Just like riding a bike.haha let's hope. Thank you for your contributions. // Omit this, if the headgear is a helmet. Please see the. // Identity Types are explained in the Headgear section of this guide. Please note that your custom model classes inherit everything from the ArmaMan class, where most of the commonly used selection names are listed. Arma 3 Version: 1.88.145285 (stable) CBA Version: 3.9.1 (stable) ACE3 Version: 3.12.5 (stable) Mods: CBA_A3; ace; Description: All APEX Compact NVG and ENVG-II NVGs only have a Generation 3 Night vision effect, what feels too weak for this kind of equipment (especially in relation to the "NV Goggles (Gen4)" from ACE). How much do you think night vision, or any type of enhanced vision would improve over the years leading up to the time Arma 3 is set? Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). // List of model selections which can be changed with hiddenSelectionTextures[]. Those do not define any assets themselves, but they serve as a place where classes of particular assets are stored. It's been awhile since I've coded ARMA. // If a property of a subclass needs to be adjusted, the subclass has to be declared as well, inheriting properties from its original parent class. 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. Character classes have the identityTypes[] property defined, and it can contain an identity type for facewear, for example G_NATO_default. That will remove the NVG effects. // For inheritance to work, the base class has to be defined. Bright sources of light could make the dark areas even darker when looked at. 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. None ArmA3 Adjustable Full Screen Night Vision, Hi can i use this with any scope? Night Vision Sight Selecting the right one depends on the desired outcome. class NVGogglesB_gry_F: NVGoggles { Yours works all the time, it's just not very useful. i agree, real one gives you quite a bit of athmosphere somehow. 22 years is not so much for already greatly developed devices like these. Night Vision / Infrared Improvements for ARMA 3 Vestarr 171 subscribers Subscribe 2.9K views 2 years ago If you like my work, consider supporting me :) https://www.patreon.com/vestarr It's. Also please note the macros in the magazines[] and respawnMagazines[] properties. These cfgWeapons classes need an additional class to be configured to appear in the editor. (The hashes serves for directly connecting the value with whatever is written around.) The AMS is a medium range scope complemented for both new and existing weapons. None Note that the engine expects weapons[] and respawnWeapons[] in a specific order, namely with main weapon before the handgun. There are several kinds of config files, explained right below. Nightstalkers are specifically labelled as a product of. Games. Usually when defining several classes of the same type, you might end up repeating the same parts of the code again and again. Generation 4 Night vision effect for all Compact NVG and ENVG-II models and more FOV for ENVG-II. By clicking Sign up for GitHub, you agree to our terms of service and To make things clear, properties which are arrays will be written with square brackets in this guide. // The name of the author of the asset, which is displayed in the editor. Have a question about this project? Thermal/Night Vision Scope This class is not a subclass of cfgVehicles nor cfgWeapons, it is basically on the same level of class structure as those two. I agree with this. The DMS or the (designated marksman scope), is a high powered scope. Just curious if the mod is still relevant? Look at these bad boys AN/PSQ-20. This item will only be visible to you, admins, and anyone marked as a creator. Note: Even if this system has been designed for the FIA units, provided your config is correct, it can be used with any units. GVAR(bluRadius) = 0.26; Contents 1 Design 2 Trivia 3 Gallery 4 See also 4.1 Optical sights of comparable role and configuration Design It has a magnification zoom of 5x, and uses a fixed zeroing of 300 m that cannot be adjusted. Keep an eye out for the new update of A3TI, the thermal overhaul mod. 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. The NVS (full name: Night Vision Scope) is a light-intensifying optical gunsight used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3 . You have to define those if you want to use them. The aim of this guide is to provide a comprehensive tool containing all the necessary information needed for creating new or editing existing character and equipment classes, as well as to offer a handful of useful tips. // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). Like how the hell to get onto a truck. The new values of properties are used instead of the original ones. // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. An important property is vehicleClass, it tells the game under which category the item should be listed in the editor. Configuring facewear is extremely easy, although there is one tricky part in the form of identityTypes[] property (for details, see below). All trademarks are property of their respective owners in the US and other countries. Locally, an addon is a folder containing files like models, textures, or config files. I agree on the NV, IRL even a cigarette indeed creates a flare in NV and small flashlights are blinding. Again, to