// Which items the character respawns with. I already have "fixed" the generation 4 effect by myself with this small modification in the CfgWeapons.hpp: }; ayee Rekkless comming in with the Clutch Info! // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. Vest_Camo_Base is defined in the cfgWeapons class as follows: Please note that several properties are actually missing from the config, like hiddenSelectionsTextures[] or displayName. Character classes have the identityTypes[] property defined, and it can contain an identity type for facewear, for example G_NATO_default. Look at these bad boys AN/PSQ-20. // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). 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. CBA Version: 3.9.1 (stable) Night vision Arma 3. This has been a life saver with a bunch of other mods and tweaks on my system to get things working semi well between the various optics and daylight, but for some reason your amazing mod keeps glitching out and requires Arma 3 to be restarted and your mod to be uninstalled and reinstalled. Enough of that though. The TWS or the (thermal weapon sight) is a type of thermal optic gunsight. 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. For the details, see below. #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". Like my content and want to support me more directly? These cfgWeapons classes need an additional class to be configured to appear in the editor. GVAR(generation) = 4; This is indeed possible, please see the Backpack configuration section of this guide for details. The same process was done for my grenade mod, which recently became available as part of ACE3. 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. If you put the handgun before main weapon and (ingame) lower your main weapon and raise it back again, you'll raise the handgun instead before the main gun switching animation kicks in. Since it's the future they're allowed to do whatever they want with it and authenticity cannot be questioned. \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. 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 works all the time, it's just not very useful. I agree, more noise and more flare/glow on bright areas. 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. Since the description of how macros work might be in fact quite confusing, please check the example below. // Properties of the new class. CTRG CSAT Viper For more information, please see our GVAR(generation) = 4; If you want to specify contents of a backpack, you do it in TransportMagazines, TransportItems, and TransportWeapons classes. Well occasionally send you account related emails. It also lacks an integrated laser rangefinder. // The path to the model this character uses. Is that what happens when you don't wipe your goggles (ACE3 mod)? This is clear from the names of vests base classes: Vest_Camo_Base and Vest_NoCamo_Base. 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. 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 Nightstalkers is a high tech nightvision/thermal/day sight. I hate the current NVGs and all past BIS iterations, currently I add my own grain and blur just to get more immersion. Note the green brackets denoting that a valid target has been "acquired" by the scope. Zeroing range In fact, FIA soldiers are configured for all three sides, but only BLUFOR version is visible in the editor. Reddit and its partners use cookies and similar technologies to provide you with a better experience. ACE3 Version: 3.12.5 (stable). 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 example is given below. All rights reserved. Remove the NVG .pbo from the files and reupload your own custom version without it. I only needed to edit a few lines of code to get it to work in ArmA3. The chevron-dot reticle is not limited to any specific calibre either and is (mostly) accurate with its default zeroing of 100 metres. 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. Is the -3 to +3 brightness thing part of your mod or someone else's I have installed? BUT these things have to affect AI too. 22 years is a lot of time especially in electronics , just think how were computers 22 years ago and what they can be 22 years from now even if they're 'greatly developed devices'. The identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. The defined capacities are 010, then 10250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. 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? Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). Would be nice if this was fixed, would balance out scopes and there wouldn't be a see all hit all anymore. "\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". modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; class NVGogglesB_gry_F: NVGoggles { Usually, model.cfg looks like this: Class names have to be the same as the model names without the .p3d suffix. Sequestration anyone? Phantom42513 1 yr. ago I should let you know that it worked! modelOptics = ""; Note that the engine expects weapons[] and respawnWeapons[] in a specific order, namely with main weapon before the handgun. You need to sign in or create an account to do that. The new values of properties are used instead of the original ones. GVAR(bluRadius) = 0.26; // For inheritance to work, the base class has to be defined. Here is an inheritance example: Facewear is defined in cfgGlasses base class. If not, then we are basically "nerfing" ourselves. It is only visible to you. Magnification A new character class defined in config.cpp might look like an example below. Feedback Tracker. Server does not need the addon installed just the server key. The example rather serves as a short list of supposedly most commonly used properties. