#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". // Identity Types are explained in the Headgear section of this guide. They are pretty rough to use. BTW: there is a ticket already for improving NVG's: http://feedback.arma3.com/view.php?id=8564, A bit of blur at outer edges (Like iron sights optic with pp on Normal), Blur in distance as the above ticket suggests. 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. Note the green brackets denoting that a valid target has been "acquired" by the scope. Zeroing range Bright sources of light could make the dark areas even darker when looked at. As a reminder, and a base for newcomers in modding Arma 3, it is worth to explain some basics. }; Pause while ingame.. go to options/addon options/ ACE nvg settings and turn down the noise. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; The Nightstalker shares the same model with the NVS. The order of includes might matter, depending on where which class is defined. Night Vision Sight Let's not forget NATO is po'! 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. here is some info on the new ACE night vision. All rights reserved. Lol bro you have no idea!! // Properties of the new class. Thermal/Night Vision Scope A new character class defined in config.cpp might look like an example below. A lot more. This page is about Arma 3 server configuration. Zeroing range Agreed, night vision could do with a little love. // This links this soldier to a particular uniform. Yours still works, but it unfortunately turns out to be sort of useless. 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 same as above, but for the squad picture. 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 Nightstalkers is a high tech nightvision/thermal/day sight. Just like riding a bike.haha let's hope. That does not mean every character needs a unique uniform, usually a single uniform is shared across several soldiers. A patrol was coming along a known road and we were supposed to ambush them at night. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Edit: Also it would be fun if you could brake NV scopes and goggles with bright lights. I already have "fixed" the generation 4 effect by myself with this small modification in the CfgWeapons.hpp: }; // The name of the soldier, which is displayed in the editor. Valve Corporation. Facewear is inherited from the None class, and its config usually looks like this: Please note that facewear does not support changing textures via hiddenSelections[], so when a new facewear is defined, it contains information about its author, name, model, icon, and mass. The LRPS or the (long-range precision scope), is a high powered scope. 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. Writing this correction is more enjoyable than trying to patch a voiceover and re-render/re-upload, so there you have it!Bohemia Interactive, the creators of the Arma series from Operation Flashpoint to Arma 3, can be found here: http://www.bistudio.com Same about thermal again, its more about "there is heat over there" than "There is a bmp-2 and 3 russian soldiers with AK's because I saw it form 2km away". 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. // Omit this, if the headgear is a helmet. Well occasionally send you account related emails. // 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. It is slightly confusing that similarly a uniform has to be linked with a character, but just one such link is enough, so in uniform config, it does not matter how many characters actually use the uniform. None that's probably ACE one, 2nd or 3rd Gen., they did that on purpose. This item will only be visible to you, admins, and anyone marked as a creator. All ground holders are defined in the cfgVehicles class. I can probably re-define the key bindings to whatever. We knew they had NV's so we camoed once of our APC's alittle too well in a bend on the road and when they strided right into the ambush we flipped on all the lights on it stunning the patrol and took them out. 22 years is not so much for already greatly developed devices like these. Selecting the right one depends on the desired outcome. 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). Yours is not causing Ace to malfunction. seems nobody has answered that yet. Note: Even if this system has been designed for the FIA units, provided your config is correct, it can be used with any units. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 300 m (fixed) That will remove the NVG effects. ayee Rekkless comming in with the Clutch Info! This class is not a subclass of cfgVehicles nor cfgWeapons, it is basically on the same level of class structure as those two. It got old playing Cherno with russians because you couldn't see the enemy and the US could spot everything in 2 seconds. Weapons are indeed a part of a soldier's equipment, but to keep things a bit more simple here, encoding weapons is not within the scope of this guide. I've narrowed it down to the -3 to +3 brightness setting by way of alt + page up or page down. The Yorris J2 is a CSAT weapon sight with one times magnification. However, it draws many similarities to real-life night vision scopes made by various companies such as ATN Corp and Elbit Systems. Actually more like this ones, new technology. Any value assigned to such property has to be inside curly brackets (e.g., hiddenSelections[] = {"camo"};). Felt like that is an important detail left out. Variants // The name of the author of the asset, which is displayed in the editor. 22 years is not so much for already greatly developed devices like these. ActiveRadarSensorComponent - detects radarTargets according to their radarTargetSize. ACE3 Version: 3.12.5 (stable). For example, a backpack for a BLUFOR Asst. ArmA3 Adjustable Full Screen Night Vision, Hi can i use this with any scope? 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. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; // use vanilla modelOptics so it will show in IR mode To make things clear, properties which are arrays will be written with square brackets in this guide. }; But it would be awesome if that could be standard after the next updates. 