Arma 3
RAIEM - Illuminate the Night (ITN)
93 Comments
󠁳opeartor23e 25 Jan, 2024 @ 3:01pm 
the settings for the mod is not showing up
rafael__gracie 8 Dec, 2023 @ 6:49am 
Hi guys. The only one setting bug! Is it related to the update of the CBA3. They have a new feature called: Add conditional blocking of switchable attachments #1595. link: https://github.com/CBATeam/CBA_A3/pull/1595/commits/fb49dce2d73a0fcdc52ef5075adecce98c0e7458
GhostJB  [author] 22 Nov, 2023 @ 12:49pm 
@GreenARMY Yes, you may repack/reupload this mod. I just ask that you mention me as the author. Thank you for asking :)

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.
[TFWS] GreenARMY 22 Nov, 2023 @ 9:21am 
Hello GhostJB can i reupload the mod to reduce for my servers mod list
Mabs 5 Nov, 2023 @ 5:17pm 
Yea it seems bugged on my dedicated server as well. There's only one brightness setting for the IR light and it's an intense unbelievably bright setting that washes everything out. If you're working on a newer version of the mod tho that's great to hear. Thanks.
Abraxas 28 Oct, 2023 @ 11:31pm 
Working all around for me C:
Hope the last few weeks have been kind 'JB
Blazej 28 Oct, 2023 @ 1:39am 
For me the mod only works with russian lasers
Kenn91 4 Oct, 2023 @ 3:22pm 
I was just about to comment about the lights. As Zantza said they far too bright to the point I can barley see what is going on in a room I enter and cannot make out whats infront of me since it all is one bright blob. I understand your busy but if you do get a chance to fix the issue it would very appreciated.
GhostJB  [author] 22 Sep, 2023 @ 7:08pm 
I suspected this might happen. Thank you for letting me know. Unfortunately, I've not been able to focus on Arma modding recently, and this version of ITN has been mostly deprecated since I began working on the newer version. No guarrantees of when I'll be able to make a fix, but I'll put it on the list of to-do's.
Zantza 22 Sep, 2023 @ 10:40am 
Yes I know about that "feature". However now the player's own light is too bright as well. This happens under every circumstance. For example the IR illuminator on high is basically completely unusable. Flashlights are barely usable.
GhostJB  [author] 22 Sep, 2023 @ 9:03am 
@Zantza under what circumstances are the lights too bright? I initially shelved this version of ITN because of a bug in multiplayer that made other player's flashlights way to bright inconsistently
Zantza 22 Sep, 2023 @ 8:35am 
It seems that 2.14 has "broken" your configs. See https://feedback.bistudio.com/T170990
This was fixed in the update and all the lights are now way too bright.
GhostJB  [author] 5 Jun, 2023 @ 11:03pm 
I'm not sure I'm understanding you on this. I checked the signature files just now and they appear to check out. Do you mean that it's only allowing the USAF portion of RAIEM to work?
GTG | Anoreth 5 Jun, 2023 @ 2:16pm 
Last question. Downloaded this mod and set it as an optional key, but the game is only registering the USAF only version.
GhostJB  [author] 5 Jun, 2023 @ 12:59pm 
Client-side. This version edits the equipment itself, so any player who doesn't have this mod installed will not see the effects, or the lasers equipped to other players weapons.

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.
GTG | Anoreth 5 Jun, 2023 @ 12:26pm 
Server Side or Client side mod?
GhostJB  [author] 24 Apr, 2023 @ 11:17pm 
@uzi if you are using this version of ITN (RAIEM), then that is likely not a fault with the mod, but rather a game limitation. Though, it's not one that I expected or experienced. THIS version of ITN uses the same mechanisms that Arma uses for making IR lasers (for IR lasers) and flashlights (for the IR illuminators), so if vanilla lasers/lights work with PIP scopes, this mod should as well. Visible lasers are generated using ACE's method, which may not work with PIP scopes due to how it is done. That being said: this version of the mod is basically deprecated/obsolete.

