Arma 3
ITN - Illuminate The Night
400 Comments
Stolt Dec 9 @ 12:49pm 
Because there are a few weapons like variants of the MP5 and G36 in 3CB Factions where the laser is shining out of the magazine instead of like, the laser (e.g. AT.PIAL etc.).
Stolt Dec 9 @ 12:48pm 
Please make a 3CB compat!
liontrol Dec 4 @ 10:01am 
veteran mod compat?
GhostJB  [author] Dec 1 @ 5:12am 
@Georg Ravioli before I stepped away from Arma and modding, I had meant to rewrite ITN so that it could handle lasers that weren't in the laser slot (for combined optics, lasers modeled onto optics mounts, or just so we could have lasers in the underbarrel slot for why not).

I've also long suspected that Arma would accept making optics (or other attachments) into vanilla laser devices, so long as the model had the appropriate memorypoints and the correct config entries were added, but never got around to testing it.
Georg Ravioli Dec 1 @ 12:52am 
Is there a special way to make optics with integrated lasers work? I tried making a CUP compat for the MARS and InSight ISM, both of which have integrated IR/visible lasers, but it won't work right.
Eezyftw Nov 12 @ 6:40pm 
can we get a compatability patch for worms IZLID?
Miss. Nov 2 @ 12:46pm 
how do i go about getting a laser beam like the one in the 5th screenshot
ElPedroChico Sep 30 @ 4:10pm 
Could you add a CBA option to include vanilla laser & flashlight functionality? For rail devices that don't have compat patches to still work (In a reduced vanilla capacity at least)
Sock_Jay Sep 12 @ 9:57am 
Found a weird bug. Before using any rail attachment, if I press any keybinds related to widening or narrowing the beam of the IR Illuminators, the game will throw a Zero Divisor error at Line 43 of gjb_itn_illumFocus.sqf.

Once I enable a rail attachment and toggle on an illuminator, the game will no longer throw that error if I press the same keybinds.
Jelloshot Sep 6 @ 2:42pm 
Can't get any flashlight to work, ir/laser works fine but not vis flash, any ideas? using the dual mount rail module from JCA but also doesnt work with cup etc
ElPedroChico Aug 19 @ 7:43am 
This mod isn't compatible with the Western Sahara CDLC
Cypher Aug 15 @ 8:15am 
flashlight on pistols arent working for me
Sugar Man ♠ Aug 11 @ 8:56am 
@TechnoTroglodyte, make sure you're not using HATG (Hide Among The Grass Mod) it spawns an invisible object in player which prevents laser to now work indoor properly.
TechnoTroglodyte Aug 10 @ 3:57am 
Yeah, the torches and lasers don't work indoors.
TechnoTroglodyte Aug 3 @ 7:41pm 
Came across an issue where the lasers don't work indoors lol
I can't see the beam of the lasers, any idea why
JaySOC Jul 31 @ 4:19pm 
Hello, having a weird bug where the laser beam is clearly visible in SP but almost or eveninvisible in MP and the CBA settings are the same, evrything is the same
Daltus Jul 28 @ 8:24pm 
Same issue regarding activating while turned out in a vic making it stuck. Using the reset keybind didn't do anything afaict nor manually doing stuff through the full controls menu
andreipetrea32 Jul 20 @ 6:54am 
Could you make compat patches for BWMOD and 3CB BAF Weapons, please?
GhostJB  [author] Jul 17 @ 8:47pm 
@Kssar no repack is actually required to change the visibility of the lasers. If you make a .pbo with class CfgITNCompat in the config file, you can then overwrite the laser specs for each device. Just make sure that your mod depends on ITN Core, or the game might load ITN later and your changes won't stick. This was the intended way for folks to add or adjust devices as they needed.

