Arma 3
TTS Beam Laser Demo
90 Comments
TheTimidShade  [author] 24 Jun, 2023 @ 6:42pm 
@jalong13 The beam starts at 2000m above the target atm but it's 2000m above terrain so I guess if you tried to place it on an object in the sky it might look a bit weird. If you're using the script version (from GitHub, not Steam Workshop) you can edit the file 'scripts/tts_beam/functions/fn_beam.sqf', change line 40 from:

_beamEmitter setPosATL [_targetPos#0, _targetPos#1, 2000];

to

_beamEmitter setPosATL [_targetPos#0, _targetPos#1, (_targetPos#2) + 2000];
jalong13 24 Jun, 2023 @ 4:34pm 
Hi, is there a way to limit how high the beam drops down from? Like, having the beam start at 2000m about the target?
TheTimidShade  [author] 1 Sep, 2022 @ 10:30pm 
@CCEL You could edit the script to be in one file so that you could execute it from public Zeus but the script as it is at the moment is not designed to do that.
CCEL 1 Sep, 2022 @ 8:46pm 
whats the script code so i can place this as a module to use in pub zeus
NaiChanNuadKheo 7 Nov, 2021 @ 7:25am 
CSAT might have had the East Wind device but I have a god damn orbital laser cannon.
TheTimidShade  [author] 2 Jul, 2021 @ 6:58am 
@Urun The cloak version may be getting a mod version soon, will have to see
Urun 2 Jul, 2021 @ 5:33am 
@TheTimidShade Oh sorry I didn't see that, thank you so much! What about the cloak?
TheTimidShade  [author] 2 Jul, 2021 @ 5:00am 
@Urun It already is, have a look at the link to the mod version at the top of the page
Urun 2 Jul, 2021 @ 2:36am 
I really enjoy this awesome script! But I'm wondering is it possible to make that zeus module as a mod?
TheTimidShade  [author] 29 Jun, 2021 @ 3:56pm 
@Sogang Sorry the only language supported at the moment is English, I don't actually know how to make it available in other languages
Sogang 29 Jun, 2021 @ 9:23am 
Can't see it in other languages?
Sogang 29 Jun, 2021 @ 9:18am 
i cant see in zeus
I think you did well according to the manual.
TheTimidShade  [author] 28 Jun, 2021 @ 11:40pm 
@Sharkdude Nice! Might have to check it out :P
Sharkdude 28 Jun, 2021 @ 7:00pm 
Thanks so much for such a cool script :) I made a little mission with it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2531156637
TheTimidShade  [author] 15 Jun, 2021 @ 5:34pm 
@honger No there should be no functional difference between this version and the mod version other than the editor module, the April update for this version was to remove some code for Achilles which it looks like I forgot to do for the mod version. It will still work the same either way.
honger 15 Jun, 2021 @ 10:38am 
Hey are there any changes between this and mod version? The latter was updated in February when that one back in April.
TheTimidShade  [author] 2 May, 2021 @ 1:59am 
@Voodoo504 Are you definitely using Zeus Enhanced and not Achilles? I recently updated the script to remove Achilles functionality since Achilles isn't getting updated anymore. If you're using ZEN let me know and I'll double check it on my end
Voodoo - The Actual 2 May, 2021 @ 1:43am 
@TheTimidShade i can see the module in Zeus but it doesnt do anything, any ideas?
TheTimidShade  [author] 11 Apr, 2021 @ 9:57pm 
@Mobius 1 Yes it can be used as support, although you would have to set this up yourself.
TheTimidShade  [author] 11 Apr, 2021 @ 9:56pm 
@Triada Not sure why you are commenting this on my workshop items, this is a demo mission which contains the script described on the page so it is a scenario.
Triada 11 Apr, 2021 @ 1:11am 
remove scenario tag
Mobius 1 1 Apr, 2021 @ 4:39pm 
can this be used as support during a SP mission?
TheTimidShade  [author] 27 Mar, 2021 @ 8:52pm 
Also, you are definitely looking for the module under Modules > Fire Support > Beam Laser Strike? If you'd like to add me on Discord to send through the mission file for me to look at my ID is TheTimidShade#4532
TheTimidShade  [author] 27 Mar, 2021 @ 8:31pm 
@Comrade Lee I downloaded the latest version from GitHub and dropped it into a fresh mission file and it seems to be working correctly for me, are you testing from editor/singleplayer or dedicated server?
Makwa 27 Mar, 2021 @ 8:05pm 
@TheTimidShade I just copied and pasted the files into the mission from github. I do believe I did everything correct, I also tested it using a different method and it works without issue, it's just the module is not appearing in zeus
TheTimidShade  [author] 27 Mar, 2021 @ 7:55pm 
@Comrade Lee Are you able to activate the laser correctly without using the module, i.e. via the Trigger method? If not double check you have defined everything properly in description.ext, I will check on my end to see if there are any issues
Makwa 27 Mar, 2021 @ 7:52pm 
There does not seem to be a module to use the laser. Any help? I am using zeus enhanced, and I have everything correct from what it seems script wise
sonofpeasant1 20 Mar, 2021 @ 2:51pm 
well that was fucking fire
little andy 19 Mar, 2021 @ 4:12pm 
