Arma 3
dzn Artillery Illumination
35 Comments
O. Forest 7 Sep, 2024 @ 10:50am 
Cannot figure out how to add the class into the settings. I want the Sholef to have the rounds, yet putting it's class in the settings "B_MBT_01_arty_F" does not work. So I am guessing that I am doing something wrong, but cannot figure out what.
Buzzil  [author] 21 Nov, 2020 @ 1:45am 
Sorry, never tried/
Yo Gabba Gabba! 20 Nov, 2020 @ 12:19pm 
Just wondering if this includes Global Mobilization flares?
dtrain 11 Sep, 2020 @ 2:54pm 
Makes flares MUCH brighter to where you can actually see the illuminated area. Great mod
Buzzil  [author] 1 Sep, 2019 @ 11:48pm 
@ColOddball27
Did you install and run mod on dedicated server?
ColOddball27 1 Sep, 2019 @ 7:23pm 
When I try and use it the spawn effects to drop these with Achillies it dosent work for some reason on my Units Dedicated Server but when I try to use it in a MP Testing environment on my own machine it will spawn fine from the zeus menu.
Buzzil  [author] 17 Aug, 2018 @ 11:53am 
Small update.
+ Mortar Illumination (x3) module - deploy illumination round each 45 seconds (3 times total)
^ Infinite flare is used, so flare won't disappear mid-air on vanilla
^ Default Intensity is changed to 10
hauser 17 Aug, 2018 @ 11:25am 
Cheers fam
Ateles 17 Aug, 2018 @ 11:17am 
Thx, works now.
Buzzil  [author] 17 Aug, 2018 @ 10:59am 
Investigation done - for Achiles users - find Mortar/Howitzer illumination at [Spawn - Spawn Effects]
Buzzil  [author] 17 Aug, 2018 @ 9:37am 
@hauser
@Fastfood4Bigfoot
If you don't have Mortar/Howitzer Illumination modules in Zeus UI try to 'Repair' mod in the Arma 3 launcher, load arma and open editor, place GameMaster module and choose 'All addons (including unoffial ones)' in placed module settings. See https://puu.sh/BfQ7m/520694b03a.png

>incredibly weak and not like in the screenshots when I use them.
Both arty and module illumination are customizble in Settings -> Addon Options -> dzn Artillery Illumination
hauser 17 Aug, 2018 @ 9:11am 
@Fastfood4Bigfoot I do see the "Flares" category in vanilla though. I should note as well that the rounds still seem incredibly weak and not like in the screenshots when I use them.
Ateles 17 Aug, 2018 @ 9:10am 
@Buzzil: I know, I thought you would use the default flares as illumination rounds instead of adding new objects to zeus mode.

For me neither in Achilles nor in vanilla I can find the illumination rounds shown in your screenshot - means I can confirm hausers statements.
hauser 17 Aug, 2018 @ 8:59am 
Okay, I loaded the game without Achilles and Achilles does indeed seem to remove the "Flares" category.
hauser 17 Aug, 2018 @ 8:54am 
Does Achilles remove the category or something? I just don't have it.
Buzzil  [author] 17 Aug, 2018 @ 8:33am 
@Fastfood4Bigfoot
>Didn't knew you need Ares/Achilles too
You don't need to load Ares/Achilles. "Flares" are default Arma 3 zeus module category, current mod adds 2 additional modules to this vanilla category.

>I though the bright illumination effect would also apply to "Green/Red/White/Yellow Flare".
Default flares (and 40mm rounds) are for signals, just like colored smoke but visible at night. Didn't you play Modern Warfare 2? https://youtu.be/ICYM8ZsxjpM?t=340
Ateles 17 Aug, 2018 @ 7:58am 
Thx. Didn't knew you need Ares/Achilles too. I though the bright illumination effect would also apply to "Green/Red/White/Yellow Flare".
Buzzil  [author] 17 Aug, 2018 @ 7:36am 
@hauser
You doing something wrong, 'Flares' is vanilla category, so it should be there. See https://steamuserimages-a.akamaihd.net/ugc/957465516832353938/BF4E3FF7D4F8F8AEFE76E9DD0943AE49A67B4581/
hauser 17 Aug, 2018 @ 6:47am 
I don't see any "Flares" category under modules in Zeus. What gives?
Buzzil  [author] 15 Aug, 2018 @ 12:38pm 
@AlphaAmpersandOmega
>RHS artillery doesn't use illumination shots properly anymore
Mortar flares looks ok. What RHS arty did you use?

@Fastfood4Bigfoot
@zielonymech
>Would be nice to have Zeus flares enhanced as well... Is that possible?
Added zeus module to Modules - Flares - Mortar Illumination & Howitzer Illumination.

Note: Fixed a bug of multiple EHs adding (so intensity of illum rounds were raising during the game), so it may require to update illumination intensity setting now.
Ateles 13 Aug, 2018 @ 4:57pm 
Would be nice to have Zeus flares enhanced as well... Is that possible?
Buzzil  [author] 12 Aug, 2018 @ 10:16am 
@zielonymech
Нет, только через артиллерийские модули в Ares/Achilles.
zielonymech 11 Aug, 2018 @ 8:22am 
а через Zeus можно использовать?
AlphaAmpersandOmega 4 Aug, 2018 @ 12:24am 
I can't be sure its the mods fault, but RHS artillery doesn't use illumination shots properly anymore. If you order a fire mission in zeus, the flares light up over the gun, not at the target coordinates.
Buzzil  [author] 30 Jul, 2018 @ 10:56am 
@[DNR]Ozone
>Usage:
>- Install the mod to your client OR dedicated server only

It worked! U can install it only to dedicated server and it should work.
[DNR] Ozone 30 Jul, 2018 @ 10:51am 
Server Mod working too? (dedicated server)
uriel2 4 Jun, 2018 @ 10:24am 
ALWAYS LOOK ON THE BRIGHT SIDE OF NIGHT
RickOShay 1 Jun, 2018 @ 1:47pm 
Nice work !
Urban 31 May, 2018 @ 12:56pm 
Молодец, пили еще.
Buzzil  [author] 29 May, 2018 @ 10:55am 
@jesperom
Yes, it will work with every mod that uses flare ammo based on "FlareCore" class (ACE, RHS & CUP does).
FriendlyFAC 29 May, 2018 @ 9:44am 
Does this work with ACE?
Груви Гринснак 28 May, 2018 @ 7:24pm 
I see.
Buzzil  [author] 28 May, 2018 @ 3:16pm 
@груви гринснак
Actually, vanilla flare grenades are more or less similar to real ones - https://www.youtube.com/watch?v=tepje8Vxx8Y (note that video recorded with high ISO values so it looks brighter).
I guess grenades are mainly used to mark position by light (to target fire/CAS or to reveal targets in position), not for massive landscape illumination.
Dunecat 28 May, 2018 @ 1:36pm 
Груви Гринснак 28 May, 2018 @ 1:21pm 
could this also be added to grenade launcher flares?