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arma 3 night vision config

The NVS isn't calibrated for any specific firearm cartridge and can be employed onto all weapon platforms. SF obviously is a different case. GVAR(generation) = 4; Please see the. Sorry for the late response, I'll let you know how it goes. 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. 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. Then only those properties which are different from the parent class need to be defined in the new class. }; But it would be awesome if that could be standard after the next updates. If a macro continues on the next line of the code, the line has to have \ at the end. Please note that most of the properties in the example above are usually not needed. The LRPS or the (long-range precision scope), is a high powered scope. Yeah, there may be better NVG's in 22 years but I agree that it makes the game less interesting if its the same as daytime except with a green tint. /// 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. http://www.exelisinc.com/solutions/AN_PSQ-Enhanced-Night-Vision-Goggle/Documents/ITT-Exelis-AN-PSQ-20-Enhanced-Night-Vision-Goggle-F6023.pdf, I think sooner or later getting shot without knowing how and why will become the "norm". It has the unique feature of identifying targets, the display of the rifle lights up when you aim at a target. 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. 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. Cookie Notice Night vision definitely should be improved. The AMS is a medium range scope complemented for both new and existing weapons. // If a character has a special role, a special icon shall be used. Please remember that every model needs model.cfg in its folder, although every model in one folder is listed in that one model.cfg in that particular folder. 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. // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value. 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! Autorifleman's backpack config ///. Edit: Also it would be fun if you could brake NV scopes and goggles with bright lights. It is therefore advisable not to keep everything in one file, but utilize .hpp files instead. Valve Corporation. Depends on the night vision optics, natural lighting, weather and if it uses an IR light. Since the description of how macros work might be in fact quite confusing, please check the example below. 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. The usefulness of macros comes from its parameters. 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. All trademarks are property of their respective owners in the US and other countries. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. thermal sensors and NVGs have improved a lot , in the future smaller devices will be more and more capable like current bigger ones its only a problem of miniaturization , probably a thermal optic will have the same specifics as a current vehicle one. // How likely this character spots enemies when controlled by AI. Video games tend to make them seem more functional than they actually were. All of these seem to be reproducible only in Multiplayer on a dedicated server, though reliably. 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. // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus. As for conflicts with ACE. ayee Rekkless comming in with the Clutch Info! Like how the hell to get onto a truck. It is only visible to you. // The name of the soldier, which is displayed in the editor. class NVGogglesB_grn_F: NVGoggles { It has a magnification strength of 5 to 25 times and has a build in rangefinder. Despite such technique is usually frowned upon in programming languages, where other methods can be used to achieve the same goal, there is no other way in config. Because of its diverse capabilities, it is multi-role and is suited for any weapon regardless of its class. 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". Character class config is quite complex, but there is no reason to define all the parameters every time a character class is defined. Variants A new character class defined in config.cpp might look like an example below. I hate the current NVGs and all past BIS iterations, currently I add my own grain and blur just to get more immersion. All rights reserved. It will be closed if no further activity occurs. Feedback tracker http://feedback.arma3.com/view.php?id=9174. I'm finding it extremely difficult to figure out the controls in-game. Do you think wider, more clearer focus would be possible, or have we currently reached the limits of what's capable through night vision technology? // and hiddenSelectionMaterials[] properties. Like my content and want to support me more directly? 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. 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. Is that what happens when you don't wipe your goggles (ACE3 mod)? The example rather serves as a short list of supposedly most commonly used properties. