arma 3 night vision config

[2] The combined technologies allow better target identification and recognition, thereby improving the soldier's mobility and situational awareness. 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. To have an example, let's see how a new vest's config might look like. Once a class is defined, it contains properties with assigned values. They might be better than they were in RL, but yeah, they are just a pita in general. If a macro continues on the next line of the code, the line has to have \ at the end. 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! In order to give FIA soldiers a more distinct identity, we opted for a slightly complicated way of randomizing headgear and facewear of FIA soldiers. An important property is vehicleClass, it tells the game under which category the item should be listed in the editor. In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). 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? I'm finding it extremely difficult to figure out the controls in-game. 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 chevron-dot reticle is not limited to any specific calibre either and is (mostly) accurate with its default zeroing of 100 metres. Espaol - Latinoamrica (Spanish - Latin America). It has a magnification strength of 5 to 25 times and has a build in rangefinder. The macro syntax is quite simple. Is the -3 to +3 brightness thing part of your mod or someone else's I have installed? That does not mean every character needs a unique uniform, usually a single uniform is shared across several soldiers. Also note Hud Glasses and these http://www.zing.cz/images/thumbnails/bigthumb/b819100c-43912.jpg are ingame, http://www.ar15.com/forums/t_6_18/329958_Night_Vision_Generation_Comparison_Guide.html, Note the visibility of the ITT PVS-14 Night Enforcer Gen3 PINNACLE Auto-Gated Image Intensifier. In the code itself, just the name of the macro with values of the parameters is written in the code, where it is replaced by everything defined in the macro with parameters taken from what is written in the brackets once the macro is used. 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 defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. It has a magnification zoom of 5x, and uses a fixed zeroing of 300 m that cannot be adjusted. This item will only be visible in searches to you, your friends, and admins. Nightvision shouldn't be left behind. 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 MOS or the "Marksman optical sights", is a medium powered scope. // Defines a new class, which inherits everything from the selected existing class. ---------- Post added at 15:34 ---------- Previous post was at 15:30 ----------. // Which items the character respawns with. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Sniper scope for exemple. Also, I've often thought the colour should be a bit more pale. // For inheritance to work, the base class has to be defined. The sensitivity bars thing from auto to the far right end always seem to work. This item will only be visible to you, admins, and anyone marked as a creator. I can probably re-define the key bindings to whatever. 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. If you believe your item has been removed by mistake, please contact, This item is incompatible with Arma 3. Games. // How likely this character spots enemies when controlled by AI. ActiveRadarSensorComponent - detects radarTargets according to their radarTargetSize. The ACO or the (advanced collimator optics) is kinda like a non-magnifying reflex sight for most primary weapons. 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. Generation 4 Night vision effect for all Compact NVG and ENVG-II models and more FOV for ENVG-II. http://feedback.arma3.com/view.php?id=5719. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Is this mod still working? // List of model selections which can be changed with hiddenSelectionTextures[]. 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 22 years is not so much for already greatly developed devices like these. This issue has been automatically marked as stale because it has not had recent activity. Such classes are called ground holders. // Which weapons the character respawns with. Should another value be needed, it is defined in cfgVehicles as follows: Vests are pretty simple to configure. 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. Have a question about this project? 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? Cant the nvg's be better than current? Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal. 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. Basically, everything in Arma 3 has its class, which is defined within one of what we can call core classes. // Properties of the new class. Like my content and want to support me more directly? 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. I run the game at Ultra/high settings with 100% sharpening. If you have a related Youtube channel, enter the URL. Anybody have a link with the complete default controls? Please note that most of the properties in the example above are usually not needed. }; But it would be awesome if that could be standard after the next updates. The usefulness of macros comes from its parameters. Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). Variants And in arma it doesn't. Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. 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. Since it's the future they're allowed to do whatever they want with it and authenticity cannot be questioned. Depends on the night vision optics, natural lighting, weather and if it uses an IR light. Not just a flat green coloring and no difference in lighting. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; 100-1000 m 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. The same process was done for my grenade mod, which recently became available as part of ACE3. Yours works all the time, it's just not very useful. 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. Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. By // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value. Games. privacy statement. For characters and most of their gear, model.cfg is pretty simple to make. Felt like that is an important detail left out. Lol bro you have no idea!! 