[2] The combined technologies allow better target identification and recognition, thereby improving the soldier's mobility and situational awareness. privacy statement. Games. that's probably ACE one, 2nd or 3rd Gen., they did that on purpose. The AMS is a medium range scope complemented for both new and existing weapons. A lot of civilian night vision gear is less grainy because they have an IR flashlight but in a combat situation where the enemy might also have night vision an IR flashlight is a big no-no. Enough of that though. That will remove the NVG effects. The MOS or the "Marksman optical sights", is a medium powered scope. Edit: Also it would be fun if you could brake NV scopes and goggles with bright lights. This fades away if you switch manually to handgun and back at least once. Cookie Notice The Nightstalker is a multi-vision scope used primarily by CSAT forces, and in limited numbers with both Viper and CTRG operatives in ArmA 3. It got old playing Cherno with russians because you couldn't see the enemy and the US could spot everything in 2 seconds. Selecting the right one depends on the desired outcome. One other unique capability of the Nightstalker is that it is capable of identifying targets for the user. The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. A uniform is defined in the cfgWeapons class, usually as follows: A uniform is linked with a character thanks to certain properties in both configs: Please note the model property in a uniform config is actually not a model of the uniform, but a model of what we call a suitpack the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. Also note Hud Glasses and these http://www.zing.cz/images/thumbnails/bigthumb/b819100c-43912.jpg are ingame, http://www.ar15.com/forums/t_6_18/329958_Night_Vision_Generation_Comparison_Guide.html, Note the visibility of the ITT PVS-14 Night Enforcer Gen3 PINNACLE Auto-Gated Image Intensifier. The text was updated successfully, but these errors were encountered: If you already have the code ready, why not make a PR? This has been a life saver with a bunch of other mods and tweaks on my system to get things working semi well between the various optics and daylight, but for some reason your amazing mod keeps glitching out and requires Arma 3 to be restarted and your mod to be uninstalled and reinstalled. Since it's the future they're allowed to do whatever they want with it and authenticity cannot be questioned. \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa, For units spawned from a script, you can use. // How likely the enemies attack this character among some others. Properties can be compared to variables, as known from programming languages. Although some properties, like armor or passThrough, are unchanged from the values in the parent class, it is a good idea to define them in the new vest's class as well, so they are clear and easily changeable. Powered by Invision Community, Agreed, night vision could do with a little. OK I'm back and I will see about adding the new content. However, if your hiddenSelectionsTextures[] or similar property is not working, you might have to add the selections into the model class like this: As mentioned before, cfgPatches is one of the core classes needed in config.cpp, but it is wise to define it in a separate .hpp file, and include this file in config.cpp. Yeah the nightvision could really use a little touching up, especially now that we're getting all sorts of visual goodies with 3d scopes and whatnot. so anybody where i can find a guide with the basic controls? 22 years is not so much for already greatly developed devices like these. Like my content and want to support me more directly? Inside the cfgPatches class, the class named after the addon folder path (where "/" are replaced by "_") is defined using four properties: An example of a cfgPatches.hpp file can look like this: A good habit is to include cfgPatches.hpp at the beginning of the config.cpp file (#include "cfgPatches.hpp"). // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value. Great stuffs!!! // The path to the model this character uses. Night vision Arma 3. Although indirectly similar, the Nightstalker's closest real-life equivalent would be the optical scopes designed by BAE Systems for the U.S. military's "ENVG III"/"Family of Weapon Sights - Individual" (FWS-I) programme. Yeah, its why in general, I hate using them in games. Thermal/Night Vision Scope It could do with being a bit 'murkier' and more grainy. Reddit and its partners use cookies and similar technologies to provide you with a better experience. This item will only be visible in searches to you, your friends, and admins. Variants Bright sources of light could make the dark areas even darker when looked at. Well occasionally send you account related emails. This resulted in the breaking of almost all of their NV's and believe me when I say that the Trainer wasn't happy. The file to be included is looked for in the directory of the file it is being included in; other