Arma 3
ITN - Illuminate The Night
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Update: Dec 10, 2022 @ 10:52pm

0.0.0.7
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* Hopefully fixed the issue with USP uniforms, please let me know if you continue to have issues with lasers not working or lights pointing due north while using USP uniforms.
* Corrected the laser offset for the Perst3G (Top) laser devices from RHS AFRF.
* Changed the activation for the auto-on mode from keybind to Interface. Once a mode is selected in the Addon Options menu, using the FIRE button in the Graphic Interface will toggle the feature, rather than directly toggle the device.

Update: Nov 25, 2022 @ 5:57pm

0.0.0.6
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* Fixed the button locations in the DBAL-PL's interface.
* Added support for NIArm's rifle-versions of their lasers and lights, as well as added a green visible laser variant of the DBAL-PL for rifles.
* The interface for generic (non-supported) devices is now functional, though feature incomplete.
* Added a system to automatically toggle light/laser devices on or off, depending on how the player's weapon is currently held (up vs. down, aiming down sights, or using GGE's canting).
* Added an option for selecting which mode the auto-activation feature should use. This will eventually be integrated into the device interfaces; the settings menu option is a temporary measure.

Update: Oct 2, 2022 @ 1:19am

0.0.0.5
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* Found the tube of Loctite, so device knobs should no longer fall off. (Perst3/2DP is known exception)
* Updated offset storage methods and added offsets for several niche weapon classes that had been missed.
* Reduced the size of the device GUI by ~20%.
* Added illuminator focus and diffusor buttons to the relevant device GUIs.
* Made sure the DBAL-PL's IR illuminator was actually IR.

Update: Aug 21, 2022 @ 12:35am

0.0.0.4
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* Reinforced client authority over device states, hopefully ensuring that all users will see the same outputs from devices.
* Reinforced device knobs, so they shouldn't randomly fall off (and stop devices from working entirely).
* Added a debugging reset keybind, which will reset device states in the event that they break (must have debug mode turned ON in the addon options menu).
* Began the individualizing of devices.
* Added the ability to change the beam divergence for applicable IR illuminators between 10*, 5*, and 1*. Narrower beams will illuminate farther, brighter.
* Added the ability to apply a diffusor to applicable IR illuminators, turning them into a short-ranged IR flood light.
* Changed device activation keybind into a single key, shifting the various modes into a setting in the addon options menu.
* Created default keybinds.

Update: Aug 7, 2022 @ 2:47pm

0.0.0.3 (Didn't update build #, oh well...)
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* Added overlays to the device interfaces which highlight control. This overlay can be turned on or off via the Addon Options menu.

Update: Aug 3, 2022 @ 3:45pm

0.0.0.3
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* Made the script for detecting memory point offsets more robust.
* Wrote in weapon and device offsets into CfgITNCompat to cut down on script wait for known devices.
* Swapping to binoculars or putting away all weapons will now properly turn off device effects, and should no longer break the ability to use devices after swapping back to a weapon.

Update: Jul 28, 2022 @ 10:26pm

0.0.0.2
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* Added graphic user interfaces for compatible devices. All available device modes can be accessed from this interface via clickable buttons.
* Added customizable keybind to open interface. This key is hold only.
* Added compatibility for RHS AFRF, RHS USAF, and NIArms laser and flashlight devices.
* Added green laser versions of the Perst-3 from RHS AFRF.

Update: Jul 22, 2022 @ 5:26pm

0.0.0.1
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* All RHS lasers should be supported now
* Being in Currator/Zeus menu will block device controls from functioning
* Device controls are sensitive to whether player is RC'ing a unit via Zeus
* Added Zeus module to toggle AI unit laser devices on/off. Unit must be a person, alive, and equipped with a laser device. Currently defaults to the first IR mode of the device. Future implementation will include a means for selecting the device's mode.
* Added setting menu to calibrate the distance at which ITN will continue to draw lasers and light sources for units from
* Some back-end cleanup to hopefully reduce the per-frame load of the mod's scripts

Update: Jul 13, 2022 @ 1:48am

Initial upload of test branch.
Lasers (vis and IR), IR laser illuminators, and flashlights (vis and IR) are functioning
accessories that are fully featured include: base game laser, (RHS) PEQ-15 (all variants and combinations).