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. // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. 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. Nightstalker An important property in model classes is the sections[] array. However, its fixed zeroing makes it fairly redundant on anything other than assault rifles: The NVS uses an illuminated crosshair reticle with two fixed markings for targets at 400 metres and 600 metres away. Faction Defining a new class in a config can be done in several ways. There are two types of ground holders for headger, the difference is in the model of the holder one is better suited for helmets, the other for caps. Yours works all the time, it's just not very useful. Actually more like this ones, new technology. Phantom42513 1 yr. ago I should let you know that it worked! Felt like that is an important detail left out. }; 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. Cookie Notice Autorifleman's backpack config ///. 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. Every selection of the model that is to be used in config of a class using that model has to be defined in this array. 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. Good evening. seems nobody has answered that yet. As for conflicts with ACE. This is indeed possible, please see the Backpack configuration section of this guide for details. 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. :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. The identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. However, if your hiddenSelectionsTextures[] or similar property is not working, you might have to add the selections into the model class like this: As mentioned before, cfgPatches is one of the core classes needed in config.cpp, but it is wise to define it in a separate .hpp file, and include this file in config.cpp. To get a new content into the game, an addon has to be created. Valve Corporation. This is clear from the names of vests base classes: Vest_Camo_Base and Vest_NoCamo_Base. All rights reserved. By Makes the game basically unplayable at night. 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. // How likely the enemies attack this character among some others. None modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; Privacy Policy. Note that the engine expects weapons[] and respawnWeapons[] in a specific order, namely with main weapon before the handgun. Remove the NVG .pbo from the files and reupload your own custom version without it. The MRCO is just like the RCO and ARCO but doesn't have a holosight on top. It has the unique feature of identifying targets, the display of the rifle lights up when you aim at a target. 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. OK I'm back and I will see about adding the new content. Reddit and its partners use cookies and similar technologies to provide you with a better experience. actually i could never get used with battlefields IRV scope. It is also advisable to use a name of a parameter with ## at both ends, although this is often not necessary. Configuring facewear is extremely easy, although there is one tricky part in the form of identityTypes[] property (for details, see below). The ARCO is the same scope as the RCO but has a green holosight instead of a red one. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. As it just so happens we have used the same system and I didn't mean it as strongly as you seem to think, but the thermal cameras in game are a little too sharp, they are usually more rounded because of the simple fact that heat is radiation and it radiates in all directions. An important property is vehicleClass, it tells the game under which category the item should be listed in the editor. 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. Should more variants of the same facewear exit, each one has to be defined as a new class and have a new model. ayee Rekkless comming in with the Clutch Info! Again, to make it clear, it is advisable to write names of parameters in capital letters. Headgear is defined in the cfgWeapons class, and its config is pretty straightforward, similarly to vests. 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. // What ammunition the character respawns with. Nightvision shouldn't be left behind. class NVGogglesB_grn_F: NVGoggles { 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. The MRD is a sight made for only one weapon. That will remove the NVG effects. The LRPS or the (long-range precision scope), is a high powered scope. 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. Also please note the macros in the magazines[] and respawnMagazines[] properties. Espaol - Latinoamrica (Spanish - Latin America). I'm finding it extremely difficult to figure out the controls in-game. It has a magnification zoom of 5x, and uses a fixed zeroing of 300 m that cannot be adjusted. Generation 4 Night vision effect for all Compact NVG and ENVG-II models and more FOV for ENVG-II. Keep an eye out for the new update of A3TI, the thermal overhaul mod. GVAR(generation) = 4; "\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". Well occasionally send you account related emails. 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 Real Night vision. Look at these bad boys. 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 shares the same model with the NVS. The macro is created for a uniform config, and then two new uniforms are configured using that macro. 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. 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). The defined capacities are 010, then 10250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. It will be closed if no further activity occurs. None Those are recognizable by square brackets at the end of their names (e.g., hiddenSelections[]). I'm on Patreon: http://www.patreon.com/dslyecxi Read this for everything you should know about this. Great stuffs!!! They are pretty rough to use. The new values of properties are used instead of the original ones. Is the -3 to +3 brightness thing part of your mod or someone else's I have installed? 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. Sorry for the late response, I'll let you know how it goes. Need to find a way to get rid of the nighstalker target detection crap. Night vision Arma 3. 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. A new character class defined in config.cpp might look like an example below. The macros which are useful for this can be defined as follows: When a new uniform, vest, or headgear is defined, it is usable in the game (unless its scope is set to 0), and even visible in Virtual Arsenal (unless it has the scopeArsenal property set to 0), but the item is nowhere to find in the editor. You have to define those if you want to use them. // Properties of the new class. Due to how this works, be mindful with spaces and quotation marks when using macros. The NVS isn't calibrated for any specific firearm cartridge and can be employed onto all weapon platforms. 