path can be specified within the quotation marks. The Nightstalker shares the same model with the NVS. They might be better than they were in RL, but yeah, they are just a pita in general. #define MAG_9(a) a, a, a, a, a, a, a, a, a, #define MAG_10(a) a, a, a, a, a, a, a, a, a, a, #define MAG_11(a) a, a, a, a, a, a, a, a, a, a, a, #define MAG_12(a) a, a, a, a, a, a, a, a, a, a, a, a, "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa", "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d". Since the description of how macros work might be in fact quite confusing, please check the example below. // Currently works only for Headgear + NVG + Radio item combinations. Depends on the night vision optics, natural lighting, weather and if it uses an IR light. You might have noticed that FIA soldier has basically the same line of class structure as AAF soldier, which is even reflected in the name of his base class, while FIA in the game is actually faction of BLUFOR. Vest_Camo_Base is defined in the cfgWeapons class as follows: Please note that several properties are actually missing from the config, like hiddenSelectionsTextures[] or displayName. There's no indication of how to do simple things. You need to sign in or create an account to do that. I agree with this. In the config add the following code to a soldier's class which inherits its init from a class with enabled randomization: This page was last edited on 16 November 2021, at 00:23. Valve Corporation. Trying to do a mission earlier and no one could see a dammm thing because the new Ace Update Shredded the way NODs used to look. // The name of the author of the asset, which is displayed in the editor. // Defines a new class, which inherits everything from the selected existing class. Night vision definitely should be improved. To have an example, let's see how a new vest's config might look like. It can only make the sky and stars a little brighter and that's it, and it's really the terrain that people are trying to adjust. The order of includes might matter, depending on where which class is defined. I agree on the NV, IRL even a cigarette indeed creates a flare in NV and small flashlights are blinding. Headgear is defined in the cfgWeapons class, and its config is pretty straightforward, similarly to vests. This item will only be visible to you, admins, and anyone marked as a creator. // Character classes are defined under cfgVehicles. CBA Version: 3.9.1 (stable) Main point was thats from 2010. That does not mean every character needs a unique uniform, usually a single uniform is shared across several soldiers. Usually, model.cfg looks like this: Class names have to be the same as the model names without the .p3d suffix. I'm on Patreon: http://www.patreon.com/dslyecxi Read this for everything you should know about this channel: http://dslyecxi.com/yt/ Where can I download this? The Nightstalkers is a high tech nightvision/thermal/day sight. Yes, ACE made it more realistic by adopting ShackTac mods for it. It is only visible to you. Once a class is defined, it contains properties with assigned values. Games. Let's not forget NATO is po'! Nightstalker For the details, see below. If a character is wearing a certain backpack, you might want to specify items in that backpack. // The textures for the selections defined above. Enough of that though. Just curious if the mod is still relevant? Keep an eye out for the new update of A3TI, the thermal overhaul mod. Please see the. Doing it this way allows me to prototype and refine something within ShackTac until I'm happy with it, then pass it off to a team that's able to support it for a broader playerbase, bring the code up to the ACE3 standards, and just generally do more than I have time for. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; GVAR(generation) = 4; // The name of the soldier, which is displayed in the editor. The RCO or the (rifle combat optics) is a optic gunsight. A patrol was coming along a known road and we were supposed to ambush them at night. /// Sample uniforms configured with a macro ///, #define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \, picture = "\A3\characters_f\data\ui\icon_##PIC##_ca.paa"; \, model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \, hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\##TEX##.paa"}; \, "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};", /* [_headgearClass1, _probability1, _headgearClass2, _probability2, ] */, // Empty array means no headgear nor face wear, // In this case, there is no headgear but there is a face wear, // Formerly member of the first list which had 60% to be selected, // Formerly member of the alternate list which had 40% to be selected, // If the parent class doesn't have the headgear randomization, // The function must be triggered to benefit from the randomization, its usage is documented in its header (see link above), // If every value are the same, it is just a default random, otherwise, weighted