Arma 3
ITN - Illuminate The Night
370 Comments
simpel Jun 23 @ 6:25am 
Got it, thanks
GhostJB  [author] Jun 22 @ 10:59pm 
@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 Jun 22 @ 11:52am 
What is the purpose of the gjb_itn_beltFedFix variable and how do I use it?
Mom Jun 7 @ 2:43pm 
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 May 21 @ 12:37am 
GhostJB HI! When I press F4 (default button) I have an error - can't find some image! Can you fix it please?
r0dx864 May 20 @ 6:23pm 
could you add a simple error check for guns without lasers?
DimiDerevo May 17 @ 4:31pm 
Got it, I I'll try to fix this issue and inform you if I'll ever do this this.
GhostJB  [author] May 17 @ 7:36am 
@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 May 17 @ 6:31am 
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] May 17 @ 4:30am 
Understood, I'll look into that, thanks
GhostJB  [author] May 16 @ 9:12pm 
@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] May 16 @ 7:35pm 
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 May 11 @ 4:24pm 
When entering buildings the laser goes into the rifle, anyone know a fix?
Owl May 4 @ 1:45am 
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 Apr 14 @ 12:33pm 
And a little suggestion/request. SPS Weapons V2 has some really cool shit. Would love to see a compat for that.
Nexogamer401 Apr 8 @ 9:41am 
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 Mar 29 @ 12:33am 
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 Mar 26 @ 2:04am 
Can you add a bikey for MP use?
Husher Mar 7 @ 6:49am 
How do i change the option back to clicking buttons on the peq itself rather than clicking on a gui menu
Symbolizer Feb 16 @ 9:14pm 
How do i change the dot thickness/size on the modes like IR AIM LO/HI ?
Puotek Jan 29 @ 2:35pm 
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 Jan 28 @ 1:39pm 
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 Jan 28 @ 7:12am 
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 Jan 28 @ 5:55am 
whats name of a canting weapon mod you's using in your video::???
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 Jan 21 @ 7:00am 
Hi! Can you make the visible and ir laser brighter? We need it a lot! Please! Thanks...
ElPedroChicoRaulAlfonsoTejada Dec 30, 2024 @ 8:13am 
Brighter flashlights for AI too?
GhostJB  [author] Nov 19, 2024 @ 11:01pm 
@watchclockgit If you aren't also running ACE, yes. Laser beams are more visible during high humidity, and the base game humidity index is simply a yes or no based on whether it is raining or not.
watchclockgit Nov 19, 2024 @ 3:05pm 
is it normal for the laser beams to only be really visible when its raining?
HBAOplus Nov 18, 2024 @ 6:16am 
There is a new canting sys for rifles and pistols in Animate - Rewrite. If you have enough time, please consider adding support for it, thank you :steammocking:
https://steamcommunity.com/sharedfiles/filedetails/?id=3283612524&searchtext=anime+rewrite
steel Nov 16, 2024 @ 9:04pm 
plan on adding for support for jca weapons?
HBAOplus Nov 12, 2024 @ 12:15am 
@GhostJB
Ok, thanks:steamthumbsup:
GhostJB  [author] Nov 11, 2024 @ 7:38pm 
@HBAOplus unfortunately I don't think a fix for this is practical. HATG says it works by creating a collision box around the player which blocks line of sight, and that box is what is blocking things like lasers and (I'm guessing) other physics objects. This is similar to why ACE's trenches sometimes block lasers when you don't expect it, and why ITN has to treat LMG's differently that other weapons.

Due to how Arma generates lasers with scripts, I think the only solution would require spawning a second laser outside of the box but in-line with the first laser, which would be roughly twice as resource intensive as just the one laser, along with some other details to clean things up and look pretty.
HBAOplus Nov 11, 2024 @ 6:05pm 
ITN's laser may be blocked by Hide Among The Grass - HATG when its hiding mechnism activated. Same goes to ACE's grenade thrown.
https://steamcommunity.com/sharedfiles/filedetails/?id=3346427969
Brucey Oct 11, 2024 @ 4:25am 
Hi Ghost, do you have a guide for creating compat files for ITN? I'd love to get some native support going for some of my mods
ElPedroChicoRaulAlfonsoTejada Sep 28, 2024 @ 7:05am 
Is it possible to make AI also use the illuminators and new flashlights?
Frost_99 Aug 19, 2024 @ 12:13am 
The lasers getting screwed if we use it while in a vehicle is a massive game breaking bug, had a bad day during an op when we used ir illuminator to shine light for boat driver to see then got off the boat and turned off the illuminator but for whatever reason there was a massive light still on like full a brightness flashlight with the diffused ir flashlight radius even when device was in off position
HBAOplus Aug 17, 2024 @ 1:45am 
I also notice that when ITN activated on player, when boarding AI controled Helicopters, it will fly straight up (raise) all the way instead of moving forward. Same issue happened on Advanced Vault System.
"but since Arma3 2.10 that 'arrow' is considered to be a collision volume item, So AI heli pilot will try to avoid been impact with the item. "
https://steamcommunity.com/sharedfiles/filedetails/comments/2794721649
HBAOplus Aug 17, 2024 @ 1:43am 
Will you please adding "skipWhenMissingDependencies = 1;" to all the compat patches and placed them to the main mod addons folder?
https://community.bistudio.com/wiki/CfgPatches
SO2 T. Justin Aug 10, 2024 @ 3:34am 
@GhostJB the nvg filters are not working, will there be a fix?
Frost_99 Aug 8, 2024 @ 4:48am 
Hey @GhostJB do you have any plans down the line to make a compat for the BWMod?
DeDave Jul 16, 2024 @ 3:12pm 
Flashlights are broken. Can we expect a fix?
Jaeger Jul 15, 2024 @ 2:00am 
@GhostJB Does the Night vision color mode not work? I tried to change it, but the color stays green. DO you know of a fix?
Kebabzy Jun 30, 2024 @ 7:36am 
any chance of an ACWP compat?
ElPedroChicoRaulAlfonsoTejada Jun 23, 2024 @ 7:34am 
Ace compatibility?
Apricot_ale Jun 21, 2024 @ 11:31pm 
Can you adds compat for cdlc rf & MPP (or Bruceys Project M - Beta)?
AYE -_- SPENZO Jun 9, 2024 @ 3:55pm 
flashlights randomly stopped working for me, anyone else getting this issue?
Eva⋆。°✩ Jun 5, 2024 @ 11:00am 
i think the with very small interface it scales the buttons on the lasers weirdly
Frost_99 Jun 1, 2024 @ 11:32am 
a bug that sometimes occurs as in the lasers don't work properly but appear when i do animations that move the weapon around such as reloading. is this the same thing as the known issues section bug about lasers?
ye_mao May 26, 2024 @ 11:33am 
cannot see other players' flashlights in MP