}; }
Repacking is not allowed.