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.
uZi 24 Apr, 2023 @ 2:22pm 
Seems like the IR illumination and lasers do not work with any of the PiP scopes. I am using RHS factions and also tried PiP scope collection mod but both IR illumination and laser do not render in PiP. Is there any fix planned for this?
GhostJB  [author] 26 Jan, 2023 @ 8:08pm 
@Halliwedge shoot me a DM and we'll work out the details
Halliwedge 26 Jan, 2023 @ 6:22pm 
@GhostJB Anyway my Unit could assist with testing the newer mod?
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!
Barteg 24 Jan, 2023 @ 9:02am 
Alright, great to know that there will be a decent flashlight
GhostJB  [author] 23 Jan, 2023 @ 10:48am 
@Barteg I am working to replicate real-world behavior of devices in-game as accurately as I can. Given that most every flashlight that has been modded into the game pushes maybe 200 lumens (a lot of them are modeled after older equipment), they won't be super effective beyond 100 meters, but will *definitely* outmatch the vanilla flashlight. I have also worked to replicate the "hot-spot and spill" effect of most reflector flashlights.

IR illuminators, which are laser-based, are effective up to and beyond 600m, depending on model, but have a limited cone size
Barteg 23 Jan, 2023 @ 3:05am 
A question, will it use some more powerful flashlights than the vanilla ones ? Like the one's in Carl's Flashlight which has a range of 100m and can be extended even further
GhostJB  [author] 12 Jan, 2023 @ 7:56pm 
@Halliwedge I'm glad that you like the mod! As a quick answer to both the CUP and brightness questions: yes!

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
Halliwedge 12 Jan, 2023 @ 6:07pm 
Absolutely fantastic job mate, this is exactly what I was after for my unit! Was wondering if you had any plans to implement a CUP weapon mod version to this as that would just make this mod a must have for any modern Milsim.

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!
GhostJB  [author] 8 Jan, 2023 @ 3:20am 
@飞龙岩山 Yes, it is! I wish that I could give a solid idea of when it will be released, but I am still working on it, and it will hopefully be soon(tm).

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.
飞龙岩山 7 Jan, 2023 @ 11:39pm 
Is this mod still going on?
GhostJB  [author] 22 Oct, 2022 @ 3:12pm 
@Kaiser Mighty Yes! The new mod should provide limited support for *any* laser device from *any* mod, but I am planning to include full support for Tier 1's laser devices, alongside RHS and CUP.

"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.
Mighty 22 Oct, 2022 @ 2:07pm 
Is support for the Tier 1 weapons NGAL planned?
GhostJB  [author] 18 Sep, 2022 @ 12:35pm 
@A3ROSN1P3R The new version won' depend on ACE's visible laser feature, as the devs have added a native function for drawing lasers of any color and size, but it will still be compatible with the weapon lasers that ACE adds (Which I think is just the green-laser version of the base game's laser)
A3ROSN1P3R 14 Sep, 2022 @ 10:19am 
Very nice, still hoping for it to be integrated fully with ace, since it is open source, but still very nice.
GhostJB  [author] 10 Sep, 2022 @ 4:29pm 
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.
Zantza 17 Jul, 2022 @ 4:42pm 
Good to hear about the new version. This is honestly one of the best mods on the Workshop and completely transforms night ops for us. Looking forward to more improvements.
GhostJB  [author] 16 Jul, 2022 @ 2:38pm 
@HBAOplus I'll look into it, but I can't make any promises. This version of ITN is going to become legacy in the not to distant future. I'm currently working on a new approach, which allows for full functionality while still using the original lasers and stuff, so no replacement needed.