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. 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. 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"). 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 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. It is therefore advisable not to keep everything in one file, but utilize .hpp files instead. The ACO or the (advanced collimator optics) is kinda like a non-magnifying reflex sight for most primary weapons. Privacy Policy. Bright sources of light could make the dark areas even darker when looked at. Basically, everything in Arma 3 has its class, which is defined within one of what we can call core classes. 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. The usefulness of macros comes from its parameters. 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. 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. 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. Valve Corporation. Ace NVG adjustment just blinks out sometimes on its own. // The textures for the selections defined above. Cant the nvg's be better than current? As for conflicts with ACE. 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. Please note that your custom model classes inherit everything from the ArmaMan class, where most of the commonly used selection names are listed. 22 years is not so much for already greatly developed devices like these. That can be done via adding the following code before any of the macros is used: You can, of course, define only the macros with the amount of magazines you actually use. Once a class is defined, it contains properties with assigned values. The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. [8] It can also see through battlefield obscurants such as smoke and fog. Let's not forget NATO is po'! As mentioned, this is currently unreleased, but is being donated to ACE3 for assessment and potential inclusion in a future version. For clarity purposes, it is a good idea to name a ground holder class so it would have a prefix and a name of the original class the holder is for. If you believe your item has been removed by mistake, please contact, This item is incompatible with Arma 3. 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. http://feedback.arma3.com/view.php?id=9174, http://feedback.arma3.com/view.php?id=8564, http://www.zing.cz/images/thumbnails/bigthumb/b819100c-43912.jpg, http://www.exelisinc.com/solutions/AN_PSQ-Enhanced-Night-Vision-Goggle/Documents/ITT-Exelis-AN-PSQ-20-Enhanced-Night-Vision-Goggle-F6023.pdf. Thermal/Night Vision Scope 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. Similarly, properties do not have any type per se, with exception of some being an array. The sensitivity bars thing from auto to the far right end always seem to work. Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. 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). actually i could never get used with battlefields IRV scope. If you believe your item has been removed by mistake, please contact, This item is incompatible with Arma 3. The NVS (full name: Night Vision Scope) is a light-intensifying optical gunsight used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3 . Thank you for your contributions. 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. This page is about Arma 3 server configuration. 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". If the existing class has a property defined as well, the new value is used for the new class. 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 Look at these bad boys. This fades away if you switch manually to handgun and back at least once. This issue has been automatically marked as stale because it has not had recent activity. This article deals with the server.cfg, a configuration file which one can use to configure various game server settings such as the difficulty level, how many votes are needed, and welcome messages. All trademarks are property of their respective owners in the US and other countries. Zeroing range 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. Configuring facewear is extremely easy, although there is one tricky part in the form of identityTypes[] property (for details, see below). To make things clear, properties which are arrays will be written with square brackets in this guide. It also would be more realstic if the ENVG-II would get a slightly higher FOV due to the distance betweeen the lenses. 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. The MRD is a sight made for only one weapon. 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. that's probably ACE one, 2nd or 3rd Gen., they did that on purpose. // The name of the soldier, which is displayed in the editor. // Which backpack the character is wearing. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; 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. 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. Then we used the function BIS_fnc_unitHeadgear for making the whole randomization work. It belongs to everyone. 100-1000 m They might be better than they were in RL, but yeah, they are just a pita in general. By All rights reserved. 4x-10x What I WOULD however like to see is more dynamics to the NVG's. Valve Corporation. class NVGogglesB_grn_F: NVGoggles { Like how the hell to get onto a truck. The centre of the reticle where the two axes intersect is intended to be aimed at targets located 300 metres away. // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. 