Arma 3
Spotlight
42 Comments
Benzo Machiavelli 30 Aug, 2024 @ 11:12am 
The mod works great in singleplayer and locally hosted multiplayer, but functions differently on a dedicated server. With debug mode enabled the main trigger is working and revealing players, but the voyeur groups don't take any action. I'm using it alongside LAMBs, but I've tried disabling LAMBs AI while troubleshooting. Any suggestions?
Infallible Kitten 16 Feb, 2024 @ 8:22pm 
Thank you for this awesome mod but it seems to be missing the key folder, cant add it to a signed server.
Mighty 12 Apr, 2022 @ 1:32pm 
The description states that this works great with LAMBS
O. Forest 12 Apr, 2022 @ 11:34am 
Does this conflict with any AI mods like Lambs?
Mr. Crowley 22 Aug, 2021 @ 10:40pm 
holy FUCK ive been waiting for this exact mod for so long, thank you
Mighty 19 Aug, 2021 @ 3:23pm 
If I am using Zeus Enhanced to execute a script on the group leader, what would I replace "my_reveal_strut_name" to? Can i use "_this" for "my_group_object"
Ziehpopel  [author] 19 Aug, 2021 @ 2:15pm 
If you can access the group object you have spawned - yes:
["my_reveal_struct_name", [my_group_object] ] call FL_Spotlight_fnc_setRevealTo;
Mighty 17 Aug, 2021 @ 12:40pm 
If a reveal trigger is defined in the editor, can AI units spawned in through Zeus be assigned as voyeurs?
Ziehpopel  [author] 16 Jul, 2021 @ 1:07pm 
No Zeus functionality available (yet)
Morgan Freeman 15 Jul, 2021 @ 8:56pm 
Does it work with Zeus?
Yo Gabba Gabba! 15 Jun, 2021 @ 8:58am 
Zeus functionality would be awesome
Gman 23 May, 2021 @ 5:50am 
Quick question about the function here. Is this disabled for player controlled groups? I've been trying to set this up using a script I cobbled together that links the trigger location to where the player is aiming. Figured it would sharpen up my teammate AI, at least in the context of engaging what I'm looking at. Always says 0 groups and objects in the debug information and the only thing I can figure is that somewhere in the code, it's disabled for player groups. Any help would be appreciated!
Combat 30 Apr, 2021 @ 10:27am 
@Ziehpopel Oh I didn't get a notification You replied.

I don't see much of a problem with it working just with typed in radius without 3D visualisation in Zeus.

Zeus enables you to act as needed instead of having to predict what players will do. Having the ability to just drop the spotlight close to players or AI You want to be revealed then drop it next to AI one wants them revealed to would be enough tbh

Simple and should cover 90% of cases. As long as one does not try to use Zeus like 3den and create a mission from the ground up.
Sindicate 17 Apr, 2021 @ 9:13pm 
Fantastic! I dreamed of a way to do this as easy as this mod. Well done and keep it up!!!!!!
Ziehpopel  [author] 2 Apr, 2021 @ 6:25am 
@all

This mod is server side only, meaning: players do not need the mod to take part in a mission using Spotlight!

I wrote it in the description now :)
Liquid_SWE 2 Apr, 2021 @ 2:27am 
Is this a server side mod
42nfl19 1 Apr, 2021 @ 2:37pm 
Do all players/server need the mod? Or just the mission maker when making the mission?
jacknorrisuk 1 Apr, 2021 @ 7:45am 
This looks great, looking forward to trying it out! Just a thought - would it be possible to make a spotlight area move dynamically? Say, a large trigger could be attached to an aerial recon UAV which 'reveals' enemies as it flies across the map?
Ziehpopel  [author] 1 Apr, 2021 @ 4:40am 
Only Editor.
I have troubles finding a proper solution for Zeus. Defining areas which also cant be seen by the participating players is difficult
Hugh Janus 1 Apr, 2021 @ 1:35am 
does this work in zeus or only 3den editor?
Depravity 30 Mar, 2021 @ 9:46am 
@Ziehpopel you could do it like the area markers in the advanced zeus editor where you can open your map and set up an area. Maybe that could work for zeus? I am not really a modder so it might sound stupid but who knows maybe it is worth looking into for you :)
Ziehpopel  [author] 29 Mar, 2021 @ 5:05pm 
kudos from the pros are the best - thanks nkenny ;D
nkenny 29 Mar, 2021 @ 4:45pm 
Clever idea :)
Ziehpopel  [author] 29 Mar, 2021 @ 12:14pm 
@Combat
The problem of the zeus implementation is that there is no option during the session to scale an area via 3d graphical user interface as in eden editor. Saying you would have to type in numbers for radius or edge lengths. And you could not see the shape of the resulting area.
Sabre One 28 Mar, 2021 @ 10:01pm 
I hope we see more AI mods like this in the future, less trying to fight the vanilla AI more trying to complement it. Good job!
Predator14 28 Mar, 2021 @ 7:55am 
Nice dude ! ;) continue !
Ziehpopel  [author] 28 Mar, 2021 @ 6:47am 
Both interesting feature requests! For the 2. there are existing experiments from another member of our community already.
Combat 28 Mar, 2021 @ 5:46am 
Ok now that I time to look into this I already get an itch to post some feature requests :v
1. Ability to set area in which AI's will get auto included as voyeurs (informed) when the spotlight trigger is tripped but at the same time not working as spotlight trigger itself.