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
HBAOplus 15 Jul, 2022 @ 6:51pm 
Hi, could you please make an option in (cba) addon settings to totally replaced RHS pointers in all the missions?
GhostJB  [author] 4 Jul, 2022 @ 5:48pm 
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
simc_irl_43 28 Jun, 2022 @ 7:34pm 
thank you
GhostJB  [author] 27 Jun, 2022 @ 3:55pm 
I have full intention of making a CUP compatible form of this mod, yes, for all of its laser devices. I'm currently rebuilding the mod from the ground up, though, so it's waiting on that at the moment. Thank you for the interest, though!
Ethrigger 27 Jun, 2022 @ 2:01pm 
CUP PEQ-2 compatibility? My unit is based around Iraq 2003 and we would love to use this mod with the PEQ-2
GhostJB  [author] 23 Jun, 2022 @ 4:18am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2824756050
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.
GhostJB  [author] 27 May, 2022 @ 12:31am 
@_Zone Those are all on my list of do's, yes. They've taken a backseat to the current feature upgrade (mentioned below) but will follow once I've completed the framework.
_Zone 26 May, 2022 @ 9:42pm 
Can you give the vanilla DBAL-A2 the same treatment? Maybe even Tier One weapons?

Sorry, if that's been asked before...
GhostJB  [author] 26 May, 2022 @ 2:14pm 
A quick update for folks. I am currently working on ACE Self Interaction functionality for this project. The original control scheme will remain (CBA's prev/next rail item from VIS through IR modes), but there will be more functionality through the Self Interact menu. As of this posting, devices with focusable illuminators will be able to swap between wide and narrow beams, and devices with diffusor caps can toggle them.

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.
AlphaZNovember 9 May, 2022 @ 4:20pm 
@GhostJB, regarding your last comment...adding a narrow illuminator beam would be about the best thing you could do to really put this mod out there. I'm genuinely perplexed that Bohemia didn't add such an illuminator as the default one. Other than that I really wish that you keep up your great work!
GhostJB  [author] 4 May, 2022 @ 7:36pm 
Also: I'm considering updating the illuminators to have a "wide" mode (~10*, what the "Illum Hi" currently is) and a "narrow" mode that will be ~1*, to represent that just about all the devices actually have this focusability to the illuminators. This could potentially increase usability for longer-ranged users, as the narrower beams are slightly brighter than the wider ones. (Same output spread across less area.) Is this a feature that the community is interested in? Should the "diffuser cap" modes be done away with or maintained? I'm curious as to what people think about this.
GhostJB  [author] 4 May, 2022 @ 7:35pm 
I did some more testing re the brightness being way too much, and it's definitely an engine-level thing, as the same effect was reproduced using the weapon light which comes with the base game. I've submitted a bug report about this on Bohemia's Feedback Tracker (#T164693). It also seems that the "full" brightness which the lights take on startup is significantly higher than whatever they are coded for in the config. :/

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.
Seb 14 Apr, 2022 @ 6:36pm 
dont worry we all know how arma is especially when it comes to trying to develop something for it
GhostJB  [author] 14 Apr, 2022 @ 3:54pm 
@Sebastion, thank you for the testing and bug reporting. I've unfortunately been focused on university this past month, but I should be able to focus back onto addressing these issues in a few weeks. I've seen both the behaviors you're mentioning, and I'm worried that they are either engine level issues (such as the changing illumination values; I think it might be related to hardLimitStart/hardLimitEnd attenuation values in the config, which would mean maybe a potential workaround, but I have not yet tested this at all) or are a bug with the required mods (specifically the attachment script being leveraged from CBA: It doesn't include a function to preserve the laser's state across the item replacement, which is likely the issue in your second case).

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.
Seb 14 Apr, 2022 @ 11:55am 
another issue that we found is that when swiching laser modes while having the laser active the change does not happen for other players, its simply turns the laser OFF from their POV

to conclude the MP behaviour is still broken and needs looking into
Seb 14 Apr, 2022 @ 11:52am 
Hi - update on my previous bug report about the IR illuminator/laser combination mode (both dim and high) being displayed as extremely bright for other players is MP

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