Arma 3
FLAMER DEMO
64 Comments
ALIAScartoons  [author] 29 Jun, 2022 @ 11:44pm 
@Recaldy
Wasn't made with ACE in mind and ACE has a bunch functionalities that could interfere with the script, tho i am not sure if the issue is generated by ACE take a look on the web maybe you can find some1 who made it ACE compatible.
See if Midnight made this script into module
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792615372
Recaldy 29 Jun, 2022 @ 2:44pm 
Trying it now with an updated ACE no medical, ravage and remnant. I'm a B_survivor_F and it just stands there and also any idle flame on the "flamer" doesn't exist until I shoot it. The death effects etc work...but I get errors about finding a target.
ALIAScartoons  [author] 25 Feb, 2022 @ 12:03am 
@Big Chungus
Hard to tell what could go wrong too many moving parts.
Test it in a mission for dedicated without other scripts and modules and see if you can make it work by itself
Big Chungus 24 Feb, 2022 @ 3:37pm 
Hey we have a problem where we put this on a dedicated server in an operation that I'm making to test it and the other entities we used worked fine, but the flamer seems to stand and do nothing in place, occasionally shooting fire at itself or someone else near it. It does however work fine on a single player game when we're testing the scenario. I ended up having to remove the line of code that only puts it in server to get it to spawn, but now it does nothing. I'm not sure if you've seen this kind of problem before, or if you would know how to fix it.
ALIAScartoons  [author] 9 Feb, 2021 @ 2:38am 
@chris.s.clevenger
TBH i don't remember how flamer acquires targets and how set it up faction wise i think will work against zombies, you will have to test it.
chris.s.clevenger 8 Feb, 2021 @ 5:25pm 
Next one... with Ravage zombies... will the script trigger on them?
Or better question is what Faction are the monster style scripts like Flamer and some of the others?
ALIAScartoons  [author] 8 Feb, 2021 @ 2:12am 
@chris.s.clevenger
No, thew script will be already in the mission
chris.s.clevenger 6 Feb, 2021 @ 12:31pm 
Next question... say if I was to make a mission would everyone need to download the script as well?
ALIAScartoons  [author] 6 Feb, 2021 @ 3:02am 
@chris.s.clevenger
If as Zeus you have access to debug console all you need to do is to runt the scripts in global.
Of course you still need to have the scripts' files and folders under your mission
chris.s.clevenger 5 Feb, 2021 @ 4:36pm 
These scripts look so cool... dumb question tho... is there a way to just make it a placeable from Zeus or the editor? to drop it into any map or what not? Or will I need to learn how to use scripts much better?
ALIAScartoons  [author] 28 Apr, 2020 @ 10:09am 
@XIV LXXXVIII
As it is now no, but could be adapted to do so
baddest sumbitch on the road 28 Apr, 2020 @ 7:39am 
Is it possible to allow spawn on object aswell as marker?
baddest sumbitch on the road 28 Apr, 2020 @ 7:38am 
I am in vicinity
ALIAScartoons  [author] 28 Apr, 2020 @ 7:19am 
@XIV LXXXVIII
Flamer pops up only when a player is in vicinity
baddest sumbitch on the road 28 Apr, 2020 @ 7:18am 
so i run ["flamer_2",300,0.1,500] execvm "AL_flamer\al_flamer.sqf"; in global after having renamed a marker, however the flamer does not spawn. I don't know if i can change the variable name of the new marker only its standard name, i also dont think i can get the original variable name either, if you know how to get the variable name of a marker in zeus i will be able to test this
baddest sumbitch on the road 28 Apr, 2020 @ 7:12am 
I will attempt this in a moment
ALIAScartoons  [author] 28 Apr, 2020 @ 5:46am 
@XIV LXXXVIII
As it is now, you can ru the script as zeus using the debug console, just make sure you place the marker first and use its name as parameter. Execute the script in global.
