Arma 3
JCA - Hand Flares
80 Comments
EvilBrownie 7 May @ 8:38am 
@Grave Yep, confirmed fixed, no more RPT spam.
Grave  [author] 7 May @ 4:59am 
@EvilBrownie I have reworked the particle config for the sparks similar to your suggestion and uploaded the potential fix. I would appreciate it if when you have time you report if its fixed it or not. thank you for your help.
Grave  [author] 6 May @ 2:34pm 
@EvilBrownie well, ill give it a test see if the particle effect messes up with the 1,2,1 and if it works, ill update it. got another small update for IA soon for the Mk153so i can do it at the same time
EvilBrownie 6 May @ 2:25pm 
Gonna leave this here in case it may help. Finally had a bit of an attempt at fixing the RPT spam caused by these awesome flares. It is caused solely by the sparks effect, specifically the moveVelocity[] entry. While i'm not knowledgeable enough to figure out what's wrong with the calculations inside it, changing it to something simple like '{1,2,1};', stops the spam entirely.
HeemboGlobin 22 Dec, 2024 @ 7:28am 
Heads up to anyone having issues with the ACE conflict which causes damage to the player upon throwing these flares, a compatibility patch has been uploaded by Laid3acK: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3386236014
SpaceGhost 9 Nov, 2024 @ 7:57am 
Cool man. I understand. Just thought you'd like to know about the issues encountered. It's your mod and you make the priority for fixing bugs. We love the mod otherwise! See ya
Grave  [author] 8 Nov, 2024 @ 4:24pm 
@SpaceGhost thats true but then its unlikley to get fixed, as i have a stack of things in need of fixing and i cant just wait several hours every time i get a bug report for *some* more info on it that may not even help. So discord reports take priority, such as the Mp5A5 not taking CBA attachments, and even that took a while to fix
SpaceGhost 8 Nov, 2024 @ 4:19pm 
I get that. It's more convenient on you. I think some people don't want to join a discord for every individual mod though, ya know?
Grave  [author] 8 Nov, 2024 @ 8:12am 
@SpaceGhost i really wish people would use the discord for stuff, i dont get notifications if someone starts a discussion
SpaceGhost 8 Nov, 2024 @ 6:48am 
Looks like it was reported in one of the discussions. It's titled "Server RPT Spam".

As far as mods go, no Ace and no blastcore(or similar). The closest thing I could think of that may be related is Cinematic Lens Flare or Splendid Smoke Rework? These are the only things on my fairly short list(only 33 mods) that I believe may modify something related.
Grave  [author] 8 Nov, 2024 @ 5:47am 
@SpaceGhost odd, this hasnt been reported before, as the moveVelocity just matches default configs for the sparks. Are you using any other mods or things such as blastcore or ACE?
SpaceGhost 8 Nov, 2024 @ 5:40am 
Love the mod, unfortunately having issues with it. My server gets spammed with errors from it:
21:42:20 Error during compilation of bin/config.bin/CfgCloudlets/JCA_HandFlare_Effect_Sparks_Green.moveVelocity
21:42:20 Error during evaluation of expression _moveVelocity in jca_handflare_effect_sparks_green
21:42:21 Error during evaluation of expression _source->AccessSourceType()->_moveVelocity

And then it just repeats that last line forever until the server comes to a crawl.
Twentin Karantino 5 Nov, 2024 @ 5:54am 
@Overlord Zorn @SuperHind To fix causing damage by these flares just put ace_frag_force = 0; at JCA_GrenadeAmmo_HandFlare_Base class if you you'r using ACE3
Grave  [author] 19 Oct, 2024 @ 10:20am 
@Overlord Zorn you will have to report that to the Aegis mod, as our code differs
Overlord Zorn 19 Oct, 2024 @ 8:58am 
I'm having reports from members of my community that these flares (Aegis mod) also cause damage when using the vanilla throwing mechanic. didnt have time to look into it myself so far but will look into it when i can
Grave  [author] 10 Oct, 2024 @ 12:20pm 
@SuperHind unfortunelty i am to busy to work on ACE compat right now, ACE has its own functions that i am upaware of hwo they work, if you join the E22 discord or ACE discord you may be able to report it to an ACE team member
SuperHind 10 Oct, 2024 @ 11:14am 
New ace update has broken the mod. When yeeting the flare, there is collision damage. Sometimes it's a head wound, other times, we just die.
Bogdass 25 Sep, 2024 @ 6:45am 
@Grave I don't know very well how to work with scripts, I tried to do it in the module:

flarePos = [8325.132, 200.895, 1.674];