Have a look at the CfgITNCompat.hpp in the core mod for an idea of how and what to modify
Kssar Jul 17 @ 11:23am 
@GhostJB is there a chance i can modify and repack your mod to make the laser more visible, but not a laser sword like the vanilla one? i have no idea how to doit but i wanna try
Sugar Man ♠ Jul 7 @ 2:26pm 
I'm also having this issue. For some reason activating the ITN on vehicles hard-stucks that to weapons. Even if I get rid of the laser device it stays on.
White Fisher Jul 6 @ 8:59am 
The IR ILLUM effect stays on once it's activated on the rubber boat. Even if you switch laser modes, the beam remains stuck on
GhostJB  [author] Jul 6 @ 8:51am 
@OAK which effect persisted? Did the IR AIM's laser beam stay on even when turned off or the mode changed to a mode without an aiming laser? Or was it the ILLUM beam (which is actually a flashlight, according to the game engine) that couldn't be turned off via the power button or mode changing?
White Fisher Jul 6 @ 8:47am 
@GhostJB
Additional scenario I used for testing was turning on the IR laser on the rubber boat. After that, I could not turn off the IR laser again.
White Fisher Jul 6 @ 8:44am 
@GhostJB
As far as I have tested, it is = IR AIM, ILLUM, Flash IR, IR DUAL.
GhostJB  [author] Jul 6 @ 8:30am 
@OAK which effect was permanently on? Was it the laser beam, the illuminator, or a flashlight?
White Fisher Jul 5 @ 9:33pm 
Do you know about a bug when turning on the laser while inside a vehicle? Recently, I was on a boat and left the laser turned on. After getting back on land, I couldn't turn it off anymore — it stayed on for the rest of the game. I had to leave and rejoin the server to fix it.
GhostJB  [author] Jun 26 @ 1:23am 
@T.Justin you may have accidentally set the "auto-on" feature at some point. Open the device interface (tap default key F4) then hold right-click over the activation/power button, drag you cursor down to the "X" icon, and release. This should turn off the auto activation feature.
SO1 T. Justin Jun 25 @ 7:18pm 
Hi does anyone know how to fix the issue where my laser activates automatically after every movement
simpel Jun 23 @ 6:25am 
Got it, thanks
GhostJB  [author] Jun 22 @ 10:59pm 
@simpel it moves the start-point for lasers attached to weapons with that attribute forwards (towards the muzzle/away from the player) by that value of meters. Its purpose is to push the start of the laser outside of the over-sized geometry LOD of some weapons (notably the vanilla belt-fed machineguns) so that the laser will be visible. (In arma, if a laser generated with the drawLaser command begins inside of a geometry object, the engine will assume its end-point to be the same as the start-point, and you won't get a beam, just the dot.)
simpel Jun 22 @ 11:52am 
What is the purpose of the gjb_itn_beltFedFix variable and how do I use it?
Tamamo Jun 7 @ 2:43pm 
Pistol lights only work some of the time, and by some of the time, I mean in Ace arsenal. When I try to use pistol lights from MPP, or Tier 1 Weapons, they don't work except in Ace arsenal. The vanilla pistol light works fine but modded pistol lights don't work.
grigorenko584 May 21 @ 12:37am 
GhostJB HI! When I press F4 (default button) I have an error - can't find some image! Can you fix it please?
r0dx864 May 20 @ 6:23pm 
could you add a simple error check for guns without lasers?
DimiDerevo May 17 @ 4:31pm 
Got it, I I'll try to fix this issue and inform you if I'll ever do this this.
GhostJB  [author] May 17 @ 7:36am 
@DimiDerevo that's a known issue which I caught very late, and the fix has been involved enough that I never was able to package it and push it as an update. Wish I had better to say about it, but I haven't had much space in my life for Arma these past few years
DimiDerevo May 17 @ 6:31am 
Hi there, love your mod, but I found an issue. Controls are not aligned properly when interface size is not set to "small" or when using non-standard aspect ratio, 21:9 in my case.
Kill3rCat [1st FORECON] May 17 @ 4:30am 
Understood, I'll look into that, thanks
GhostJB  [author] May 16 @ 9:12pm 
@Kill3rCat best way is probably to have a hidden rail attachment that is always equipped with the IZLID "weapon". ITN only looks at the side attachments for if and where it should generate a laser beam
Kill3rCat [1st FORECON] May 16 @ 7:35pm 
Hi, I'm trying to figure out how to make a compat for the IZLID for this mod. Part of the problem is that it is not an attachment, it is simply its own weapon item. Tried adding an entry in CfgITNCompat but it seemed to have no effect.
Ghostlyshell617 May 11 @ 4:24pm 
When entering buildings the laser goes into the rifle, anyone know a fix?
Owl May 4 @ 1:45am 
Is there any way to increase the default power of IR beams at IR AIM HI mode?

All functions do work but the beams are so weak that I can't see from air vechile(such as helicopters).

I used ITN with Avalon compat.
Nexogamer401 Apr 14 @ 12:33pm 
And a little suggestion/request. SPS Weapons V2 has some really cool ♥♥♥♥. Would love to see a compat for that.
Nexogamer401 Apr 8 @ 9:41am 
Could you make it so the settings for the devices are saved with the weapon when dropping it. Reason is, TSP Animate has a QuickDraw function, which works by the main weapon being slung, which basically attaches is to the player, which removes it from the weapon slot. Everytime you sling, you have to reapply the settings for your device. Would be very nice, if that worked.
houston0g38 Mar 29 @ 12:33am 
I got a question I’m having trouble turning the laser on and the flashlight it’s like they don’t work, can someone please post their settings for me
Valken Mar 26 @ 2:04am 
Can you add a bikey for MP use?
Husher Mar 7 @ 6:49am 
How do i change the option back to clicking buttons on the peq itself rather than clicking on a gui menu
Symbolizer Feb 16 @ 9:14pm 
How do i change the dot thickness/size on the modes like IR AIM LO/HI ?