Arma 3
589 ratings
BettIR (Development/Alpha)
Data Type: Mod
Mod Type: Equipment
File Size
0.027 MB
Oct 17 @ 12:59pm
Oct 19 @ 6:35am
5 Change Notes ( view )

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BettIR (Development/Alpha)

In 1 collection by Vestarr
SPAR Tactical Unit Core
61 items
If you got any sympathy to me and my work and would like to see more - consider donating on my patreon:
I'm putting the content out for the Arma community absolutely for free, but life is life and it definitely will help me get these project figured out faster. I'll also mention your name in the credits.
Also Feel free to join my discord:
If you'd like to join my milsim unit, visit

BettIR - IR Improvement for ARMA

This mod doesn't change the color of the NVG's! I used a wonderful NVG mod by Apricot to take nicer preview screenshots. You can find it here:

Arma is a great game, but there's one thing it could never do - IR illumination. There's a lot of great things that only work in IR Spectrum, but ESPECIALLY in ACE mod, if it's dark - you're doomed.
In real life, you would normally use IR illuminators for that purpose. They emit a bit of IR light to help you see stuff around you. A lot of known Night Vision Goggles have them built in; you can also find these lights in AN/PEQ-15 boxes and other weapon-mounted light combos.
Unfortunately, Arma doesn't natively support such thing. However, with a bit of scripting (and magic) we can make anything work right?

The mod currently only includes:
- NVG-mounted IR lights (compatible with particular NVGs only)
- Weapon-mounted IR lights (e.g. vanilla IR laser pointer is enough to use this functionality)
- "Pressure pad" mode - hold a button to have IR laser/IR Illuminator on, as soon as you release it, it's off
- Compatible with Vanilla NVG's and IR pointers
- Compatible with most RHS NVG's and IR pointers
- Compatible with most CUP NVG's and IR pointers
- Compatible with most USP NVG's
- Allows you to use your laser along with the IR illuminator
- Multiplayer Compatible!
- Configurable keybinds to toggle the both lights (Ctrl + Alt + L and Ctrl + Alt + N by default)
- Adjustable viewdistance
- Tested with 66 AI actors with their illuminators on with minor FPS impact
- Easily Extendible - see "For Developers" section below

To be added soon:
- Weapon-specific offsets for better approximation of the position of the light source
- IR Patches
- IR-only textures
- Weapon-mounted illuminators
- AI using it and reacting to it
- Reorganizing the code architecture

Known bugs:
- Laggy in vehicles, potential fix in the pipeline
- NVG Illuminator offset vector is not being rotated with the head
- Position of the lights is approximated and might not be perfectly lined up to the actual position of the light source; will not fix (unless there's a method to fix it)

For Developers
You can make this mod compatible with other attachments/nvg's from different mods fairly easy with configs.
First of all, add the BettIR_Core to the requiredAddons. Then you add your NVG classes to the config.cpp as follows:

class BettIR_Config { class CompatibleNightvisionGoggles { class mymods_NVGs_className { offset[] = {0.1, 0.15,0.3}; }; }; class CompatibleAttachments { class mymods_some_gunAttachment { offset[] = {0.15,0.22,0.25}; }; }; };

You can also inherit from classes that are already there. Check the configs for more information!

But how do I make the AI use it?
Currently AI is very agnostic to it unfortunately, it takes a lot more coding to make it compatible. However, if you'd like the AI to use the illuminators in your scenario, you can run the below on them (first, you need to make sure they have NVG's on their head and that they're actually using them when you run it):
[this] call BettIR_fnc_nvgIlluminatorOn; // OR [this] call BettIR_fnc_weaponIlluminatorOn;

Licensing (to be updated)
Mod is in early alpha and it doesn't show the final result, but I believe it's in a condition good enough to be put out there to the world to see and test.
You're using it on your own risk though, the creater of this mod takes no responsibility of any problems that might come out of it.

That being said, I'm more than happy to look into any problems that you might face while using this mod and absolutely please let me know if that happens.

Before you ask me if you can repack it for your server's mod - yes, you can, I couldn't care less. As long as you don't try to reupload it and spread/sell it as your own mod, it's fine. Just bear in mind you will not have the updates that will come to it.

Ulfgaar - for giving me the idea to do the IR patches, which then spiraled out of control and became much more than that; for exchanging a lot of information about the real life technology and helping me understand it much more
Dslyecxi - for feedback and Nightvision-related consultation
Leopard20 - for post-release scripting advice
OneLittleSociopath - for helping me figure out some of the optimalization concerns
TheVache & Somedudechen - for helping me test this mod

I've been working on this for quite some time, but I released it a day after my bday, so if you like it, feel free to leave some wishes in the comments lmao
Popular Discussions View All (3)
Oct 28 @ 9:25am
Nov 5 @ 1:11pm
How to make my/someone's mod compatible with BettIR?
Nov 28 @ 12:12pm
Help me make it better!
< >
Fireman3549 46 minutes ago 
Any Chance that this could work with the "L3-GPNVG18 Panoramic Night Vision"?
Gunter Severloh Nov 29 @ 4:16am 
You can still zoom independantly, how i have mine setup, the mod just binds the key that you have set for optics, zoom temporary if you bind to a key say on the # keypad will still allow you to zoom your sights. Autozoom is good for certain ranges and when under fire, its a timing thing, but key binding isn't limited by the mod.
LaughMech Nov 29 @ 4:05am 
@Gunter Thanks, but I actually want my zoom key to be separate from my iron sights key - I use TrackIR find it useful to be able to zoom wherever I'm looking
Gunter Severloh Nov 29 @ 2:59am 
@LaughMech Use my mod for the zoom
it will automatically zoom your sights for you and elimiate the need to press any buttons, freeing up buttons for this mod.
LaughMech Nov 28 @ 12:11pm 
Great mod, thanks very much for it!

I have found a small bug with the "hold" button mode for the laser pointer - pressing the button bound to this function seems to force the player to switch to their primary weapon; this is a problem for me, as I have the laser hold bound to the same mouse button as the hold to zoom function, so if I try to zoom in with a pistol or launcher I'm forced back to my primary.

Hope you can find a fix as the hold mode is very fun to use in combination with the zoom in CQB.
Vestarr  [author] Nov 28 @ 8:22am 
@Ruby Rose
Yeah... I just noticed that myself this week. It is the matter of the keybinds still, but really annoying isn't it. I'll look for a solution within the long-promised update
Aggressive_Pizza Nov 27 @ 10:34am 
Ruby Rose Nov 26 @ 1:51am 
Wanted to backup a statement that -CML- Murdock made on the 30th oct in this comments section, having your laser or flashlight on during night time causes your gun to switch from full auto to semi auto, it looks like it resets the guns state entirely when you reload or toggle laser on or off.
ash jager main Nov 23 @ 6:52am 
The illuminator acts like a strobe like when on moving vehicles, the IR flashlights will turn off after 2 seconds of usage, etc. to name a few.

merc Nov 22 @ 10:09am 
@Vestarr, appreciated!