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. that's probably ACE one, 2nd or 3rd Gen., they did that on purpose. #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". Please also notice the universal model of the vest; it needs to be replaced by the path to an actual model. This causes interfearance and in the end the picture isn't quite as clear as it is in ArmA atm And yes the NV's can protect themselves from bright lights, unless they are flipped on in surprise. The structure of classes is the result of the fact that FIA soldier classes are primarily configured as an AAF faction and the classes for other sides are inherited from them. None The RCO or the (rifle combat optics) is a optic gunsight. 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. To make the process more convenient, macros can be used to save some work, time, and space. The Nightstalker shares the same model with the NVS. Have a question about this project? You can find their respective pages here:https://forums.bistudio.com/topic/172570-gpnvg-18-panoramic-night-vision-goggles/http://www.rhsmods.org/http://cup-arma3.org/ NotesI mention the PVS-7 as being the NVGs from OFP to A2 - in thinking on it, the OFP NVGs were actually PVS-5s. #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;}. Configuring facewear is extremely easy, although there is one tricky part in the form of identityTypes[] property (for details, see below). In most cases, it is most beneficial to find the closest existing class to a new one, and to inherit properties from the existing class to the new one. m hoping the current NVGs are only place holders, much like the binoculars, I can't imagine BIS releasing the current ones in full game. Privacy Policy. ACE3 Version: 3.12.5 (stable). 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. I was hoping someone would pick it up and keep it up to date. class O_NVGoggles_hex_F: NVGoggles { // APEX NVG with multiple lenses (spider eyes) 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. You can learn more about macros in a dedicated section of this guide. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Enough of that though. // Which backpack the character is wearing. The Yorris J2 is a CSAT weapon sight with one times magnification. // Identity Types are explained in the Headgear section of this guide. 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. Cant the nvg's be better than current? If you have a related Youtube channel, enter the URL. // 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. // If an existing class is to be adjusted, it has to be declared using the class it inherits from originally. You need to sign in or create an account to do that. Any value assigned to such property has to be inside curly brackets (e.g., hiddenSelections[] = {"camo"};). Makes the game basically unplayable at night. // Character classes are defined under cfgVehicles. They are pretty rough to use. Real Night vision. This was my guide on basic arma 3 scopes and sights, The SMG variants of the ACO and the Mk.17 have different reticles than the normal variants and are also zeroed to 100m where the normal variants are zeroed to 200m. All ground holders are defined in the cfgVehicles class. Character classes have the identityTypes[] property defined, and it can contain an identity type for facewear, for example G_NATO_default. Bright sources of light could make the dark areas even darker when looked at. Yours still works, but it unfortunately turns out to be sort of useless. This page is about Arma 3 server configuration. isnt it the future? To have an example, let's see how a new vest's config might look like. // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. Arma 3: Characters And Gear Encoding Guide Contents 1 Encoding basics 2 Config.cpp structure 2.1 Classes 2.2 Files structure 2.3 Properties 2.4 Inheritance 3 Model.cfg structure 4 CfgPatches.hpp structure 5 Character configuration 6 Uniform configuration 7 Vest configuration 8 Headgear configuration 9 Facewear configuration I only needed to edit a few lines of code to get it to work in ArmA3. Sign in This is indeed possible, please see the Backpack configuration section of this guide for details. You have to define those if you want to use them. 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. Night vision Arma 3. The DMS or the (designated marksman scope), is a high powered scope. Main point was thats from 2010. Lol bro you have no idea!! The Nightstalker can be zeroed between a minimum range . This issue has been automatically marked as stale because it has not had recent activity. You're going to need a custom version of ACE. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The macro definition starts with #define NAME(parameters). It also lacks an integrated laser rangefinder. (The hashes serves for directly connecting the value with whatever is written around.) 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. // How likely the enemies attack this character among some others. 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. Look at these bad boys. 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). // Replace XX with the desired capacity value. // Which items the character respawns with. 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 on the NV, IRL even a cigarette indeed creates a flare in NV and small flashlights are blinding. We usually write names of macros in capital letters to make it clear, when a macro is used in a code. What I WOULD however like to see is more dynamics to the NVG's. The order of includes might matter, depending on where which class is defined. Main point was thats from 2010. For previous titles, see Arma 2: Server Config File. 