SPON HoloMap v0.4.0- Released: 2008-12-18
- Install size: 45k (mission version) or 108k (addon version) + 1.7MB (optional DBO Miniatures) +
SPON Core (Core v0.5.3 used in demo)
- (mission script version) 100% scripts with no addon dependencies
- Requires: ArmA 1.09 (or higher) and
SPON Core (v0.5.3 or higher)
- See attached README.html for full details
SPON HoloMap @ YouTube (Thanks to DeanosBeano for making the movie!)
OverviewHoloMap creates a 3D holographic representation of the game world, showing friendly (blue) and non-friendly (red) vehicles, as well as missiles fired, as blips. Alternatively, using the @DBO_miniatures addon (included), show vehicles using scale models!
Features * Creates a 3D holographic representation of the game world, showing friendly (blue) and non-friendly (red) vehicles, as well as missiles fired (white), as blips.
* Friendly and/or enemy infantry can be shown on the map if required, assuming they have radios and GPS, rather than using radar to detect them. This can be limited to just showing roup leaders, to reduce clutter.
* Automatically renders a 3D map of any island, including ground textures (grass, urban, rock, sand, etc). Higher ground is given a lighter shade, in order to improve terrain shape recognition.
* Each HoloMap projector is associated with a nearby or remote sensor object (such as a radar tower or AWACS plane) and will show a HoloMap centred on that sensor's position, at least until the sensor is destroyed.
* Any vehicle or object can be made into a jamming device, with a specific range of effect. If a HoloMap projector or sensor is inside a jamming zone, then the projector will not show anything. A jamming zone is clearly marked on any HoloMap that is outside the jamming zone, but it will hide all blips within the zone. Jammer vehicles only cause interference when their engine is turned on, but other jamming objects, such as towers, are always on until they are destroyed.
* Any vehicle can be given a stealth factor, which reduces the range at which it can be detected.
* 100% client-side scripts with no broadcasts, so absolutely no effect on network traffic or server load.
* Optional: By installing Deanosbeano's DBO Miniatures addons, you will see tiny representations of vehicles, including missile trails and burning vehicle effects!
Limitations and Known Issues * (With DBO_miniatures) Only a small number of vehicle miniatures will be shown (currently only the RHIB, Cobra, HMMWV, KA50 and Harrier are implemented). All other vehicles will default to one of these models.
* (With DBO_miniatures) Vehicle miniatures will only be shown on a single HoloMap at a time [Just make sure your displays are more than 10m apart if their areas overlap or make sure that they don't overlap if you want more than one].
* (With DBO_miniatures) The current version of vehicle miniatures uses a unnecessarily high LOD, so if you have more than a few miniatures visible at a time, then FPS will be very badly affected.
* All vehicles and missiles within range are shown on the map, regardless of line-of-sight from the HoloMap sensor [Not sure I can do decent LOS calculations for a large number of objects, especially when using long-range sensors].
* FPS is affected most by the amount of terrain drawn on the HoloMap (or HoloMaps). The best FPS will be for HoloMaps that show a lot of sea [e.g. Ramadi range of 2000+ and Sahrani range of 10000+ are quite fast].
* Can't manually control jamming devices (other than to turn a vehicle's engine on or off).
* Sensors actually detect in cubes, not spheres, so they have up to 1.41 times greater range in the corners! Jammers operate in a vertical cylinder rather than a sphere [Both simplifications are to make the map easier to understand, since neither are realistic].
* Sensors can detect objects directly behind a jammer [true line-of-sight calculations for this special case are probably not worth the effort].
Compatibility * SP: Yes.
* Teamswitch: Yes.
* MP: Yes.
* MP JIP: Yes.
Plans * Deployable/Stowable HoloMap inside mobile HQ.
* Manually turn on/off jamming.
* Simple dialog to switch sensors (rather than action list).
* Size of target to affect detection (rather than just to affect size of blip).
Design Aims * Improve command and control by giving commanders a shared 3D representation of the battlefield.
* Create a reasonably realistic radar system, in order to add new tactical dimensions to the game.
* Avoid reliance on addons, in favour of scripting, as far as possible. Addon and 100% mission-scripts versions available!
Credits * BIG THANKS go out to Deanosbeano for resizing and configuring the miniature vehicles (@DBO_miniatures).
* BIS for the original models that were used to create the miniatures.
* Q for testing and feedback.
* Demo mission and addon pbo files created with cpbo by Keygetys.
* Thanks to Solus for allowing me to include the XEH addon in the release (and, of course, for making the great addon in the first place!)
Change Log- v0.4.0
Added
* Ground textures shown on terrain (grass, urban, rock, sand, etc).
* Ranging rings shown on terrain.
* Infantry can now be detected if required.
* Any projector can be associated with any nearby or remote sensor (such as a radar tower, mobile HQ or AWACS plane) and will show a HoloMap centred on that sensor's position, at least until the sensor is destroyed.
* A projector's sensor can be switched in-game, for example using an action.
* Any vehicle or object can be made into a jamming device, with a specific range.
* Any vehicle can be given a stealth factor, which reduces the range at which it can be detected.
Modified
* Demo mission moved to Sahrani, so as to better showcase the script.
* (With Miniatures) All vehicles now shown as a tiny model. However, most will default to a generic vehicle type rather than being representative (e.g. all land vehicles, regardless of side, size or type, default to a humvee miniature!)
Removed
* No longer uses the Blue Box from DBO_miniatures.
Fixed
* Only those players who start within 10m of the HoloMap will EVER be able to see anything on it (this allows for staff officers to see it, but not to unnecessarily update it for the regular army soldiers).
* If a vehicle exists beyond the edge of the zone covered by the HoloMap, it will still be represented on the map, though placed outside the "projector area", floating in mid-air.
* There can only EVER be one HoloMap in the mission.
* FPS spike when redrawing terrain.
* HoloMap rendered regardless of player's proximity to the projector unit.
* The information displayed is appropriate to the observer, not to the projector (thus, you can't look at an enemy projector and get any different information from it than you could from your own).
(See readme.html for full changelog)
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