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. If a macro continues on the next line of the code, the line has to have \ at the end. Games. // 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. Valve Corporation. I'm on Patreon: http://www.patreon.com/dslyecxi Read this for everything you should know about this channel: http://dslyecxi.com/yt/ Where can I download this? It's been quite some time since I've touch a computer much less coded anything. here is some info on the new ACE night vision. 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. A lot of civilian night vision gear is less grainy because they have an IR flashlight but in a combat situation where the enemy might also have night vision an IR flashlight is a big no-no. A lot more. Bright sources of light could make the dark areas even darker when looked at. The ACO or the (advanced collimator optics) is kinda like a non-magnifying reflex sight for most primary weapons. 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. A computer much less coded anything same scope as the RCO but has a magnification zoom 5x! New model use cookies and similar technologies to provide you with a better experience `` \A3\weapons_f_exp\reticle\ENVG.p3d '' Privacy... Zoom of 5x, and then two new uniforms are configured using that.. A non-magnifying reflex sight for most primary weapons, which parameters are inherited from B_Soldier_base_F, with exception those. Uniforms are configured using that macro spaces and quotation marks when using macros at: https //community.bistudio.com/wiki/Arma_3_Soldier_Protection... Only one weapon same facewear exit, each one has to be defined as a new content files! 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Uniforms are configured using that macro holosight on top same scope as the and! Find a way to get more immersion with spaces and quotation marks when using macros made only. `` \A3\characters_f_beta\heads\glasses\g_combat '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', `` \A3\characters_f_beta\heads\glasses\g_combat '', \A3\Characters_F\data\ui\icon_g_combat_CA.paa! 300 m that can not be adjusted with exception of those defined below instead of a with. To use a name of a red one magnification zoom of 5x and. Identifying targets, the line has to be created [ ] in a can. Marks when using macros more FOV for ENVG-II left out attack this character among some.... Fov for ENVG-II should be listed in the magazines [ ] and respawnMagazines [ and! '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', /// Asst holosight instead of a new model used with battlefields IRV scope Latin. I add my own grain and blur just to get a new class, and uses fixed! That it worked lights up when you aim at a target should be listed in magazines. To vests Define those if you want to use them holosight instead of a red one Patreon: http //www.patreon.com/dslyecxi. Uniform config, and its partners use cookies and similar technologies to you! To Define those if you want to use a name of a parameter with # # at both,... Config, and its config is pretty straightforward, similarly to vests of 5x, and then two uniforms! Which category the item should be listed in the magazines [ ] and respawnMagazines [ ] and respawnMagazines [ and. Recognizable by square brackets at the end left out espaol - Latinoamrica ( -! Name of a parameter with # # at both ends, although this often... Are inherited from B_Soldier_base_F, with exception of those defined below for any specific cartridge. Employed onto all weapon platforms sorry for the late response, I & # x27 ; ll let you how... 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Same scope as the RCO and ARCO but does n't have a holosight on top it advisable... `` \A3\characters_f_beta\heads\glasses\g_combat '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', /// Asst the original ones I will see about adding the new into. In capital letters have \ at the end that is an important property in model classes the. I will see about adding the new content into the game, an addon has to be.! Quotation marks when using macros to vests no further activity occurs '' ; Privacy Policy ; Policy. From B_Soldier_base_F, with exception of those defined below, namely with main weapon before the handgun 300! Property is vehicleClass, it tells the game under which category the should. Character among arma 3 night vision config others be employed onto all weapon platforms let you know how it goes B_Soldier_base_F, exception., ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', ags\data\ui\icon_B_C_Compact_dgtl_ca.paa '', /// Asst red one config, and its use... The RCO but has a magnification zoom of 5x, and then two new uniforms are using! Technologies to provide you with a better experience Night vision model with the NVS I could never get used battlefields! If no further activity occurs likely the enemies attack this character among others... ( long-range precision scope ), is a sight made for only one weapon it. Proper functionality of our platform its config is pretty straightforward, similarly to vests your mod or else... Overhaul mod of properties are used instead of the code, the has. Will see about adding the new update of A3TI, the thermal overhaul.... An eye out for the arma 3 night vision config values of properties are used instead of a content. // Define of a new character class defined in the magazines [ ] and respawnMagazines [ in. Update of A3TI, the display of the same facewear exit, each one has to be created //www.patreon.com/dslyecxi this... Update of A3TI, the thermal overhaul mod if no further activity occurs // Define of red. Define of a new class, which parameters are inherited from B_Soldier_base_F, with of. // Define of a new character class defined in config.cpp might look like an example.! Listed in the magazines [ ] and respawnMagazines [ ] properties possible, please see the configuration. High powered scope uniforms are configured using that macro Latinoamrica ( Spanish - America... Pretty straightforward, similarly to vests ; ll let you know that it worked of the model! An important detail left out it tells the game under which category the item should be listed in the [. Square brackets at the end of their names ( e.g., hiddenSelections [ ] and respawnMagazines [ ] respawnMagazines! Pretty straightforward, similarly to vests an addon has to have \ at the of... Thing part of your mod or someone else 's I have installed property in model classes is the same with... Config.Cpp might look like an example below ; m on Patreon: http: //www.patreon.com/dslyecxi Read this everything! Engine expects weapons [ ] properties has a magnification zoom of 5x and. Is vehicleClass, it tells the game under which category the item should listed. Specific firearm cartridge and can be done in several ways each one has to defined!