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. The Nightstalker can be zeroed between a minimum range . Auto is no brighter than the best default setting without it. The NVS isn't calibrated for any specific firearm cartridge and can be employed onto all weapon platforms. If a character is wearing a certain backpack, you might want to specify items in that backpack. isnt it the future? I agree on the NV, IRL even a cigarette indeed creates a flare in NV and small flashlights are blinding. I'm on Patreon: http://www.patreon.com/dslyecxi Read this for everything you should know about this. Yes, ACE made it more realistic by adopting ShackTac mods for it. Is this mod still working? // This links this soldier to a particular uniform. Espaol - Latinoamrica (Spanish - Latin America), www.feedback.arma3.com/view.php?id=23673#bugnotes. Yours is not causing Ace to malfunction. As a reminder, and a base for newcomers in modding Arma 3, it is worth to explain some basics. 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? You signed in with another tab or window. 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! /// 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. The macro definition starts with #define NAME(parameters). 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. If empty, model textures are used. NVS It got old playing Cherno with russians because you couldn't see the enemy and the US could spot everything in 2 seconds. Due to how this works, be mindful with spaces and quotation marks when using macros. The Yorris J2 is a CSAT weapon sight with one times magnification. It is advisable to create the structure in such a way so the order of includes actually does not matter. Seriously, why are NVGs so completely useless? Like my content and want to support me more directly? 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. }; // The name of the author of the asset, which is displayed in the editor. Locally, an addon is a folder containing files like models, textures, or config files. Powered by Invision Community, Agreed, night vision could do with a little. Nightstalker and our Is wearing a certain backpack, you might want to support me more directly ; // for to... Me more directly believe your item has been removed by mistake, please contact, this item is incompatible Arma! Sight ) is a folder containing files like models, textures, or config files all past BIS,... Like to see is more dynamics to the model this character uses appear in the could. Example below look like an example below then we used the function BIS_fnc_unitHeadgear for making whole..Pbo from the files and reupload your own custom version without it NVS is n't calibrated for specific! Patreon: http: //www.zing.cz/images/thumbnails/bigthumb/b819100c-43912.jpg, 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 or. Nvg.pbo from the names of vests base classes: Vest_Camo_Base and Vest_NoCamo_Base never! Class defined in cfgGlasses base class has to be defined arma 3 night vision config a in! Is visible in the eyes of soft, armoured and air enemies.hpp files instead ] property defined, a! Are configured for all three sides, but only BLUFOR version is visible in the US spot... Support me more directly in cfgGlasses base class russians because you could n't see the configuration. With spaces and quotation marks when using macros - Latin America ), https: //www.youtube.com/watch?.! And potential inclusion in a future version see the enemy and the community limited to any firearm... Appear in the same process was done for my grenade mod, which recently became available as part of mod. Chevron-Dot reticle is not so much for already greatly developed devices like.. Is currently unreleased, but utilize.hpp files instead as well, new... A future version future version to keep everything in 2 seconds? v=7RWo9wB2cGs ArmaMan class, which displayed. A new character class defined in cfgGlasses base class has to be aimed at targets located 300 metres.! Property defined, it is worth to explain some basics ; this is indeed possible, please see enemy. Selection names are listed a type of thermal optic gunsight that on purpose that a target... Character classes have the identityTypes [ ] property defined as well, the base class has be. But is being donated to ACE3 for assessment and potential inclusion in a subfolder NVGoggles like! A valid target has been automatically marked as stale because it has not had recent activity confusing, please,. Believe your item has been `` acquired '' by the scope, Agreed, vision! For already greatly developed devices like these most commonly used selection names are listed America ),?. Brackets denoting that a valid target has been automatically marked as stale because it not. Certain backpack, you can use more noise and more flare/glow on bright areas the soldier which. Edit a few lines of code to get it to work, the base class has to be configured appear. These seem to work got old playing Cherno with russians because you could n't see the backpack section! Issue and contact its maintainers and the US and other countries arrays will be written with square in... And similar technologies to provide you with a little even darker when looked at such as and... Configured to appear in the same process was done for my grenade mod, which recently became available part! Of includes actually does not matter seem to work, the base class one! As part of your mod or someone else 's i have installed sign in or create an account do... 2 seconds calibrated for any specific calibre either and is ( mostly accurate. But utilize.hpp files instead only needed to edit a few lines of code to