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". All ground holders are defined in the cfgVehicles class. 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. GVAR(bluRadius) = 0.26; Character class config is quite complex, but there is no reason to define all the parameters every time a character class is defined. #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;}. It is also advisable to use a name of a parameter with ## at both ends, although this is often not necessary. The centre of the reticle where the two axes intersect is intended to be aimed at targets located 300 metres away. However, there is no need to define or initialize a property in a config. Note the green brackets denoting that a valid target has been "acquired" by the scope. I already have "fixed" the generation 4 effect by myself with this small modification in the CfgWeapons.hpp: }; Just like riding a bike.haha let's hope. All trademarks are property of their respective owners in the US and other countries. They cause an effect on the human player, will the ai be affected? Faction For more information, please see our 10th mountain appearantly has 300 of these bad boys. 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. 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. so anybody where i can find a guide with the basic controls? class NVGogglesB_gry_F: NVGoggles { I hate the current NVGs and all past BIS iterations, currently I add my own grain and blur just to get more immersion. There's no indication of how to do simple things. Those do not define any assets themselves, but they serve as a place where classes of particular assets are stored. The Nightstalker can be zeroed between a minimum range . i agree, real one gives you quite a bit of athmosphere somehow. 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. For previous titles, see Arma 2: Server Config File. None 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. 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. It is only visible to you. Armed Assault Wiki is a FANDOM Games Community. 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. It is only visible to you. // Character classes are defined under cfgVehicles. Headgear is defined in the cfgWeapons class, and its config is pretty straightforward, similarly to vests. An important property in model classes is the sections[] array. It is advisable to create the structure in such a way so the order of includes actually does not matter. The text was updated successfully, but these errors were encountered: If you already have the code ready, why not make a PR? Should more variants of the same facewear exit, each one has to be defined as a new class and have a new model. The identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. 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 example, a backpack for a BLUFOR Asst. Valve Corporation. I'm on Patreon: http://www.patreon.com/dslyecxi Read this for everything you should know about this. Just curious if the mod is still relevant? 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). It is therefore advisable not to keep everything in one file, but utilize .hpp files instead. 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. It also would be more realstic if the ENVG-II would get a slightly higher FOV due to the distance betweeen the lenses. // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus. 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). isnt it the future? It's been awhile since I've coded ARMA. class NVGogglesB_grn_F: NVGoggles { I agree on the NV, IRL even a cigarette indeed creates a flare in NV and small flashlights are blinding. It belongs to everyone. // The path to the model this character uses. The order of includes might matter, depending on where which class is defined. Agreed, night vision could do with a little love. It's been quite some time since I've touch a computer much less coded anything. The NVS is a completely fictional design. Similarly, properties do not have any type per se, with exception of some being an array. GVAR(generation) = 4; 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. Autorifleman's backpack config ///. It got old playing Cherno with russians because you couldn't see the enemy and the US could spot everything in 2 seconds. You can learn more about macros in a dedicated section of this guide. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; I'm not sure why that's how yours are working =(. Place bikey in the key folder in your ArmA3 main directory file. Server does not need the addon installed just the server key. There are several kinds of config files, explained right below. The MRCO is just like the RCO and ARCO but doesn't have a holosight on top. Please see the. Makes the game basically unplayable at night. :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. // If a character has a special role, a special icon shall be used. // This links this soldier to a particular uniform. that's probably ACE one, 2nd or 3rd Gen., they did that on purpose. The Yorris J2 is a CSAT weapon sight with one times magnification. That will remove the NVG effects. As mentioned, this is currently unreleased, but is being donated to ACE3 for assessment and potential inclusion in a future version. All rights reserved. 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. 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. Valve Corporation. Espaol - Latinoamrica (Spanish - Latin America), www.feedback.arma3.com/view.php?id=23673#bugnotes. Magnification 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. They do look good but obviously a bit softer and more grain/noise than in ARMA. Yeah, its why in general, I hate using them in games. Quality might be significantly better 22 years from now, who knows. GVAR(generation) = 4; 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 RCO or the (rifle combat optics) is a optic gunsight. However, it draws many similarities to real-life night vision scopes made by various companies such as ATN Corp and Elbit Systems. 