Arma 3
dzn Artillery Illumination
35 kommentarer
O. Forest 7. sep. 2024 kl. 10:50 
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  [ophavsmand] 21. nov. 2020 kl. 1:45 
Sorry, never tried/
Yo Gabba Gabba! 20. nov. 2020 kl. 12:19 
Just wondering if this includes Global Mobilization flares?
dtrain 11. sep. 2020 kl. 14:54 
Makes flares MUCH brighter to where you can actually see the illuminated area. Great mod
Buzzil  [ophavsmand] 1. sep. 2019 kl. 23:48 
@ColOddball27
Did you install and run mod on dedicated server?
ColOddball27 1. sep. 2019 kl. 19:23 
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  [ophavsmand] 17. aug. 2018 kl. 11:53 
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 kl. 11:25 
Cheers fam
Ateles 17. aug. 2018 kl. 11:17 
Thx, works now.
Buzzil  [ophavsmand] 17. aug. 2018 kl. 10:59 
Investigation done - for Achiles users - find Mortar/Howitzer illumination at [Spawn - Spawn Effects]
Buzzil  [ophavsmand] 17. aug. 2018 kl. 9:37 
@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 kl. 9:11 
@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 kl. 9:10 
@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 kl. 8:59 
Okay, I loaded the game without Achilles and Achilles does indeed seem to remove the "Flares" category.
hauser 17. aug. 2018 kl. 8:54 
Does Achilles remove the category or something? I just don't have it.
Buzzil  [ophavsmand] 17. aug. 2018 kl. 8:33 
@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 kl. 7:58 
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  [ophavsmand] 17. aug. 2018 kl. 7:36 
@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 kl. 6:47 
I don't see any "Flares" category under modules in Zeus. What gives?
Buzzil  [ophavsmand] 15. aug. 2018 kl. 12:38 
@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 kl. 16:57 
Would be nice to have Zeus flares enhanced as well... Is that possible?
Buzzil  [ophavsmand] 12. aug. 2018 kl. 10:16 
@zielonymech
Нет, только через артиллерийские модули в Ares/Achilles.
zielonymech 11. aug. 2018 kl. 8:22 
а через Zeus можно использовать?
AlphaAmpersandOmega 4. aug. 2018 kl. 0:24 
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  [ophavsmand] 30. juli 2018 kl. 10:56 
@[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. juli 2018 kl. 10:51 
Server Mod working too? (dedicated server)
uriel2 4. juni 2018 kl. 10:24 
ALWAYS LOOK ON THE BRIGHT SIDE OF NIGHT
RickOShay 1. juni 2018 kl. 13:47 
Nice work !
Urban 31. maj 2018 kl. 12:56 
Молодец, пили еще.
Buzzil  [ophavsmand] 29. maj 2018 kl. 10:55 
@jesperom
Yes, it will work with every mod that uses flare ammo based on "FlareCore" class (ACE, RHS & CUP does).
FriendlyFAC 29. maj 2018 kl. 9:44 
Does this work with ACE?
Груви Гринснак 28. maj 2018 kl. 19:24 
I see.
Buzzil  [ophavsmand] 28. maj 2018 kl. 15:16 
@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. maj 2018 kl. 13:36 
Груви Гринснак 28. maj 2018 kl. 13:21 
could this also be added to grenade launcher flares?