Not sure if is wise to spawn two flamers at the same time, could be too intensive for some computers, if you have a chance to test it let me know how it worked. Thanks!
baddest sumbitch on the road 28 Apr, 2020 @ 2:17am 
Also with this script, will the entity only spawn on a marker type? Ive tryed getting it to spawn on a item box so that in zeus i could copy and paste the box then run the script to spawn it as a work around however it wont spawn on boxes either, maybe i could configure something in the script to change this
baddest sumbitch on the road 28 Apr, 2020 @ 2:14am 
How can i spawn this in zeus, I've got it all working on a marker, however when i spawn a new marker in zeus with the name flamer_2 and run the script with flamer_2 as the marker it wont spawn, is this because its just the name and not the VAR name?
Nebmajin 8 Apr, 2020 @ 9:54am 
@ALIAScartoons i'll test with no mods, but i didnt have any mods that affect AI installed. I double checked, and all the sounds play, the sqf files are all present, so I don't think it's a mod issue.
ALIAScartoons  [author] 8 Apr, 2020 @ 9:27am 
@BenFromTTG
In order to tell if the issues are script related you should test the demo mission on dedicated with no mods and see if it works.
If works potential causes for them could be mods that alter AI behavior, missing files sqf or ogg, sound files undefined in description, missing or wrong parameters used to run the script.
Nebmajin 8 Apr, 2020 @ 8:15am 
@ALIAScartoons after testing these scripts on a dedicated server, here's all the bugs I found.
- The Flamer would not have any of the fire effects around him
- It would not fire projectiles at any body or jump
- It would not try to run towards anyone
- It would move to certain spots, but then it would just stay there
If it's possible to fix these errors, it would be really helpful
ALIAScartoons  [author] 3 Apr, 2020 @ 7:55am 
@BenFromTTG
I don't remember bro, i have to look at it, check where i filter out bushes or trees.
Nebmajin 3 Apr, 2020 @ 7:26am 
@ALIAScartoons which sqf file is that in?
ALIAScartoons  [author] 3 Apr, 2020 @ 3:14am 
@BenFromTTG
Yes, there is some damage simulated on ground
Guardian 2 Apr, 2020 @ 12:08pm 
@ALIAScartoons sweet can't wait for it lol
Nebmajin 2 Apr, 2020 @ 7:08am 
@ALIAScartoons figured it out. Only thing that is now not doing ace damage is the fire on the ground, but is that supposed to do damage in the first place?
ALIAScartoons  [author] 2 Apr, 2020 @ 1:56am 
@BenFromTTG
There is a way, people done it with this and strigoi, tho i am unable to help, if i will ever have time i will look into it.

@Guardian
I worked on an anomaly that resemble a spider, tho is going to be made out of particles so no mods would be required. I don't know when i am going to find time to finish it, hopefully soon...
Nebmajin 1 Apr, 2020 @ 4:15pm 
Is there any way to make this specific script ACE compatible. I tried figuring some way out using the discussion in the collection, but doesn't seem to work
Guardian 1 Apr, 2020 @ 3:44pm 
@ALIAScartoons if you take requests you should make a gaint insect, like a spider or something like that!
ALIAScartoons  [author] 1 Apr, 2020 @ 2:20am 
@Greybelly
I think I used nearEntities because is faster, tbh i don't remember :), if you plan a mission with vehicles would be ok to use entities, but i think in that situation even the vehicles will be targeted if you don't filter them out somehow.
Greybelly 31 Mar, 2020 @ 8:10pm 
Hi Alias, All your scripts are great! Keep up the good work. However, the Flamer selects a target via nearEntities. According to https://community.bistudio.com/wiki/nearEntities "This command doesn't return dead entities or entities inside vehicles." The result being that any unit inside a vehicle will never be targeted. If all units are inside vehicles the Flamer can't find a target and never appears. For example if I jump in a static gun, I'll never be targeted and can blast away at the Flamer in safety. Maybe the alternative syntax of "entities" is called for? See https://community.bistudio.com/wiki/entities . "Alternative syntax introduced in Arma 3 v1.65.138685 allows to filter entities by type and alive status as well as to return entities currently in vehicles." . . . just a thought.
