Arma 3
ITN - Illuminate The Night
379 Comments
Sugar Man ♠ 7 Jul @ 2:26pm 
I'm also having this issue. For some reason activating the ITN on vehicles hard-stucks that to weapons. Even if I get rid of the laser device it stays on.
W. Fisher 6 Jul @ 8:59am 
The IR ILLUM effect stays on once it's activated on the rubber boat. Even if you switch laser modes, the beam remains stuck on
GhostJB  [author] 6 Jul @ 8:51am 
@OAK which effect persisted? Did the IR AIM's laser beam stay on even when turned off or the mode changed to a mode without an aiming laser? Or was it the ILLUM beam (which is actually a flashlight, according to the game engine) that couldn't be turned off via the power button or mode changing?
W. Fisher 6 Jul @ 8:47am 
@GhostJB
Additional scenario I used for testing was turning on the IR laser on the rubber boat. After that, I could not turn off the IR laser again.
W. Fisher 6 Jul @ 8:44am 
@GhostJB
As far as I have tested, it is = IR AIM, ILLUM, Flash IR, IR DUAL.
GhostJB  [author] 6 Jul @ 8:30am 
@OAK which effect was permanently on? Was it the laser beam, the illuminator, or a flashlight?
W. Fisher 5 Jul @ 9:33pm 
Do you know about a bug when turning on the laser while inside a vehicle? Recently, I was on a boat and left the laser turned on. After getting back on land, I couldn't turn it off anymore — it stayed on for the rest of the game. I had to leave and rejoin the server to fix it.
GhostJB  [author] 26 Jun @ 1:23am 
@T.Justin you may have accidentally set the "auto-on" feature at some point. Open the device interface (tap default key F4) then hold right-click over the activation/power button, drag you cursor down to the "X" icon, and release. This should turn off the auto activation feature.
SO2 T. Justin 25 Jun @ 7:18pm 
Hi does anyone know how to fix the issue where my laser activates automatically after every movement
simpel 23 Jun @ 6:25am 
Got it, thanks
GhostJB  [author] 22 Jun @ 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 22 Jun @ 11:52am 
What is the purpose of the gjb_itn_beltFedFix variable and how do I use it?
Mom 7 Jun @ 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 21 May @ 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 20 May @ 6:23pm 
could you add a simple error check for guns without lasers?
DimiDerevo 17 May @ 4:31pm 
Got it, I I'll try to fix this issue and inform you if I'll ever do this this.
GhostJB  [author] 17 May @ 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 17 May @ 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] 17 May @ 4:30am 
Understood, I'll look into that, thanks
GhostJB  [author] 16 May @ 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] 16 May @ 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 11 May @ 4:24pm 
When entering buildings the laser goes into the rifle, anyone know a fix?
Owl 4 May @ 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 14 Apr @ 12:33pm 
And a little suggestion/request. SPS Weapons V2 has some really cool shit. Would love to see a compat for that.
Nexogamer401 8 Apr @ 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 29 Mar @ 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 26 Mar @ 2:04am 
Can you add a bikey for MP use?
Husher 7 Mar @ 6:49am 
How do i change the option back to clicking buttons on the peq itself rather than clicking on a gui menu
Symbolizer 16 Feb @ 9:14pm 
How do i change the dot thickness/size on the modes like IR AIM LO/HI ?
Puotek 29 Jan @ 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 28 Jan @ 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 28 Jan @ 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 28 Jan @ 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 21 Jan @ 7:00am 
Hi! Can you make the visible and ir laser brighter? We need it a lot! Please! Thanks...
ElPedroChicoRaulAlfonsoTejada 30 Dec, 2024 @ 8:13am 
Brighter flashlights for AI too?
GhostJB  [author] 19 Nov, 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 19 Nov, 2024 @ 3:05pm 
is it normal for the laser beams to only be really visible when its raining?
HBAOplus 18 Nov, 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283612524&searchtext=anime+rewrite
steel 16 Nov, 2024 @ 9:04pm 
plan on adding for support for jca weapons?
HBAOplus 12 Nov, 2024 @ 12:15am 
@GhostJB
Ok, thanks:steamthumbsup:
GhostJB  [author] 11 Nov, 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 11 Nov, 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3346427969
Brucey 11 Oct, 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 28 Sep, 2024 @ 7:05am 
Is it possible to make AI also use the illuminators and new flashlights?
Frost_99 19 Aug, 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 17 Aug, 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/2794721649
HBAOplus 17 Aug, 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 10 Aug, 2024 @ 3:34am 
@GhostJB the nvg filters are not working, will there be a fix?
Frost_99 8 Aug, 2024 @ 4:48am 
Hey @GhostJB do you have any plans down the line to make a compat for the BWMod?