was doing a meme op for my friends, this was so awesome to use and their perspectives of the blast were terrifying
TheTimidShade  [author] 23 Feb, 2021 @ 4:51pm 
Glad you like it :)
666666666 23 Feb, 2021 @ 4:14pm 
The giant rocks flying around after the explosion really make it over the top. I didn't watch the video so I wasn't sure what to expect. Looked up to the sky and had about 0.03 seconds to say "goodbye" before I vaporized myself on accident. Pretty awesome.
TheTimidShade  [author] 20 Feb, 2021 @ 2:01pm 
@mmehrle I'm not aware of too many scenarios that use it, but Twiznak's invasion gamemode uses it
molecool 20 Feb, 2021 @ 6:09am 
Great script. Are there any scenarios that use it?
ItzRaiden 7 Feb, 2021 @ 7:24pm 
ahh, thank you
TheTimidShade  [author] 7 Feb, 2021 @ 4:50pm 
@Legendary Hunter The reason it doesn't show up in your launcher is the subscribe button on this page downloads the demo mission of the script, it is not the same as an addon where it is loaded automatically by your launcher, for the setup process of how to use the script please have a look at the setup/use section
TheTimidShade  [author] 5 Feb, 2021 @ 2:52pm 
Awesome, glad you got it sorted, I had a look into that error and apparently it is a vanilla game thing which is fixed when loading CBA, and I basically never load without CBA which is why I have never experienced that error. I've updated the trigger examples so they should work correctly now
Press #2 5 Feb, 2021 @ 9:11am 
Yep, that worked perfectly. Thanks for helping me out with this.
TheTimidShade  [author] 5 Feb, 2021 @ 5:04am 
Weird that I have not experienced this issue, maybe try
'0 = [beamTarget] spawn tts_beam_fnc_beam;'
and see if this makes a difference
Press #2 5 Feb, 2021 @ 4:41am 
That's really odd. I have put it how you've got it but when i press ok on the trigger, it shows an error message that reads 'On Activation: Type Script, expected Nothing.
TheTimidShade  [author] 5 Feb, 2021 @ 4:00am 
This [i.imgur.com] is how I have set up a trigger and it worked for me
Double check you have the files imported into your mission file correctly, once added your mission file should look something like this [i.imgur.com], not including init.sqf/initServer.sqf .
TheTimidShade  [author] 5 Feb, 2021 @ 3:50am 
Hmmm, that's odd, I'll give it a try on my end
Press #2 5 Feb, 2021 @ 3:46am 
no they are not server only, the problem is the trigger does not allow me to put the code in.
TheTimidShade  [author] 4 Feb, 2021 @ 7:11pm 
Is the trigger you are using set to server only? The trigger examples will not work on a dedicated server if the trigger is set to server only.
Press #2 4 Feb, 2021 @ 5:39pm 
i managed to get "[beamTarget, [0,0.5,0], [1,1,1]] remoteExec ["tts_beam_fnc_beam", 0, false];" to work with server only the problem is the other examples don't like to work in the triggers. I know i'm doing it wrong i'm just not that much experienced.
Press #2 4 Feb, 2021 @ 5:37pm 
I have added a target named beamTarget and i have added a trigger. I am assuming i need to put [beamTarget] spawn tts_beam_fnc_beam; in the trigger but when i do it says 'On Activation: Type Script, expected Nothing. I'm sorry if i'm bothering you, i like the script and would love to try add it into missions.
TheTimidShade  [author] 4 Feb, 2021 @ 4:28pm 
In the trigger, set whatever you like for the activation & condition (Radio Alpha is good for testing), just below there should be a box which says 'On Activation', put the code from the trigger example above into the box and then activate the trigger and see if the the beam fires. Make sure you have an object down which you've called beamTarget or some other name that cab be used in the script
Press #2 4 Feb, 2021 @ 4:21pm 
I'm trying to just use it with a trigger but i'm not sure what i'm meant to put in trigger.
TheTimidShade  [author] 4 Feb, 2021 @ 4:09pm 
Are you trying to use it from code/a trigger or using the Zeus module?
Press #2 4 Feb, 2021 @ 7:23am 
I got that part its just havn't been able to get the beam to fire in my own mission at all.
TheTimidShade  [author] 4 Feb, 2021 @ 4:59am 
@I swear i'm a big boy! Download the files from the Github which is linked, and it will give you a .zip file which you need to extract. In the zip file, there will be a scripts folder and 2 files, description.ext, and initPlayerLocal.sqf. In the mission editor, open the mission you want to add the script to then in the toolbar go to 'Scenario > Open scenario folder' and this will open your mission folder. If you haven't already got any files in your mission, all you need to do is drag and drop the scripts folder and the 2 files mentioned above into that folder so that they sit next to the mission.sqm file.

It is a little complicated to use since it's intended for mission makers to add to their missions rather than a mod which everyone can use, but I have tried to make it as simple as possible to implement short of making it a mod.