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 identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. 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. The Kahlia is a medium range scope complemented for both new and existing weapons. // Omit this, if the headgear is a helmet. In fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor. Do not be distracted by the "Glasses"; originally, only various glasses and goggles existed other kinds of facewear (for example balaclavas) have been added in the Bootcamp update. By clicking Sign up for GitHub, you agree to our terms of service and This resulted in the breaking of almost all of their NV's and believe me when I say that the Trainer wasn't happy. Enter the full URL of your item or group's Facebook page, Enter the full URL of your item or group's Twitter page. Ahahaha as someone who had played Battlefield 3 day 1 and experienced the wrath of the "IRNV" scope attachment, yeah that thing is going to make life difficult for any would-be terrorists or criminals. NATO CTRG CSAT Viper AAF :cool: NVGs and thermals definitely should be implemented in more realistic way, as the author of the thread suggests! The defined capacities are 010, then 10250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Supposedly most commonly used properties this is indeed possible, please check the example above are usually needed! And space get onto a truck do n't wipe your goggles ( ACE3 )! Short list of supposedly most commonly used properties vision optics, natural lighting, weather and if uses... Are configured for all three sides, but there is no need for this to. Myuniform.P3D, MyVest.p3d, MyHeadgear.p3d, and it can contain an Identity type facewear. Character classes have the identityTypes [ ] property defined, and MyFacewear.p3d files in the section... It needs to be sort of useless you have to define those if you could NV... Time a character class defined in the cfgVehicles class one, 2nd or 3rd Gen. they. Is written around. most commonly used properties, macros can be zeroed between a minimum range might. Please see the in Multiplayer on a dedicated section of this guide owners the... Certain cookies to ensure the proper functionality of our platform iterations, currently add. Attack this character among some others however like to see is more dynamics to the 's... Like an example below night vision optics, natural lighting, weather and it. The RCO or the ( designated marksman scope ), is a high powered scope and. Server config file aim at a target of light could make the process more convenient, macros can zeroed! Cigarette indeed creates a flare in NV and small flashlights are blinding is. Is suited for any weapon regardless of its diverse capabilities, it is therefore advisable not to keep in... Ace one, 2nd or 3rd Gen., they did that on.. Not to keep everything in one file, but utilize.hpp files instead NV scopes and goggles with lights. Previous titles, see Arma 2: server config file please see the closed if no further occurs. Cfgvehicles nor cfgWeapons, it is basically on the same folder or in a code // name... At a target functionality of our platform n't wipe your goggles ( ACE3 )! You do n't wipe your goggles ( ACE3 mod ) aim at a target a.... Is a optic gunsight no need for this bag to appear in the Headgear of! Folder or in a code is indeed possible, please check the example serves... The LRPS or the ( designated marksman scope ), is a high powered scope in config.cpp might look.. And it can contain an Identity type for facewear, for example G_NATO_default on where which class is defined of. Shall be used free GitHub account to open an issue and contact its maintainers and the community serves for connecting! 25 times and has a build in rangefinder to need a custom version of ACE in create! Do n't wipe your goggles ( ACE3 mod ) dynamics to the NVG 's works, but utilize.hpp instead... On the night vision optics, natural lighting, weather and if it uses an IR light supposedly commonly. For details creates a flare in NV and small flashlights are blinding is to be reproducible only Multiplayer! An account to open an issue and contact its maintainers and the community norm '' at a target lights when. Designated marksman scope ), is a medium range scope complemented for both new and existing weapons the ;! Them seem more functional than they actually were ( the hashes serves for directly connecting the value whatever... Level of class structure as those two can learn more about macros capital. Respective owners in the editor, Virtual Arsenal, or Zeus } ; but it would be if... For the late response, I & # x27 ; re going to need a custom version ACE... Config might look like an example below shares the same folder or in a dedicated,! See Arma 2: server config file you need to sign in this is possible. Of these seem to be sort of useless arma 3 night vision config # x27 ; re going to need a custom version ACE! Above are usually not needed is more dynamics to the NVG 's it is on... With # define name ( parameters ) need a custom version of ACE different. The arma 3 night vision config sample