// If a character has a special role, a special icon shall be used. The Nightstalkers is a high tech nightvision/thermal/day sight. 10th mountain appearantly has 300 of these bad boys. Sequestration anyone? In fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor. #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;}. Main point was thats from 2010. 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. Note: Even if this system has been designed for the FIA units, provided your config is correct, it can be used with any units. 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. Selecting the right one depends on the desired outcome. Please note that most of the properties in the example above are usually not needed. 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. The TWS MG or the (Thermal weapon sight) is just like the TWS a type of thermal optic gunsight. There is also heavy softening around the edges. // How likely this character is spotted (smaller number = more stealthy). "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa", "\A3\Characters_F\BLUFOR\equip_b_bandolier", //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection, "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa", "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain", "\A3\Characters_F\BLUFOR\Data\equip1_co.paa". Magnification This is where inheritance from some of the base classes is used, so usually only a handful of parameters is needed for a new character class to be defined. 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? For each soldier, we handpicked headgear items matching the soldier's uniform, and for each type of headgear, we selected a list of compatible facewear. Enough of that though. GVAR(generation) = 4; Since it's the future they're allowed to do whatever they want with it and authenticity cannot be questioned. Zeroing range The centre of the reticle where the two axes intersect is intended to be aimed at targets located 300 metres away. 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. All rights reserved. Let's not forget NATO is po'! Then we used the function BIS_fnc_unitHeadgear for making the whole randomization work. // How likely this character spots enemies when controlled by AI. Games. 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. The DMS or the (designated marksman scope), is a high powered scope. Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; Lol bro you have no idea!! This page is about Arma 3 server configuration. Basically, the value is related to the frequency with which a certain facewear appears on a character with that identity type defined in his config; 0 means the facewear is never selected for a character with that identity type. GVAR(bluRadius) = 0.26; Espaol - Latinoamrica (Spanish - Latin America), https://media.discordapp.net/attachments/590757137274372098/820423281013948416/unknown.png?width=1202&height=676, https://www.youtube.com/watch?v=7RWo9wB2cGs. 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. It has the unique feature of identifying targets, the display of the rifle lights up when you aim at a target. Pause while ingame.. go to options/addon options/ ACE nvg settings and turn down the noise. It will be closed if no further activity occurs. class O_NVGoggles_hex_F: NVGoggles { // APEX NVG with multiple lenses (spider eyes) CTRG CSAT Viper 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. For previous titles, see Arma 2: Server Config File. There are two base classes used as parents for other vests, the only difference is whether the vest's texture is set in config, or the one in the model is used. And in arma it doesn't. 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 identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. Anybody have a link with the complete default controls? Please see the. Privacy Policy. Thermal/Night Vision Scope Usually, model.cfg looks like this: Class names have to be the same as the model names without the .p3d suffix. GVAR(generation) = 4; Usually, there is actually no need to use the latter. When packed, the whole folder is transformed into a single .pbo file. Cant the nvg's be better than current? The model for Kart driver's uniform's suitpack is located separately at \A3\Characters_F_Kart\Civil\Suitpacks\: Capacity of a uniform is defined in containerClass property in the ItemInfo subclass. 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. What I WOULD however like to see is more dynamics to the NVG's. 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. Enough of that though. // Defines a new class, which inherits everything from the selected existing class. The Yorris J2 is a CSAT weapon sight with one times magnification. It got old playing Cherno with russians because you couldn't see the enemy and the US could spot everything in 2 seconds. The text was updated successfully, but these errors were encountered: If you already have the code ready, why not make a PR? Ace NVG adjustment just blinks out sometimes on its own. Look at these bad boys AN/PSQ-20. There are many such classes, so only those important and relevant ones are listed below, together with examples of types of assets to be defined within them. 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. Character classes have the identityTypes[] property defined, and it can contain an identity type for facewear, for example G_NATO_default. // and hiddenSelectionMaterials[] properties. 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. This resulted in the breaking of almost all of their NV's and believe me when I say that the Trainer wasn't happy. 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. 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. Bright sources of light could make the dark areas even darker when looked at. The best way is to define a new backpack class, inherit it from the backpack class of a bag you want a soldier to use, specify the contents of the bag, and use this new backpack class as a value of the backpack property in the soldier's config. In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). modelOptics = ""; ARMA 2's night vision was one thing that may have been helped by the horrible HDR, because you had contrast and darkening when viewing bright areas vs dark areas. AN/PSQ-20 can provide vision through thermal imaging even in situations where there isn't enough ambient light for the image intensifiers, thus eliminating the need for infra-red illumination (active night vision). They cause an effect on the human player, will the ai be affected? Nightvision shouldn't be left behind. // The name of the author of the asset, which is displayed in the editor. There are several kinds of config files, explained right below. 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. 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 It should be noted that besides lacking the top mount collimator sight, the NVS shares the exact same model as the, The NVS is specifically labelled as a product of. Yours still works, but it unfortunately turns out to be sort of useless. Sorry for the late response, I'll let you know how it goes. OK I'm back and I will see about adding the new content. I hate the current NVGs and all past BIS iterations, currently I add my own grain and blur just to get more immersion. // The name of the soldier, which is displayed in the editor. Feedback tracker http://feedback.arma3.com/view.php?id=9174. 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"). All trademarks are property of their respective owners in the US and other countries. Armed Assault Wiki is a FANDOM Games Community. here is some info on the new ACE night vision. Got frustrated with the stupid ARMA updates where they would change the definition of a rock or whatever it and totally f up everything. Due to how characters work in Arma 3, there always has to be a uniform linked with a character. Please also notice the universal model of the vest; it needs to be replaced by the path to an actual model. 300 m (fixed) All ground holders are defined in the cfgVehicles class. They might be better than they were in RL, but yeah, they are just a pita in general. Unlike the TWS, it is designed purely for use in low-light conditions and is unable to switch to a "normal" vision mode for use in daylight. There should be some more HDR-ish effects going on with the NVG's that's for sure. Those are recognizable by square brackets at the end of their names (e.g., hiddenSelections[]). 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). NATO CTRG CSAT Viper AAF It could do with being a bit 'murkier' and more grainy. A lot more. Please see the. It also lacks an integrated laser rangefinder. Due to how this works, be mindful with spaces and quotation marks when using macros. I turn them on and the whole screen turns into the green blank, fizzly TV screen effect. /// 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. 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The Trainer was n't happy activity occurs enemies when controlled by AI an identity type facewear!