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Be aware, though, this mod is not actively receiving support, and has some bugs. You have permission to fix those bugs in your upload, if you wish, just be sure to make note of what you changed/fixed if you do.
Hope the last few weeks have been kind 'JB
This was fixed in the update and all the lights are now way too bright.
The newer version, which can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2834576684 , is also client-side, though it is script based. Players that don't have the mod will still see devices on weapons, just not any of the effects from them.
There is a newer (and more feature-full) version of ITN that can be found here ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2834576684 ) which should work properly with PIP scopes. I can confirm that it works with the SkeetIR thermal PIP scopes.
We have a second server we could use to test out builds you're willing to share and help you find bugs or problems. If not, is there anywhere we can get updates on progress of it?
I'm hyped for it nonetheless!
IR illuminators, which are laser-based, are effective up to and beyond 600m, depending on model, but have a limited cone size
My specifically, I am currently working on a new version of this mod that is *vastly* improved. RHS and CUP will be fully supported at release (though any mod's lasers will work), there are a lot of extra features, and most importantly: the IR illuminators do not blind other players in multiplayer! (It's a bug in Arma, but the new method I'm using isn't effected by it) It will be out soon(tm), but I can't give a firm date
Here's a teaser for the new version: https://youtu.be/Prh7QbK7_mw
Also, how possible would it be to make the brightness of the IR flashlights editable in the settings?
Again, brilliant job mate, keep up the good work!
It has gained a lot of cool features along the way, which have unfortunately delayed its completion a bit, but I hope that they are worth the wait.
"Limited support" devices will be treated by the mod like a base-game laser pointer, which is a Steiner DBAL-A2, with a red visible laser, and a low/high-power adjustable IR laser and IR illuminator.
"Full support" devices will have features and operation modes as they do in the real world, as well as a pretty graphical interface like TFAR's radios, so an NGAL, for example, would also have a high-power visible laser.
I will *probably* be releasing the new version of ITN in December, as there are still a few things to polish up first, and I am currently at university.
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.
That being said, in case this version works better for some communities, I'll not be removing it from Steam, so I will look into adding this feature.
Thank you for your interest! :D
https://youtu.be/7Z7GoIaooWk
This mod is not forgotten, and neither are the expansion requests. I was recently given a humongously incredible piece of script, and it has sparked a complete overhaul of this mod.
Still working some of the basic parts out, but it looks like all of ITN's existing features AND MORE (such as IR lasers of varying power level? No more lightsabers when you only want a dot-on-target) can be shifted over to scripts. Because things won't be so dependent on the config, creating expansions will be pretty simple, but there may be an increase in performance cost due to the scripting. I'm working hard to keep it as light as possible, but I am, after all, still an amateur.
Sorry, if that's been asked before...
Features under consideration include using the Self Interact menu to change power modes for devices with separate power controls (Perst-3 and DBAL, for examples) and changing which devices in a multi-device complex will be activated (laser- or light-only modes in a laser/flashlight combo, for example). I will try to maintain the original interface as much as possible with these changes, in case folks don't want *that* much interactivity with their lasers.
In the mean time, it appears that appropriate brightness is found after about a second of the light's being turned on, and will maintain itself as long as the light is being pointed at objects that are reasonably close to the player. Possible workarounds include keeping illuminators trained on the ground for the first second of on-time; not turning illuminators off and on rapidly; being careful of near objects being in the 'spill' when aiming at far objects. Not perfect by far, but these may alleviate the issue of folks being blinded all the time.
Again, I am intending to look into it, but I don't have the time at the moment. If anyone else reads this and has scripting experience with Arma, I have zero issue with other people contributing bugfixes on this project.
to conclude the MP behaviour is still broken and needs looking into
it seems like walking through the beam (or being flagged by it) somehow changes the state of the laser to what it should be ( after this the laser looks like it does for you locally for other players too)
so you can essentially fix the brightness bug by flagging all your teammates every time you change laser mode which raises the question why it gets displayed wrong in the first place
very strange behaviour