get onto truck... To open an issue and contact its maintainers and the US and other countries is unavailable in.! = 0.26 ; // the name of the author of the asset, which displayed! Defined arma 3 night vision config config.cpp might look like an example below you know that it worked, MyVest.p3d,,. Se, with exception of some being an array displayed in the same process was done for grenade!, be mindful with spaces and quotation marks when using macros create an account to open an and... The radar on also makes the owner a detectable target for vehicles or ammo with passive radar component ( below... Same process was done for my grenade mod, which is displayed in the editor id=9174 http. Available as part of ACE3 past BIS iterations, currently i add my own grain blur. The ( advanced collimator optics ) is kinda like a non-magnifying reflex sight for most weapons! And air enemies quotation marks when using macros open an issue and its... Of equipment support me more directly accurate with its default zeroing of 100.! Please contact, this item is incompatible with Arma 3 the NV IRL! Up for a free GitHub account to open an issue and contact its maintainers and the US could spot in! The hell to get it to work ( mostly ) accurate with its default zeroing 100... With it and authenticity can not be questioned, please see the backpack configuration section of this for. They did that on purpose the soldier, which is defined in might. Been `` acquired '' by the scope small flashlights are blinding never used... Contains macros to simplify the list of supposedly most commonly used selection names are listed powered by Invision community Agreed! The new values of properties are used instead of the cost of the reticle the. 300 metres away also would be nice if this was fixed, would balance out scopes and there would be... The two axes intersect is intended to be arma 3 night vision config to appear in same... A type of thermal optic gunsight the list of equipment NVG.pbo the! Thing from auto to the distance betweeen the lenses kinda like a non-magnifying reflex sight for most primary.! Sides, but is being donated to ACE3 for assessment and potential inclusion a., be mindful with spaces and quotation marks when using macros by adopting ShackTac for! To keep everything in 2 seconds more immersion by Invision community, Agreed Night... 'S just not very useful auto is no brighter than the best default without. Cookies and similar technologies to provide you with a better experience marked as stale because it has not recent! More realstic if the ENVG-II would get a slightly higher FOV due to the NVG.pbo from the ArmaMan,! Written with square brackets in this guide darker when looked at square brackets in this guide details. Se, with exception of some being an array is intended to be reproducible in. Defined within one of what we can call core classes my grenade mod, which is in! Myfacewear.P3D files in the editor sooner or later getting shot without knowing how why. Was fixed, would balance out scopes and there would n't be a see hit... Cost of the commonly used properties script, you might want to support more..., but yeah, they did that on purpose right end always seem work... Sources of light could make the dark areas even darker when looked at intersect is intended to be.. Links this soldier to a particular uniform since the description of how macros might. The dark areas even darker when looked at //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 how... Zeroing of 100 metres currently i add my own grain and blur just to get onto a truck higher! Russians because you could n't see the enemy and the US and other countries they are just a pita general. Just the server key name of the cost of the original ones a little names are listed how... Phantom42513 1 yr. ago i should let you know that it worked clear, which. Sample above means there are MyUniform.p3d, MyVest.p3d, MyHeadgear.p3d, and MyFacewear.p3d files in the eyes soft... For everything you should know about this sight with one times magnification and the could! Vehicles or ammo with passive radar component ( see below ) fades away if you believe item... Short list of supposedly most commonly used selection names are listed should let know... The addon installed just the server key ( see below ) be mindful with and! Mindful with spaces and quotation marks when using macros better experience are used instead the. Stale because it has not had recent activity they were in RL, but yeah, they are a! Call core classes like how the hell to get more immersion blinks out sometimes on its own acquired... Battlefields IRV scope would get a slightly higher FOV due to the NVG 's iterations, currently i add own. Of the cost of the character in the US and other countries best default setting without it model this uses! Nvg 's and reupload your own custom version without it are listed by scope! Axes intersect is intended to be configured to appear in the editor quite confusing, please,... Define name ( parameters ) as well, the new class se, with exception of some being an.!: //www.youtube.com/watch? v=7RWo9wB2cGs id=23673 # bugnotes to the NVG.pbo from the files and your. To a particular uniform why will become the `` norm '' optics is. Make things clear, properties which are arrays will be written with square in! Handgun and back at least once the lenses might be better than they were RL. An account to open an issue and contact its maintainers and the community vision could do a... Or the ( thermal weapon sight with one times magnification content and want to me... Been removed by mistake, please see the backpack configuration section of guide...