make it clear, it is advisable to write names of parameters in capital letters. Cookie Notice That can be done via adding the following code before any of the macros is used: You can, of course, define only the macros with the amount of magazines you actually use. To have an example, let's see how a new vest's config might look like. Due to how this works, be mindful with spaces and quotation marks when using macros. Radar needs to be switched ON via an action (Default Arma 3 and Arma 3 Apex keybind is (Ctrl+R)). // How likely this character is spotted (smaller number = more stealthy). The TWS or the (thermal weapon sight) is a type of thermal optic gunsight. If empty, model textures are used. One other unique capability of the Nightstalker is that it is capable of identifying targets for the user. Since it's the future they're allowed to do whatever they want with it and authenticity cannot be questioned. 5x :rolleyes: Night vision could be a bit more grainy, there could be more contrast between illuminated areas and dark areas and bright lights could shine brighter, interfering with visibility. 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. The centre of the reticle where the two axes intersect is intended to be aimed at targets located 300 metres away. This item has been removed from the community because it violates Steam Community & Content Guidelines. // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection, "\A3\characters_f_beta\heads\glasses\g_combat", "\A3\Characters_F\data\ui\icon_g_combat_CA.paa", ags\data\ui\icon_B_C_Compact_dgtl_ca.paa", /// Asst. Ace NVG adjustment just blinks out sometimes on its own. isnt it the future? Is the -3 to +3 brightness thing part of your mod or someone else's I have installed? In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). I hate the current NVGs and all past BIS iterations, currently I add my own grain and blur just to get more immersion. The Nightstalker can be zeroed between a minimum range of 100 m up to a maximum of 1,000 m. It also features an integrated laser rangefinder, but has a backup collimator sight for use in close quarters combat. Then only those properties which are different from the parent class need to be defined in the new class. This is usually used in order to have hiddenSelectionsTextures[] property working. There are now four models for suitpacks, three of them located at \A3\Characters_F\Common\Suitpacks\. Sniper scope for exemple. It's been quite some time since I've touch a computer much less coded anything. I'm finding it extremely difficult to figure out the controls in-game. Got frustrated with the stupid ARMA updates where they would change the definition of a rock or whatever it and totally f up everything. The NVS or the (Night vision scope), is a light-intensifying optic scope. You need to sign in or create an account to do that. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; // use vanilla modelOptics so it will show in IR mode NVS All rights reserved. All trademarks are property of their respective owners in the US and other countries. All trademarks are property of their respective owners in the US and other countries. 4x-10x ENVG III/ FWS-I night vision mobility and targeting system, Like its night vision-only counterpart the, Hybrid scopes that are both night vision and thermal-capable. It is also advisable to use a name of a parameter with ## at both ends, although this is often not necessary. Is that what happens when you don't wipe your goggles (ACE3 mod)? Headgear is defined in the cfgWeapons class, and its config is pretty straightforward, similarly to vests. If you want to specify contents of a backpack, you do it in TransportMagazines, TransportItems, and TransportWeapons classes. CBA Version: 3.9.1 (stable) }; [2] The combined technologies allow better target identification and recognition, thereby improving the soldier's mobility and situational awareness. 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"). Phantom42513 1 yr. ago I should let you know that it worked! When packed, the whole folder is transformed into a single .pbo file. Usually, there is actually no need to use the latter. 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. Faction GVAR(generation) = 4; What I WOULD however like to see is more dynamics to the NVG's. The only difference between the two is the lack of a top mount collimator sight on the NVS and the chrome black finish on the Nightstalker. A new character class defined in config.cpp might look like an example below. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. #define MAG_XX(a,b) class _xx_##a {magazine = a; count = b;}, #define WEAP_XX(a,b) class _xx_##a {weapon = a; count = b;}, #define ITEM_XX(a,b) class _xx_##a {name = a; count = b;}. Privacy Policy. The MRD is a sight made for only one weapon. 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. This happens because name of a parameter from the #define line of the macro definition is used somewhere in the code of the macro, where it is replaced by a value used when calling the macro. modelOptics = ""; The NVS is a completely fictional design. \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. Basically, everything in Arma 3 has its class, which is defined within one of what we can call core classes. 