Arma 3
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ITN - Illuminate The Night
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Data Type: Mod
Mod Type: Equipment, Weapon
File Size
Posted
Updated
23.156 MB
13 Jul, 2022 @ 1:48am
22 Nov, 2023 @ 1:23am
19 Change Notes ( view )

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ITN - Illuminate The Night

Description
Illuminate the Night vastly increases the usability and interactivity of weapon-mounted aiming lasers in Arma 3, while striving to hold true to the capabilities of the real-world devices they are model after.

ITN adds:
+ Visible lasers
+ IR illuminators (with dual laser/illuminator modes, where correct)
+ Variable power modes for both lasers and illuminators
+ Improved flashlights with a "hot spot" and "spill" pattern
+ Automatic detection of flashlights and laser devices from any mod
+ Interactive Graphical Interfaces for supported devices
+ Integration with weapon canting mods
+ Fully re-bindable controls
+ Environment effects lasers and interfaces
+ Simplified Controls option that maintains device functions while standardizing their user inputs

Mods with compat patches:
+ RHS AFRF/USAF/GREF/SAF
+ RHS USAF
+ RHS AFRF
+ NIArms
+ CUP Weapons
+ Tier 1 Weapons
+ Avalon
+ Roanoke's NGAL

Full functionality for the above mods can be activated by either subscribing to the relevant compat mod, or by using the .pbo's from the "extras" folder included in the core mod.

Controls brief:
+ Tap or hold the "Open Rail Device Interface" key to open the device interface.
+ Use the "Previous Rail Device Mode" and "Next Rail Device Mode" keys to select the devices function outside of the interface.
+ Tap, hold, or double-tap the "Activate Rail Device" to turn on or off the device outside of the interface.
+ Use the "Rail Device Illuminator..." keys to adjust the IR illuminator outside of the interface, where applicable.


## If you experience any issues while using this mod, please report them here. My life has become busy since graduating college, but I still intend to support this mod with bug fixes and occasional new compat patches or features.

Known issues:
* Lasers will sometimes emit from the player's right hand, rather than intended device, and sometimes get blocked by weapon geometry. This can sometimes be fixed by swapping away from and back to the weapon. In multiplayer, sometimes this can only be fixed by selecting a different weapon system.
* ITN lasers emit from a visible distance IN FRONT of the device when mounted to certain belt-fed machineguns, or to some launchers.


Disclaimers and stuff
Users may repack ITN into their own mods or mod packs as they wish, I just to be mentioned as the author. Users are encouraged to look under ITN's hood and learn from it (the good and the bad...), and are similarly encouraged to make their own compatibility patches as they wish
390 Comments
This mod isn't compatible with the Western Sahara CDLC
Cypher 15 Aug @ 8:15am 
flashlight on pistols arent working for me
Sugar Man ♠ 11 Aug @ 8:56am 
@TechnoTroglodyte, make sure you're not using HATG (Hide Among The Grass Mod) it spawns an invisible object in player which prevents laser to now work indoor properly.
TechnoTroglodyte 10 Aug @ 3:57am 
Yeah, the torches and lasers don't work indoors.
TechnoTroglodyte 3 Aug @ 7:41pm 
Came across an issue where the lasers don't work indoors lol
I can't see the beam of the lasers, any idea why
JaySOC 31 Jul @ 4:19pm 
Hello, having a weird bug where the laser beam is clearly visible in SP but almost or eveninvisible in MP and the CBA settings are the same, evrything is the same
Daltus 28 Jul @ 8:24pm 
Same issue regarding activating while turned out in a vic making it stuck. Using the reset keybind didn't do anything afaict nor manually doing stuff through the full controls menu
andreipetrea32 20 Jul @ 6:54am 
Could you make compat patches for BWMOD and 3CB BAF Weapons, please?
GhostJB  [author] 17 Jul @ 8:47pm 
@Kssar no repack is actually required to change the visibility of the lasers. If you make a .pbo with class CfgITNCompat in the config file, you can then overwrite the laser specs for each device. Just make sure that your mod depends on ITN Core, or the game might load ITN later and your changes won't stick. This was the intended way for folks to add or adjust devices as they needed.

Have a look at the CfgITNCompat.hpp in the core mod for an idea of how and what to modify