Arma 3
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RAIEM - Illuminate the Night (ITN)
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Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
310.432 KB
29 Dec, 2021 @ 10:13pm
12 Mar, 2022 @ 1:55pm
14 Change Notes ( view )

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RAIEM - Illuminate the Night (ITN)

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's AFRF and USAF mods more into line with the functions and capabilities of their real-world counterparts.

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

For a version of this mod that effects devices from NIArms, 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 (PEQ-15, PEQ-15A, PEQ-16, Perst-3, M952V, WMX-200, 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 AND RHS USAF. 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!
Popular Discussions View All (1)
0
1
2 Feb, 2022 @ 2:23am
The Thought and Method of ITN
GhostJB
93 Comments
󠁳opeartor23e 25 Jan @ 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.