Would save lots of typing when seting up a complex ambush that you don't want to get autoinformed when enemy walks in on their position instead of entering the killzone

2. Zeus support
Ziehpopel  [author] 28 Mar, 2021 @ 5:30am 
thanks man, enjoy!
Break_Me_Daddy 27 Mar, 2021 @ 8:17pm 
Damn the firefights got more intense with this excellent mod, combined with lambs.fsm(dev). Amazing work!
Ziehpopel  [author] 27 Mar, 2021 @ 8:08pm 
As i understood CF_BAI is about tweaking abilities of the ai to fit it to the environmental conditions. Loosely speaking Spotlight just informs the ai about objects/units but does not intrude the decision process. So in my assumption the mods might just complementing each other: Spotlight says here is something and CF_BAI checks which abilities the ai should have to react on it. If you have tested it, but found issues please let me know!
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 27 Mar, 2021 @ 7:07pm 
Compatible with CF_BAI? CF_BAI already increases the view distance of all AI to human view distance (1.2k) and also takes into account of equipped sights, binocs, and obstructive foliage on the map. Thinking it might conflict but I use it well with Lambs.
Ziehpopel  [author] 27 Mar, 2021 @ 5:23pm 
Tell me then ;D
Combat 27 Mar, 2021 @ 4:59pm 
Oh my God. Dude if that works as intended You will owe me a new pair of underwear and possibly pants cuż I'm gonna nut buckets. :D
Ziehpopel  [author] 27 Mar, 2021 @ 3:38pm 
Thanks man, im glad to hear!
Floppy401 27 Mar, 2021 @ 3:34pm 
Just tested this out and I got a full firefight to happen at around 700 meters! I will definitely be incorporating this into my missions. Great work!
Mallekip 27 Mar, 2021 @ 2:38pm 
Thanks!
Ziehpopel  [author] 27 Mar, 2021 @ 2:33pm 
For LAMBS:
"The enhanced AI module only needs to run on servers or clients expected to spawn AI units. Such as the server, headless client, or for any Zeus players. If the custom behaviour modules and waypoints are being used. The mod needs to be installed on all servers and clients."

Spotlight needs to be available on the server and for the mission creator.
Mallekip 27 Mar, 2021 @ 1:58pm 
Thank you for the tip!

Do these mod (both) need to be loaded on all clients to run? Or can they be loaded (dedicated) server only?
Ziehpopel  [author] 27 Mar, 2021 @ 1:53pm 
I do not exactly understand the artillery system of Arma 3. There are some professionals over there at LAMBS Danger (i linked it in my description). As far as i know there must be a spotter attached to that mortar group with line of sight to the target. I guess the advantage of Spotlight in this case is, that it enables the spotter to faster establish a line of sight to targets far away of itself.
I can recommend to use LAMBS together with Spotlight - our community enjoys this combo very much :D
Mallekip 27 Mar, 2021 @ 1:46pm 
Correction: what a wonderful addition for mission creators !******
Sorry typo...
Mallekip 27 Mar, 2021 @ 1:46pm 
What a wonderful addition for mission creators?

In the past I have tried triggers that uses *reveal* on each player within the trigger area for an enemy mortar (group). Unfortunately that was not enough to get the mortar to fire reliably, even if knowsAbout was at 4. Mortar had to be within 200 meters, so I ended up scripting predefined shots targeted towards triggers areas.

So I was wondering; have you tried this with artillery (eg: mortar units)?