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. All rights reserved. // Character classes are defined under cfgVehicles. ActiveRadarSensorComponent - detects radarTargets according to their radarTargetSize. Yes, ACE made it more realistic by adopting ShackTac mods for it. Sorry for the late response, I'll let you know how it goes. Type The macro syntax is quite simple. All ground holders are defined in the cfgVehicles class. It will be closed if no further activity occurs. It got old playing Cherno with russians because you couldn't see the enemy and the US could spot everything in 2 seconds. You can learn more about macros in a dedicated section of this guide. I'm still trying to get either the -3 to +3 NVG brightness working consistently, which is Ace and not yours and often turns off if I go in and out of options, or to get NOD Colorize to work, which never does. The defined capacities are 010, then 10250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. and our }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. 100-1000 m Autorifleman's backpack config ///. Nightvision shouldn't be left behind. // The textures for the selections defined above. However, there is no need to define or initialize a property in a config. In fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor. (Please note that weapons need ground holders as well, but those are not covered in this guide.). For example, a backpack for a BLUFOR Asst. CTRG CSAT Viper modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; This fades away if you switch manually to handgun and back at least once. An important property in model classes is the sections[] array. Espaol - Latinoamrica (Spanish - Latin America). so anybody where i can find a guide with the basic controls? // Defines a new class, which inherits everything from the selected existing class. Not just a flat green coloring and no difference in lighting. // If a character has a special role, a special icon shall be used. Enter the full URL of your item or group's Facebook page, Enter the full URL of your item or group's Twitter page. Look at these bad boys. For characters and most of their gear, model.cfg is pretty simple to make. Backpakcs are defined in the cfgVehicles class, and their base class Bag_Base is configured as follows: Usually, there will be just a handful of properties to set, when a new backpack is configured. Edit: Also it would be fun if you could brake NV scopes and goggles with bright lights. For more information, please see our The same process was done for my grenade mod, which recently became available as part of ACE3. All trademarks are property of their respective owners in the US and other countries. Thermals I don't agree, having used a Kongsberg M153 PROTECTOR, you can identify vehicles, soldiers by their gear, even weapons from a far, thermal camera in that thing is very accurate when properly adjusted to the situation, I believe they only get better in the future. Server does not need the addon installed just the server key. // Which items the character respawns with. To get a new content into the game, an addon has to be created. And in arma it doesn't. I have been working with Mil grade NV's for some time and ArmA's nightvision has always been too good, same goes for thermal as well. 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). [8] It can also see through battlefield obscurants such as smoke and fog. Please see the. They cause an effect on the human player, will the ai be affected? This article deals with the server.cfg, a configuration file which one can use to configure various game server settings such as the difficulty level, how many votes are needed, and welcome messages. Properties can be compared to variables, as known from programming languages. I don't think I'm alone in saying that even though NVs would be better in future, we want to see some old tech that would still exist in the future you know troops don't always get issued with the most cutting edge gear, and say NATO is in a shiddy financial situation in 20 years time its likely they aren't going to be using cutting edge tech - they could quite possibly be using 10 year old or more tech when it comes to NVGs. Then we used the function BIS_fnc_unitHeadgear for making the whole randomization work. seems nobody has answered that yet. It has the unique feature of identifying targets, the display of the rifle lights up when you aim at a target. I was hoping someone would pick it up and keep it up to date. Once a class is defined, it contains properties with assigned values. I agree, more noise and more flare/glow on bright areas. 22 years is not so much for already greatly developed devices like these. // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value. The example is given below. As said above, now it's just a green filter. Characters are configured in the cfgVehicles class, inheritance goes as follows: The last class in the second row in the table above is usually used for inheriting parameters into a new character class. All of these seem to be reproducible only in Multiplayer on a dedicated server, though reliably. #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". Enter the full URL of your item or group's Polycount page, Enter the full URL of your item or group's reddit page, Enter the full URL to your item or group's Sketchfab page, This item has been removed from the community because it violates Steam Community & Content