Arma 3

Arma 3

ITN - Illuminate The Night
Počet komentářů: 393
ElPedroChico 30. zář. v 16.10 
Could you add a CBA option to include vanilla laser & flashlight functionality? For rail devices that don't have compat patches to still work (In a reduced vanilla capacity at least)
Sock_Jay 12. zář. v 9.57 
Found a weird bug. Before using any rail attachment, if I press any keybinds related to widening or narrowing the beam of the IR Illuminators, the game will throw a Zero Divisor error at Line 43 of gjb_itn_illumFocus.sqf.

Once I enable a rail attachment and toggle on an illuminator, the game will no longer throw that error if I press the same keybinds.
Jelloshot 6. zář. v 14.42 
Can't get any flashlight to work, ir/laser works fine but not vis flash, any ideas? using the dual mount rail module from JCA but also doesnt work with cup etc
ElPedroChico 19. srp. v 7.43 
This mod isn't compatible with the Western Sahara CDLC
Cypher 15. srp. v 8.15 
flashlight on pistols arent working for me
Sugar Man ♠ 11. srp. v 8.56 
@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. srp. v 3.57 
Yeah, the torches and lasers don't work indoors.
TechnoTroglodyte 3. srp. v 19.41 
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. čvc. v 16.19 
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. čvc. v 20.24 
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. čvc. v 6.54 
Could you make compat patches for BWMOD and 3CB BAF Weapons, please?
GhostJB  [autor] 17. čvc. v 20.47 
@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
Kssar 17. čvc. v 11.23 
@GhostJB is there a chance i can modify and repack your mod to make the laser more visible, but not a laser sword like the vanilla one? i have no idea how to doit but i wanna try
Sugar Man ♠ 7. čvc. v 14.26 
I'm also having this issue. For some reason activating the ITN on vehicles hard-stucks that to weapons. Even if I get rid of the laser device it stays on.
White Fisher 6. čvc. v 8.59 
The IR ILLUM effect stays on once it's activated on the rubber boat. Even if you switch laser modes, the beam remains stuck on
GhostJB  [autor] 6. čvc. v 8.51 
@OAK which effect persisted? Did the IR AIM's laser beam stay on even when turned off or the mode changed to a mode without an aiming laser? Or was it the ILLUM beam (which is actually a flashlight, according to the game engine) that couldn't be turned off via the power button or mode changing?
White Fisher 6. čvc. v 8.47 
@GhostJB
Additional scenario I used for testing was turning on the IR laser on the rubber boat. After that, I could not turn off the IR laser again.
White Fisher 6. čvc. v 8.44 
@GhostJB
As far as I have tested, it is = IR AIM, ILLUM, Flash IR, IR DUAL.
GhostJB  [autor] 6. čvc. v 8.30 
@OAK which effect was permanently on? Was it the laser beam, the illuminator, or a flashlight?
White Fisher 5. čvc. v 21.33 
Do you know about a bug when turning on the laser while inside a vehicle? Recently, I was on a boat and left the laser turned on. After getting back on land, I couldn't turn it off anymore — it stayed on for the rest of the game. I had to leave and rejoin the server to fix it.
GhostJB  [autor] 26. čvn. v 1.23 
@T.Justin you may have accidentally set the "auto-on" feature at some point. Open the device interface (tap default key F4) then hold right-click over the activation/power button, drag you cursor down to the "X" icon, and release. This should turn off the auto activation feature.
SO1 T. Justin 25. čvn. v 19.18 
Hi does anyone know how to fix the issue where my laser activates automatically after every movement
simpel 23. čvn. v 6.25 
Got it, thanks
GhostJB  [autor] 22. čvn. v 22.59 
@simpel it moves the start-point for lasers attached to weapons with that attribute forwards (towards the muzzle/away from the player) by that value of meters. Its purpose is to push the start of the laser outside of the over-sized geometry LOD of some weapons (notably the vanilla belt-fed machineguns) so that the laser will be visible. (In arma, if a laser generated with the drawLaser command begins inside of a geometry object, the engine will assume its end-point to be the same as the start-point, and you won't get a beam, just the dot.)
simpel 22. čvn. v 11.52 
What is the purpose of the gjb_itn_beltFedFix variable and how do I use it?
Mom 7. čvn. v 14.43 
Pistol lights only work some of the time, and by some of the time, I mean in Ace arsenal. When I try to use pistol lights from MPP, or Tier 1 Weapons, they don't work except in Ace arsenal. The vanilla pistol light works fine but modded pistol lights don't work.
grigorenko584 21. kvě. v 0.37 
GhostJB HI! When I press F4 (default button) I have an error - can't find some image! Can you fix it please?
r0dx864 20. kvě. v 18.23 
could you add a simple error check for guns without lasers?
DimiDerevo 17. kvě. v 16.31 
Got it, I I'll try to fix this issue and inform you if I'll ever do this this.
GhostJB  [autor] 17. kvě. v 7.36 
@DimiDerevo that's a known issue which I caught very late, and the fix has been involved enough that I never was able to package it and push it as an update. Wish I had better to say about it, but I haven't had much space in my life for Arma these past few years
DimiDerevo 17. kvě. v 6.31 
Hi there, love your mod, but I found an issue. Controls are not aligned properly when interface size is not set to "small" or when using non-standard aspect ratio, 21:9 in my case.
Kill3rCat [1st FORECON] 17. kvě. v 4.30 
Understood, I'll look into that, thanks
GhostJB  [autor] 16. kvě. v 21.12 
@Kill3rCat best way is probably to have a hidden rail attachment that is always equipped with the IZLID "weapon". ITN only looks at the side attachments for if and where it should generate a laser beam
Kill3rCat [1st FORECON] 16. kvě. v 19.35 
Hi, I'm trying to figure out how to make a compat for the IZLID for this mod. Part of the problem is that it is not an attachment, it is simply its own weapon item. Tried adding an entry in CfgITNCompat but it seemed to have no effect.
Ghostlyshell617 11. kvě. v 16.24 
When entering buildings the laser goes into the rifle, anyone know a fix?
Owl 4. kvě. v 1.45 
Is there any way to increase the default power of IR beams at IR AIM HI mode?

