Arma 3
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RAIEM - Illuminate the Night (ITN) - AFRF Only
   
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Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
149.076 KB
2 Mar, 2022 @ 5:19pm
16 Jul, 2022 @ 2:52pm
7 Change Notes ( view )

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RAIEM - Illuminate the Night (ITN) - AFRF Only

Description
RHS-ACE Individual Equipment Modernization : Illuminate the Night
RAIEM: ITN

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There is a new version of this mod in public beta, with more features. It can be found HERE
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This mod aims to bring the laser/light modules from RHS AFRF more into line with the functions and capabilities of their real-world counterparts.

For a version of this mod that effects devices from both USAF and AFRF, click HERE
For a version of this mod that effects devices from just USAF, click HERE

THIS MOD REQUIRES ACE3 AND CBA, AND REQUIRES BINDING OF TWO KEYBINDS FROM CBA, "Next rail item state" and "Previous rail item state". Failure to bind these keys or have CBA loaded will result in only IR laser modes being available for all RHS lasers. Failure to have ACE_laserpointer.pbo (loaded by default with ACE3) loaded will render VIS Laser modes nonfunctional.

This mod does not have translations, so device and mode names are currently only in English. If this is an issue, please reach out, and I can attempt at creating a localization update for this mod.

This mod does two main things.

First, it changes the way that RHS laser attachments are interacted with, in that the RHS Attachment Change keybind no longer works. This function is replaced by the CBA keybinds, which allow for a more precise control over which mode you are selecting. (If you keep clicking "Next", you will eventually stop at an IR mode, likely with some form of IR illumination. If you keep clicking "Previous", you will eventually stop at a visible mode, either a laser or a flashlight. There is no way to reach IR modes by clicking through "Previous" from a visible mode, and no way to reach visible modes by clicking through "Next" from an IR mode.)

Second, this mod drastically increases the number of available modes, and adds new functions that were not (really) possible before Arma 2.0.6. The full list of possible modes is below, with original modes marked ^ and new-because-of-patch modes marked *.

VISible flashlight^
VISible laser + flashlight
VISible laser (Red or Green, model dependent)
OFF
IR laser^
IR illuminator, diffuse*
IR illuminator, diffuse, + laser*
IR flashlight*
IR flashlight + laser*
IR illuminator, high*
IR illuminator, high, + laser*

Each laser has a slightly different set of functions. See the chart in the images above for a breakdown of what devices have what features, and in what order they can be accessed.

A third and minor feature of this mod is the characterization of devices. Each device (Perst-3, Perst-1, and Klesh-2DP) has a slightly different specification and weight from the others, meaning that not all devices are made the same. Some devices or device combinations may be better suited for certain situations than others.

Finally, licenses. This mod is purely config files and contains no textures or models. The models, textures, and original classes used and referenced by this mod are all housed within RHS archives, and so this mod WILL NOT WORK WITHOUT RHS AFRF. To that end, I, the mod author of RAIEM: ITN, have no claims over those models or textures, and remind all that those files are subject to RHS's particular license. Further, the scripts utilized by this mod are housed in CBA and ACE3 archives, and thus are subject to their respective publishers particular licenses. I only have authority over this work of synthesis, and to that very limited extent I authorize anyone to use, inspect, tweak, and republish the specific contents of this mod and its archives, with the sole caveats that they not monetize this product and the request that, if they are publishing a mod based on this one that has similar aims, they credit me to the extent that I am worthy of being credited in their production. Thank you for being awesome!
7 Comments
GhostJB  [author] 10 Sep, 2022 @ 4:30pm 
Teaser of the new ITN: https://youtu.be/Prh7QbK7_mw

College has begun again, so time is precious, but I will try to keep working at the mod. I will probably publish a public beta in the next few weeks.
GhostJB  [author] 16 Jul, 2022 @ 2:58pm 
@HBAOplus , thanks for the report! I can't believe I missed it. I just uploaded a fixed version (both this and USAF, as well)
HBAOplus 15 Jul, 2022 @ 6:48pm 
Hi, it seems this AFRF Only mod also has dependency on RHSUSAF in your config.
GhostJB  [author] 4 Jul, 2022 @ 5:50pm 
Hey folks! Just wanted to share progress. Here's a ~40 second video demonstrating variable-powered IR lasers in a multiplayer environment using the next version of ITN (which is scripted, rather than configs and classes). Enjoy!

https://youtu.be/7Z7GoIaooWk
mfrisch100 3 Mar, 2022 @ 7:09am 
Thank you GhostJB
GhostJB  [author] 3 Mar, 2022 @ 3:27am 
@mfrisch100 Yes. I haven't focused too much on that feature in the pictures because the visible laser modes just use a standard ACE3 feature, but the red and green lasers are quite visible during daylight. I think the game will draw them out to about 100-or-so yards
mfrisch100 3 Mar, 2022 @ 12:52am 
Thanks for the mod. Does it also give the option to see a visible laser during the day?