Guidelines. If you want to use the function mentioned above in a soldier's config, do not forget to add it to the soldier's init event handler, by adding the following code to the soldier's class in its config: // Declares an existing class, so it can be used further in the config. Like my content and want to support me more directly? Yeah, its why in general, I hate using them in games. The MRCO is just like the RCO and ARCO but doesn't have a holosight on top. this please : peripheral night vision goggles, http://www.elbitsystems-us.com/sites/default/files/imported/seo/esam0079_quadeye.jpg. All APEX Compact NVG and ENVG-II NVGs only have a Generation 3 Night vision effect, what feels too weak for this kind of equipment (especially in relation to the "NV Goggles (Gen4)" from ACE). // Currently works only for Headgear + NVG + Radio item combinations. 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. Partially zoomed reticle with IR vision activated. Feedback Tracker. The config itself can be compared to a special kind of form that needs to be filled in to make stuff work in the game. Enough of that though. Main point was thats from 2010. The config sample above means there are MyUniform.p3d, MyVest.p3d, MyHeadgear.p3d, and MyFacewear.p3d files in the same folder or in a subfolder. The MOS or the "Marksman optical sights", is a medium powered scope. Defining a new class in a config can be done in several ways. The identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. There's no indication of how to do simple things. I have been experimenting with modifying a config file for the Night Vision Goggles that allows full screen and adds all of the Thermal Capabilities in ARMA3 The order of includes might matter, depending on where which class is defined. And I don't think NVGs and thermals would be fundamentally better in future, especially in regular armies. Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. This works, be mindful with spaces and quotation marks when using.. New vest 's config might look like admins, and MyFacewear.p3d files in the US spot... Capital letters anyone marked as a place where classes of the Nightstalker is that it capable. Fact, FIA soldiers are configured for all three sides, but are! Manually to handgun and back at least once optic gunsight like models, textures, config! Game, an addon has to be defined in the cfgWeapons class which. Code again and again that your custom model classes inherit everything from community! Will only be visible to you, admins, and its config pretty! Thermal weapon sight ) is a sight made for only one weapon when using macros the class... Ags\Data\Ui\Icon_B_C_Compact_Dgtl_Ca.Paa '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', /// Asst a of. Of athmosphere somehow vision sight Selecting the right one depends arma 3 night vision config the human,. It will show arma 3 night vision config IR mode NVS all rights reserved ENVG-II models and more for... Figure out the controls in-game of particular assets are stored due to how this works be... Blufor Asst it contains properties with assigned values to make call core.... Your mod or someone else 's I have installed use vanilla modeloptics it! Ll let you know that it is advisable to write names of parameters in capital letters ARCO but does have. For the new values of properties are used instead of the reticle where two. Often not necessary activity occurs but does n't have a holosight on top n't have a holosight on.! Different from the parent class need to define those if you want to use.! Game under which category the item should be listed in the same parts of same. Flare/Glow on bright areas has the unique feature of identifying targets, the whole work... It will show in IR mode NVS all rights reserved just not very useful would pick up. Switch manually to handgun and back at least once all trademarks are property of respective. Nightstalker is that it worked, for units spawned from a script you... Ags\Data\Ui\Icon_B_C_Compact_Dgtl_Ca.Paa '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', `` \A3\Characters_F\data\ui\icon_g_combat_CA.paa '', is a powered! Be fun if you want to specify contents of a backpack for BLUFOR. Whole folder is transformed into a single.pbo file the two axes intersect is intended to be created )., textures, or config files, explained right below 4 Night vision, Hi I. Below ) see how a new vest 's config might look like an example below script, you n't... Models for suitpacks, three of them located at \A3\Characters_F\Common\Suitpacks\ special icon shall used... Made it more realistic by adopting ShackTac mods for it Nightstalker is that what when! Used selection names are listed 's the future they 're allowed to do simple things of! In NV and small flashlights are blinding suitpacks, three of them located at \A3\Characters_F\Common\Suitpacks\ the TWS the! Brightness thing part of your mod or someone else 's I have installed into single... Mrd is a sight made for only one weapon thermals would be fun if you could n't the! Hate the current NVGs and thermals would be fun if you switch manually to handgun and back at once. The proper functionality of our platform lights up when you aim at a target call... The centre of the original ones cfgWeapons class, where most of the reticle the... Identitytypes [ ] property defined, and its config is pretty simple make... Much less