All functions do work but the beams are so weak that I can't see from air vechile(such as helicopters).

I used ITN with Avalon compat.
Nexogamer401 14. dub. v 12.33 
And a little suggestion/request. SPS Weapons V2 has some really cool shit. Would love to see a compat for that.
Nexogamer401 8. dub. v 9.41 
Could you make it so the settings for the devices are saved with the weapon when dropping it. Reason is, TSP Animate has a QuickDraw function, which works by the main weapon being slung, which basically attaches is to the player, which removes it from the weapon slot. Everytime you sling, you have to reapply the settings for your device. Would be very nice, if that worked.
houston0g38 29. bře. v 0.33 
I got a question I’m having trouble turning the laser on and the flashlight it’s like they don’t work, can someone please post their settings for me
Valken 26. bře. v 2.04 
Can you add a bikey for MP use?
Husher 7. bře. v 6.49 
How do i change the option back to clicking buttons on the peq itself rather than clicking on a gui menu
Symbolizer 16. úno. v 21.14 
How do i change the dot thickness/size on the modes like IR AIM LO/HI ?
Puotek 29. led. v 14.35 
Can you please add a keybind that is only for "Temporary Activate Device" as in as long as the keybind is pressed the device is active, but it never works as a toggle?
Zafira 28. led. v 13.39 
Does anyone know of a way to make the IR lasers brighter? don't care if it also affects the vis HI and Low. Need the IR HI to be bright enough so people can see it.
ChupaGringo 28. led. v 7.12 
I have a bug, I'm using a laser from the rhs mod, but when I activate the laser, its focus is facing my back, I'm aiming north but the laser is projected at my back
ChupaGringo 28. led. v 5.55 
whats name of a canting weapon mod you's using in your video::???
ElPedroChico 22. led. v 9.52 
Can you add an option to use vanilla lights function, some modded flashlights don't work with ITN and it'd be nice to have a backup
grigorenko584 21. led. v 7.00 
Hi! Can you make the visible and ir laser brighter? We need it a lot! Please! Thanks...
ElPedroChico 30. pro. 2024 v 8.13 
Brighter flashlights for AI too?