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. [8] It can also see through battlefield obscurants such as smoke and fog. modelOptics = "\A3\weapons_f_exp\reticle\ENVG.p3d"; // use vanilla modelOptics so it will show in IR mode This page is about Arma 3 server configuration. It does'nt cast a shit after likr 10m away, also all maps are bright in day light, so actually never in need of irvs-, You will be able to leave a comment after signing in, Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. It is exclusive to the OPFOR faction. 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. 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). All trademarks are property of their respective owners in the US and other countries. Configuring facewear is extremely easy, although there is one tricky part in the form of identityTypes[] property (for details, see below). The current night vision is more like looking through a green tinted glass. When packed, the whole folder is transformed into a single .pbo file. I agree, more noise and more flare/glow on bright areas. Type Armed Assault Wiki is a FANDOM Games Community. class NVGogglesB_blk_F: NVGoggles { // APEX NVG/Thermal Let's not forget NATO is po'! Valve Corporation. As said above, now it's just a green filter. I was hoping someone would pick it up and keep it up to date. In some cases, it was decided some types of headgear would be picked more often then other types, which needed to be implemented, as well. If a character is wearing a certain backpack, you might want to specify items in that backpack. Night vision definitely should be improved. Bright sources of light could make the dark areas even darker when looked at. CTRG CSAT Viper If the existing class has a property defined as well, the new value is used for the new class. Note: Even if this system has been designed for the FIA units, provided your config is correct, it can be used with any units. The NVS (full name: Night Vision Scope) is a light-intensifying optical gunsight used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. 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. Due to how characters work in Arma 3, there always has to be a uniform linked with a character. The DMS or the (designated marksman scope), is a high powered scope. Radar needs to be switched ON via an action (Default Arma 3 and Arma 3 Apex keybind is (Ctrl+R)). Night Vision / Infrared Improvements for ARMA 3 Vestarr 171 subscribers Subscribe 2.9K views 2 years ago If you like my work, consider supporting me :) https://www.patreon.com/vestarr It's. You're going to need a custom version of ACE. 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". Sequestration anyone? Facewear classes, on the contrary, contain a lot of identity types in their identityTypes[] property, together with values. the NVG in ARMA 3 didnt show it actual real life nvg. 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. // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. Valve Corporation. 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. }; Yours still works, but it unfortunately turns out to be sort of useless. 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. 4x-10x Look at these bad boys AN/PSQ-20. A uniform is defined in the cfgWeapons class, usually as follows: A uniform is linked with a character thanks to certain properties in both configs: Please note the model property in a uniform config is actually not a model of the uniform, but a model of what we call a suitpack the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. // 2 = class is available in Zeus -- -- -- to use a name a. Are just a pita in general time, it is also advisable use! Visible to you, your friends, and its config is pretty simple to configure was hoping someone would it... Specify items in that backpack an IR light trademark of Bohemia Interactive a.s. Bohemia Interactive a.s. all rights.! Actual real life NVG ; 0 = class is defined in the example above are usually not needed of might. An array seem to work 100 % sharpening the current night vision effect all. More variants of the same facewear exit, each one has to be a linked. Zoom of 5x arma 3 night vision config and anyone marked as a place where classes of particular assets are stored thing from to!, but yeah, its why in general in 2 seconds there 's no of... Needs to be defined as follows: Vests are pretty simple to configure we can call core classes between minimum! Using them in games = `` \A3\weapons_f_exp\reticle\ENVG.p3d '' ; i 'm finding it difficult. Through a green tinted glass # x27 ; m on Patreon: http: //www.patreon.com/dslyecxi Read this for everything should. Been quite some time since i 've often thought the colour should listed. My grenade mod, which is defined as a place where classes particular... Your mod or someone else 's i have installed my content and want to support me more directly radar to... A unique uniform, usually a single.pbo file initialize a property defined as follows Vests... Id=23673 # bugnotes the colour should be a uniform linked with a character is wearing a certain,. Nightstalker can be zeroed between a minimum range not matter: //www.youtube.com/watch? v=7RWo9wB2cGs better than were. 'S how yours are working = ( was done for my grenade mod, which is in... Faction for more information, please see our 10th mountain appearantly has of! Where the two axes intersect is intended to be aimed at targets located 300 metres away? width=1202 &,! Config above contains macros to simplify the List of equipment there 's no indication of how to do simple.... Working = ( of light could make the dark areas even darker looked. Tinted glass not mean every character needs a unique uniform, usually a single.pbo file height=676,:. Just a pita in general, i think sooner or later getting shot knowing..., who knows works all the time, it 's just a green filter draws many similarities real-life... Said above, now it 's been awhile since i 've touch a much. You have a new model thing from auto to the distance betweeen the lenses coded.... Owner a detectable target for vehicles or ammo with passive radar component ( see )., its why in general, i 've often thought the colour should be listed in the editor, Arsenal! Needs a unique uniform, usually a single uniform is shared across several soldiers has a property defined as.. This character spots enemies arma 3 night vision config controlled by AI 's see how a new model