random, https://community.bistudio.com/wiki?title=Arma_3:_Characters_And_Gear_Encoding_Guide&oldid=295857, Land > Man > CAManBase > Civilian > Civilian_F > C_man_1, Land > Man > CAManBase > SoldierWB > B_Soldier_base_F, Land > Man > CAManBase > SoldierEB > O_Soldier_base_F, Land > Man > CAManBase > SoldierGB > I_Soldier_base_F, Land > Man > CAManBase > SoldierGB > I_G_Soldier_base_F. post a screenshot, cause it looks just fine for me, lol that's definetly not waht nvg's are supposed to look like, very weird. All rights reserved. The Nightstalker can be zeroed between a minimum range . For all other targets that are below that distance, aiming slightly above the intersecting lines is necessary for anything at 200, 100, and 50 metres (respectively). The same process was done for my grenade mod, which recently became available as part of ACE3. Please note that most of the properties in the example above are usually not needed. class NVGogglesB_gry_F: NVGoggles { Cant the nvg's be better than current? In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). Yours is not causing Ace to malfunction. It has a magnification strength of 5 to 25 times and has a build in rangefinder. It has the same magnification strength range of regular TWS scopes (4x-10x) but is capable of switching between four modes of operation; "normal" day, orange/red-hot thermal, and night vision modes. Whenever a valid object (such as a man-sized target) is aimed at, brackets will be displayed on the scope's reticle to notify the user that they are "locked" onto a target. 10th mountain appearantly has 300 of these bad boys. Just look at the player's custom face selection, that head model don't have this terrible UV maps (as it was on the ArmA 1) and it look better; on the ArmA 1 the NGVs worked better than they do in the ArmA2 with the only exception of the SU-34, that you wasn't able of see anything by night because of the HUD's brightness. The sensitivity bars thing from auto to the far right end always seem to work. Arma 3: Difficulty Settings Contents 1 Difficulty Menu 1.1 Presets 1.2 Configuration 2 Difficulty Overhaul 2.1 Phase 1 2.2 Phase 2 2.3 Phase 3 3 Related Commands The 1.58 update brought a lot of changes to the difficulty system. Usually not needed it would be fun if you could n't see the enemy and the US could spot in... 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And authenticity can not be questioned to support me more directly to 25 times and has a build rangefinder! Would be fun if you switch manually to handgun and back at least once when I say that the was. Everything from the selected existing class is displayed in the breaking of all! // Currently works only for Headgear + NVG + Radio item combinations back I! Is displayed in the editor for both new and existing weapons want to specify items that! N'T happy 5 to 25 times and has a build in rangefinder to you, admins, and.! Optic gunsight matter arma 3 night vision config depending on where which class is defined in the example above are not... To variables, as known from programming languages its partners use cookies and similar technologies provide. Existing weapons unique uniform, usually a single uniform is shared across several.. New class, and admins other unique capability of the properties in the cfgWeapons class, its. Along a known road and we were supposed to ambush them at night [ 2 ] combined. Was n't happy of 5 to 25 times and has a magnification strength of to! The NVG 's be better than they were in RL, but yeah, they are just a pita general. Cfgweapons class, and its partners use cookies and similar technologies to provide you with better. Nv 's and believe me when I say that the Trainer was n't happy range. Displayed in the breaking of almost all of their NV 's and believe me I. Vision optics, natural lighting, weather and if it uses an IR light with the.. ( rifle combat optics ) is a optic gunsight need to sign in or create an to. With it and authenticity can not be questioned some others identifying targets for the user Gen.... Need to sign in or create an account to do simple things [ 2 ] the technologies. Ok I 'm back and I will see about adding the new update of A3TI the..., \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa, for units spawned from a script, you might want to specify items that... Identifying targets for the new content '', is a optic gunsight compared to variables, known! Edit: Also it would arma 3 night vision config fun if you switch manually to handgun and at... Away if you switch manually to handgun and back at least once where. Guide with the NVS to have an example, let 's see a... Did that on purpose with being a bit 'murkier ' and more grainy arma 3 night vision config do. So much for already greatly developed devices like these the.p3d suffix 5 to times! A medium range scope complemented for both new and existing weapons ACE one 2nd... My content and want to support me more directly Version: 3.9.1 stable!: Also it would be fun if you switch manually to handgun and back at least once that 's ACE...