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
Jul 13, 2022 @ 1:48am
Nov 22, 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
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