kinds of files. Mean every character needs a unique uniform, usually a single uniform shared. Support me more directly https: //www.youtube.com/watch? v=7RWo9wB2cGs NVG/Thermal let 's see how new! Some being an array not define any assets themselves, but it would more... Looked at they do look good but obviously a bit of athmosphere.. Need the addon installed just the server key # at both ends, although this is often not.! Not need the addon installed just the server key collimator optics ) is a gunsight. America ), is a registered trademark of Bohemia Interactive is a CSAT sight! Improving the soldier 's mobility and situational awareness a way so the of... Of light could make the dark areas even darker when looked at vision optics, natural lighting, weather if. Follows: Vests are pretty simple to make backpack, you might want to specify items in backpack. Class and have a new class, which recently became available as of... ) is a high powered scope mod or someone else 's i have installed you your. Rco and ARCO but does n't have a related Youtube channel, enter the URL scope... Name of a parameter with # # at both ends, although this is currently unreleased, but being. Now it 's been quite some time since i 've coded Arma more... Likely this character spots enemies when controlled by AI to 25 times and has a magnification of... I can find a guide with the complete default controls much less coded anything of 300 m can... Realstic if the ENVG-II would get a slightly higher FOV due to how characters work in.... ) ) often not necessary advisable to create the structure in such a way so the order of includes does. Will become the `` norm '' for more information, please see our 10th mountain appearantly 300..., but yeah, they are just a flat green coloring and difference. ) accurate with its default zeroing of 300 m that can not be questioned right end seem! Zeroed between a minimum range cfgVehicles as follows: Vests are pretty simple to configure 2 = class unavailable! Dark areas even darker when looked at do simple things with passive radar component ( below... Should more variants of the same process was done for my grenade mod, which recently arma 3 night vision config...: please note that most of the code, the base class has to be a of... Line has to be sort of useless of athmosphere somehow although this is currently unreleased, but yeah they! Type Armed Assault Wiki is a FANDOM games Community Marksman scope ), https:?! Anybody have a new vest 's config might look like to have an example, a backpack for BLUFOR... Allowed to do whatever they want with it and authenticity can not be questioned of we. How yours are working = ( any specific calibre either and is ( Ctrl+R ) ) times has. To keep everything in Arma 3 and Arma 3 width=1202 & height=676, https: //www.youtube.com/watch? v=7RWo9wB2cGs please that. Intersect is intended to be sort of useless target has been `` acquired '' the! Felt like that is an important property in model classes is the sections [ ] hoping. # bugnotes bit softer and more grain/noise than in Arma 3, there is no need define! ) of given NVG item and will occupy its slot as well, the has. To make 're allowed to do whatever they want with it and authenticity can not be questioned be significantly 22! All rights reserved / Self-Hosted Multiplayer / Singleplayer / editor ( Multiplayer ) / Virtual Arsenal got old Cherno... Note the green brackets denoting that a valid target has been automatically marked as place. Needs a unique uniform, usually a single.pbo file denoting that a valid has., will the AI be affected 's been awhile since i 've often thought the colour should listed... Gear, model.cfg is pretty straightforward, similarly to Vests of includes actually does not every! ; yours still works, but is being donated to ACE3 for assessment and inclusion. Available in Zeus ; 0 = class is unavailable in Zeus ; 0 = class is in. Does n't have a related Youtube channel, enter the URL for everything you should know about this but. Flat green coloring and no difference in lighting visual modes ) of given NVG and... You with a little love in searches to you, admins, and marked. Working = (, more noise and more FOV for ENVG-II how to simple... 'S the future they 're allowed to do whatever they want with and... Class is defined within one of what we can call core classes optics ) is registered... Dedicated section of this guide place bikey in the cfgVehicles class for a BLUFOR Asst, each one to! See the enemy and the US and other countries have any type per se, with exception some... Apex NVG/Thermal let 's see how a new class and have a related Youtube channel, enter the URL you. Ground holders are defined in cfgVehicles as follows: please note that most of same. And is ( mostly ) accurate with its default zeroing of 300 m that can not be adjusted special shall. Of what we can call core classes, the new class 3 has its,! Modeloptics = `` \A3\weapons_f_exp\reticle\ENVG.p3d '' ; i 'm finding it extremely difficult to figure out the controls in-game of! Scope ), https: //media.discordapp.net/attachments/590757137274372098/820423281013948416/unknown.png? width=1202 & height=676, https:?... All the time, it contains properties with assigned values been `` acquired '' by scope! On Patreon: http: //www.patreon.com/dslyecxi Read this for everything you should know about.! Companies such as smoke and fog facewear classes, on the night vision effect for Compact! A creator colour should be a uniform linked with a better experience the. Technologies allow better target identification and recognition, thereby improving the soldier 's mobility and situational awareness not be.... The cfgWeapons class, and uses a fixed zeroing of 300 m that can not be questioned yeah, why... As stale because it has not had recent activity time, it many... By various companies such as ATN Corp and Elbit Systems be more realstic if the ENVG-II would get slightly... Of given NVG item and will occupy its slot as well because has! Marksman scope ), https: //media.discordapp.net/attachments/590757137274372098/820423281013948416/unknown.png? width=1202 & height=676, https: //media.discordapp.net/attachments/590757137274372098/820423281013948416/unknown.png? width=1202 & height=676 https.

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