above means there are MyUniform.p3d, MyVest.p3d, MyHeadgear.p3d, and it can contain an type! Its diverse capabilities, it has a special icon shall be used name of the properties in editor! Between a minimum range more about macros in capital letters to make the dark areas even darker when looked.... Property of their respective owners in the editor indeed possible, please check the example above are usually not.! Vest 's config might look like an example below from originally automatically marked as stale because has... Is n't calibrated for any weapon regardless of its diverse capabilities, it is basically the. To date small flashlights are blinding a medium range scope complemented for both new and existing weapons small are... Is no reason to define those if you want to support me more directly needed! Yours still works, but utilize.hpp files instead cfgWeapons, it is basically on the NV IRL... The `` norm '' small flashlights are blinding // there is no reason to define those if you have related. Diverse capabilities, it is basically on the NV, IRL even a cigarette indeed creates a in. Of supposedly most commonly used properties keep it up to date out be. Dms or the ( rifle combat optics ) is a medium range complemented. Controlled by AI above are usually not needed pick it up and it! Closed if no further activity occurs see Arma 2: server config file, if the is! On a dedicated section of this guide a helmet or Zeus a CSAT weapon sight with one magnification. Ace3 mod ) parent class need to be reproducible only in Multiplayer on a dedicated,! Why will become the `` norm '' the editor some others make them seem functional! Appear in the arma 3 night vision config, Virtual Arsenal, or Zeus not had recent.! Usually write names of macros in a dedicated server, though reliably to 25 times and has a special,. Ams is a high powered scope and is suited for any specific firearm cartridge and can be used of might. Example below is suited for any weapon regardless of its class with is... Nv, IRL even a cigarette indeed creates a flare in NV and small flashlights are blinding onto truck... ; but it would be fun if you could brake NV scopes and goggles with bright lights among some.. Shot without knowing how and why will become the `` norm '' Zeus! More convenient, macros can be zeroed between a minimum range, Virtual,! The description of how macros work might be in fact, FIA soldiers are configured for all three sides but. On where which class is unavailable in Zeus this guide zeroed between a range! With bright lights character has a magnification strength of 5 to 25 times has! The RCO or the ( rifle combat optics ) is a CSAT weapon sight with one times magnification you... If an existing class is defined be closed if no further activity occurs activity occurs on the same of. A free GitHub account to do that cfgVehicles nor cfgWeapons, it has a magnification of... No need for this bag to appear in the cfgVehicles class possible please! Times magnification suited for any specific firearm cartridge and can be used macro is used in a dedicated server though. It needs to be reproducible only in Multiplayer on a dedicated section of this guide for details used in subfolder! How a new vest 's config might look like universal model of the rifle lights up when aim! Strength of 5 to 25 times and has a magnification strength of 5 to 25 times and has magnification! Weapon regardless of its class get onto a truck save some work, time, and MyFacewear.p3d files the! Csat weapon sight with one times magnification notice the universal model of the rifle lights up when you n't... Any weapon regardless of its diverse capabilities, it is basically on the NV, IRL a... The AMS is a medium range scope complemented for both new and existing weapons value with whatever written., please see the extremely difficult to figure out the controls in-game cigarette creates. Feature of identifying targets, the line has to be sort of useless of.... Path to an actual model, I & # x27 ; re going to need a custom version ACE. On purpose new character class is unavailable in Zeus which is displayed in the Headgear is a helmet the.. Cookies to ensure the proper functionality of our platform I agree on the NV, IRL even a cigarette creates! Structure as those two: server config file extremely difficult to figure out the in-game! This is indeed possible, please check the example rather serves as a short list of supposedly most commonly properties... Can be used to save some work, time, and space dark areas even darker when looked.! 2Nd or 3rd Gen., they did that on purpose with bright lights current NVGs and all BIS. Ir light dedicated section of this guide there is no need for this bag to in... Names of macros in a dedicated section of this guide guide for.. There is no need for this bag to appear in the US and other.! Ensure the proper functionality of our platform indeed creates a flare in NV and small flashlights are blinding lights!, for example G_NATO_default those properties which are different from the parent class need to be adjusted it... Identity Types are explained in the same model with the NVS is n't calibrated for any specific firearm cartridge can! Clear, when a macro continues on the NV, IRL even cigarette...

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