ALIAScartoons  [author] 19 Jan, 2020 @ 10:39pm 
@Beef Supreme
I didn't use it myself enough to know the roadblocks. By default should work, has been used on persistent maps and missions in multiple locations, could be the distance from players or something else like a variable, if i ever find time i will have look
Beef Supreme 18 Jan, 2020 @ 5:57pm 
Hey, this script is amazing... top quality work as always. I've added the flamer to a escape co-op mission on Tanoa and is GREAT fun to watch all the random pubbies that join freak out when they see him.

I did have a question though: Is it possible to spawn more than one flamer per mission? I'm placing the marker ("flamer_1") via a function that the players trigger and it works great but if the function is triggered again after killing the flamer nothing happens. I can spawn as many as I like via the debug console but for some reason I can't seem to get the script to run after the 1st one defined in the mission's init.sqf is "used up". Any ideas?
ALIAScartoons  [author] 23 Dec, 2019 @ 2:53am 
@CartoonBOY
Sounds crazy :) Give me a link if you ever make a video. Have fun!
CartoonrBOY 21 Dec, 2019 @ 4:38pm 
I've added this to the volcano script, works a treat - Thankyou :steamhappy:
ALIAScartoons  [author] 21 Sep, 2019 @ 10:09am 
Also the demo mission itself can be played in SP and MP and can be used as an example for script integration
ALIAScartoons  [author] 21 Sep, 2019 @ 10:08am 
@kuro ツ
i am not sure i understand your question, tho you can use the script in a single player mission as any other script. Check out these for general guidelines of integrating my scripts in missions
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
kuro 21 Sep, 2019 @ 9:36am 
I have a question and is about EDEN editor, is there any way to put the scripts into an editor singleplayer mission? i looked for it on Google search and did not found anything on it
COMMANDER GOON 25 Jun, 2019 @ 5:23pm 
i followed it step by step
COMMANDER GOON 25 Jun, 2019 @ 5:23pm 
Didnt work
ALIAScartoons  [author] 25 Jun, 2019 @ 12:45am 
COMMANDER GOON 24 Jun, 2019 @ 4:25pm 
ive been trying so hard to get this, but i dont know how scripts work, i wanna make a mission with this in it, please help me with this i really wanna play
ALIAScartoons  [author] 2 May, 2019 @ 7:27am 
@₭ổĐẏ
As zeus you can run my scripts from debug console executing them in global. Have fun!
ᴋᴏᴅɪᴇᴠ 2 May, 2019 @ 6:26am 
Alias Hello. I really like your scripts and I would like to know if it is possible to create a mission to play with friends on these scripts ? That is, to these scripts in the mission worked in multiplayer ? If so, how ? For example, I created a Zeus game and made the game your scripts, how do I activate them for Zeus ? I would be grateful if you answer. ))
ALIAScartoons  [author] 29 Nov, 2018 @ 9:14am 
@RockyBrown
SCP-173 is pretty similar to my Twins anomaly. I have someting close to SCP-682 in work, tho i don't want to spoil it atm, as for other anomalies i don't know, depends on how much spare time i have.
My TO DO list of scripts is 20+ long, but i don't think i will go through all of them, most likely i will release 3 or 4 more and i will call it a day.
RockyBrown 29 Nov, 2018 @ 8:21am 
What about adding the tree most feared SCP creatures? SCP-173, SCP-096 and SCP-682
fggfhfgdhjgdsf 28 Nov, 2018 @ 7:44am 
thats fucking terrifying
Buttons 28 Nov, 2018 @ 7:29am 
Oh boy, SCP-457 guess i can do that scp breach scenario now/
WoodyCpt 26 Nov, 2018 @ 9:11pm 
Great