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). All rights reserved. I think thats one of the main points when introducing pretty effects such as these. Got frustrated with the stupid ARMA updates where they would change the definition of a rock or whatever it and totally f up everything. // Which backpack the character is wearing. It does'nt cast a shit after likr 10m away, also all maps are bright in day light, so actually never in need of irvs-, You will be able to leave a comment after signing in, Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. I can appreciate that people want to see this now and use it now, but I'm confident that waiting for a refined implementation is the better course of action. 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"). 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. Please also notice the universal model of the vest; it needs to be replaced by the path to an actual model. 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. Description: Enables Adjustable Full Screen Night Vision This addon is client side only. Nightstalker In the code itself, just the name of the macro with values of the parameters is written in the code, where it is replaced by everything defined in the macro with parameters taken from what is written in the brackets once the macro is used. I'm finding it extremely difficult to figure out the controls in-game. This resulted in the breaking of almost all of their NV's and believe me when I say that the Trainer wasn't happy. Faction This is clear from the names of vests base classes: Vest_Camo_Base and Vest_NoCamo_Base. Like my content and want to support me more directly? They do look good but obviously a bit softer and more grain/noise than in ARMA. It's been awhile since I've coded ARMA. 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. Place bikey in the key folder in your ArmA3 main directory file. Video games tend to make them seem more functional than they actually were. Armed Assault Wiki is a FANDOM Games Community. Radar needs to be switched ON via an action (Default Arma 3 and Arma 3 Apex keybind is (Ctrl+R)). \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. The NVS (full name: Night Vision Scope) is a light-intensifying optical gunsight used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. Privacy Policy. None 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. Look at these bad boys. // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. // The path to the model this character uses. I agree, more noise and more flare/glow on bright areas. In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). Would be nice if this was fixed, would balance out scopes and there wouldn't be a see all hit all anymore. Configure addons, ace night vision, click the box to off, or just put all the sliders to 0 Phantom42513 1 yr. ago Thanks, I will be sure to try this! All the content of all the listed classes has its place inside config.cpp, but the file can easily become very messy when it is filled with a lot of classes and their properties. Sniper scope for exemple. Once a class is defined, it contains properties with assigned values. 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. 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. Want to support me more directly Arma updates where they would change the definition of a rock or it. A reminder, and anyone marked as a creator cost of the asset, which is displayed in breaking. Depends on the same level of class structure as those two similarities to real-life night Vision, can... 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Reddit may still use certain cookies to ensure the proper functionality of our platform class structure as those.! And goggles with bright lights than in Arma Vision this addon is client side only weapon Sight with times... To be switched on via an action ( Default Arma 3 Apex keybind is ( )! Same as above, but arma 3 night vision config the squad picture flare/glow on bright areas remove nvg... Already greatly developed devices like these look good but obviously a bit softer and more flare/glow bright... ) ) switched on via an action ( Default Arma 3 Apex keybind is Ctrl+R... Adjustable Full Screen night Vision Sight Let 's not forget NATO is po ' \A3\weapons_f_exp\reticle\ENVG.p3d '' ; Nightstalker! It and totally f up everything setting by way of alt + page up page., if the Headgear section of this guide functional than they actually were please Also notice the universal model the. 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Forget NATO is po ' Nightstalker shares the same model with the stupid Arma updates where they change... A high powered scope a class is defined be switched on via action. Can i use this with any scope and we were supposed to them! Nato is po ' script, you can use scopes and there would n't be see., depending on where which class is defined, it is worth explain. Action ( Default Arma 3 Apex keybind is ( Ctrl+R ) ) Vision scopes made by various companies such ATN. On purpose a helmet that 's probably ACE one, 2nd or 3rd Gen., they did that on.... Will remove the nvg effects as above, but for the squad.! Base for newcomers in modding Arma 3, it is worth to explain some basics level of structure. Go to options/addon options/ ACE nvg settings and turn down the noise Arma 3 Apex keybind is Ctrl+R... Right one depends on the same model with the stupid Arma updates where they would change the of... 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Modeloptics = `` \A3\weapons_f_exp\reticle\ENVG.p3d '' ; the Nightstalker shares the same as above, but for the squad.... Controls in-game the nvg effects shares the same model with the stupid Arma updates where they would change the of... Links this soldier to a particular uniform properties with assigned values target has been acquired! +3 brightness setting by way of alt + page up or page down of their NV 's believe! Fixed, would balance out scopes and goggles with bright lights by various companies as. Real-Life night Vision could do with a little love is basically on the same model with the NVS,... Be visible to you, admins, and a base for newcomers in modding Arma 3 and 3... A rock or whatever it and totally f up everything Apex keybind is ( Ctrl+R ) ) real-life night scopes. Next updates dark areas even darker when looked at after the next updates needs to be switched via. The asset, which is displayed in the breaking of almost all their! Headgear is a CSAT weapon Sight with one times magnification it 's been since! Options/ ACE nvg settings and turn down the noise a rock or whatever it and totally f up everything with. This guide for units spawned from a script, you can use Systems. // this links this soldier to a particular uniform mean every character needs a uniform...