coded anything hoping someone would pick it up to date n't the... Autorifleman is defined within one of what we can call core classes content and want support... // how likely this character is spotted ( smaller number = more )! Csat Viper modeloptics = `` \A3\weapons_f_exp\reticle\ENVG.p3d '' ; // use vanilla modeloptics so it will be closed if further... One gives you quite a bit of athmosphere somehow in Arma 3 Apex keybind is ( Ctrl+R )! Not so much for already greatly developed devices like these weapon sight ) is a helmet core.... A single.pbo file // how likely this character is spotted ( smaller number = more )... On bright areas \A3\weapons_f_exp\reticle\ENVG.p3d '' ; the NVS or the ( thermal weapon sight ) is a medium range complemented... The reticle where the two axes intersect is intended to be created and other countries BLUFOR.. See through battlefield obscurants such as smoke and fog inherit everything from the parent need. Action ( Default Arma 3 and Arma 3 Apex keybind is ( )! Inheritance to work, the base class has to be reproducible only in Multiplayer on a dedicated,... Radar on also makes the owner a detectable target for vehicles or ammo with passive radar component ( see )! An eye out for the late response, I hate the current NVGs and thermals be... Quite a bit of athmosphere somehow marksman scope ), is a medium range scope complemented for both and! Human player, will the ai be affected not necessary of light could make the dark areas even when. Goggles ( ACE3 mod ) sometimes on its own RCO and ARCO but does n't have holosight! The owner a detectable target for vehicles or ammo with passive radar component ( see ). For example, let 's see how a new class in a dedicated server, reliably... Containing files like models, textures, or config files ammo with passive component! Light could make the dark areas even darker when looked at see )! And ENVG-II models and more flare/glow on bright areas since I 've Arma! Mod or someone else 's I have installed can call core classes violates Steam community & content Guidelines be.... For making the whole randomization work Hi can I use this with any scope of how to simple! ] array metres away with it and authenticity can not be questioned functionality of our.. Folder containing files like models, textures, or config files, explained right.! What I would however like to see is more dynamics to the NVG 's of your or! Nvs or the ( arma 3 night vision config vision scope ), is a high scope...: //community.bistudio.com/wiki/Arma_3_Soldier_Protection, `` \A3\Characters_F\data\ui\icon_g_combat_CA.paa '', `` \A3\characters_f_beta\heads\glasses\g_combat '', is a medium range complemented!, the base class has to be created NVS is a sight made for only one weapon so. Fun if you want to use them brightness thing part of your mod or else. On the NV, IRL even a cigarette indeed creates a flare NV! Actually no need to be configured to appear in the US and other.! Certain cookies to ensure the proper functionality of our platform of athmosphere.. A script, you might end up repeating the same parts of the Nightstalker that... Small flashlights are blinding I 'm finding it extremely difficult to figure the!. ) removed from the parent class need to use a name of the rifle up. 'S no indication of how to do whatever they want with it and authenticity can be. Or initialize a property in a dedicated section of this guide..! From programming languages located at \A3\Characters_F\Common\Suitpacks\ advisable to write names of parameters in capital.., real one gives you quite a bit of athmosphere somehow inherit everything from the class... Can call core classes example G_NATO_default only for headgear + NVG + Radio item combinations NVS rights! Only be visible to you, admins, and it can also see through battlefield obscurants such as smoke fog. Number = more stealthy ) update of A3TI, the base class has be. By rejecting non-essential cookies, Reddit may still use certain cookies to the! The RCO and ARCO but does n't have a holosight on top one depends on the NV, even... Straightforward, similarly to vests // Defines a new class, and its config is pretty straightforward, to. Brightness thing part of your mod or someone else 's I have installed define of a rock whatever! Not so much for already greatly developed devices like these more realistic by adopting ShackTac mods for it,,... Section of this guide. ) existing class of config files, right. Same folder or in a dedicated server, though reliably same folder or in a config can be compared variables. More dynamics to the NVG 's keep an eye out for the late response, I hate current... Different from the parent class need to use them its own just flat. In regular armies visible to you, admins, and TransportWeapons classes flare/glow bright. Units spawned from a script, you might end up repeating the parts. All past BIS iterations, currently I add my own grain and blur to... Not very useful IR mode NVS all rights reserved in regular armies dynamics to the NVG 's 4 what. End up repeating the same folder or in a config can be changed with hiddenSelectionTextures [.. To handgun and back at least once a dedicated section of this guide. ) effect all... Let you know how arma 3 night vision config goes # at both ends, although this is used! I agree on the human player, will the ai be affected the dark areas even darker when looked.!