while {true} do {
sleep 299;
_flare = "JCA_ModuleSignalFlare_F" createVehicle _flarePos;
_flare setPosATL _flarePos;
};
Grave  [author] 24 Sep, 2024 @ 6:47pm 
@Bogdass not without a config edit
Bogdass 24 Sep, 2024 @ 6:06pm 
Is there any way to make signal flyers work forever?
Overlord Zorn 3 Sep, 2024 @ 5:48pm 
great stuff for making this a standalone mod. highly apprechiated!
J-Money 21 Jul, 2024 @ 3:24am 
excellent
Grave  [author] 17 Jul, 2024 @ 2:35pm 
@Known Racist thank you suspiciously named man
Known Racist 17 Jul, 2024 @ 12:20pm 
Exactly the type of mod i needed
thered343 4 Mar, 2024 @ 11:18pm 
Mr Noseybonk is just an ungrateful wretch. Thanks for this mod! It's absolutely ridiculous that ArmA 3 has SO many DLCs and so much content built up, and yet SOMEHOW there's no basic flares. Sucks to require some kind of launcher just to use flares. Takes up way too much inventory space, weight, and a weapon slot! Thanks again!
Phenosi 21 Feb, 2024 @ 10:37am 
Great work!
Disciple Five 11 Nov, 2023 @ 7:54pm 
The first screenshot, I swear it looks familiar but I can't put my tongue on it, but a voice comes up in my head saying "STAR!"
Grave  [author] 11 Nov, 2023 @ 11:52am 
@Hot Shot 217 ten minutes for the full effect
Hot Shot 217 11 Nov, 2023 @ 8:10am 
How long do these flares last once you throw them?
Mr Noseybonk 20 Aug, 2023 @ 6:32pm 
Chem-flares has yellow and blue as well if I remember right. Same as the vanilla chemlights.
Looks like I may have to get into scripting again and do them myself!
I wonder if my ancient "rainbow flare pistol" mod for Operation Flashpoint that I made in 2008 would still work?
Grave  [author] 20 Aug, 2023 @ 10:46am 
@Mr Noseybonk this was a bonus mod, i am not currently in a position where i can dedicate enough time to adding more. Red and Green are fine, if you do not think so, use another hand flare mod with these extra colours, i think Chem-flares has more.
Mr Noseybonk 20 Aug, 2023 @ 8:58am 
Red and green aren't enough dude, why smoke has always come in loads of colours whilst flares are always red,green,yellow and white in all ArmA games I don't know, it's not an engine limitation cos I made a full colour "rainbow flare gun" for Operation Flashpoint years ago....... so fully user RGB settable flares would be nice, failing that a nice variety of colours would do.
Grave  [author] 3 Aug, 2023 @ 7:00am 
@well there be yer issue, compatability with ace
Owens 3 Aug, 2023 @ 3:52am 
Yeah
Grave  [author] 1 Aug, 2023 @ 5:50am 
@Owens are you using ace?
Owens 1 Aug, 2023 @ 1:18am 
I only find the flares in Zeus not in grenade section
Grave  [author] 22 Jul, 2023 @ 12:07pm 
@RamblinRick they are grenades
RamblinRick 22 Jul, 2023 @ 8:52am 
Where do I find the flares? I looked in Ammo, Weapons, and other cases.
Grave  [author] 19 Jul, 2023 @ 7:29pm 
@MixedMethods others can make a compat, i have no intentions of doing so
MixedMethods 19 Jul, 2023 @ 5:31pm 
Think these last longer and are brighter than ACE's, so would love a compat patch/version if you ever get bored @Grave!
Grave  [author] 14 Jul, 2023 @ 11:26am 
@paelleon the burn duration is set by the particle effect lifetime which i cannot set to have a setting to change.
paelleon 14 Jul, 2023 @ 10:26am 
Hi, great and simple mod! but, can you add settings to adjust the burn duration? thank you.
Grave  [author] 11 Jul, 2023 @ 6:52am 
@[1/9] Sgt. Rex this will probably be a mod conflict, as they show up for others.
Alpen 11 Jul, 2023 @ 6:51am 
@grave Arma 3 Doesnt detect it at all. My USMC unit doesnt use ace and they only work when zeus places them
818 29 Jun, 2023 @ 10:22pm 
Its okay man, they're still awesome, we found a work around. just get one from bis arsenal then put them in a vehicle or crate inventory, then go into zeus and edit the object's inventory and increase the numbers to what ever. i usually put them in a vehicle and take them out when i need them, due to the error with them forcing themselves to be first thrown. you have to use the vanilla grenade swap button to stop that from happening the first time. i did experience it though.
Grave  [author] 29 Jun, 2023 @ 5:37am 
@Disco this did confuse me disco but i guess people just liked the particle effects of this one, I have a theory as to why ACE is fucky but its to my job to conform to ACE arsenal like some people seem to think. thank you for your comment.
Disco 29 Jun, 2023 @ 3:33am 
those complaining about ACE compat, do you know ACE has its own hand flares?
1.2 Hand flares
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer.
https://ace3.acemod.org/wiki/feature/grenades.html
Grave  [author] 27 Jun, 2023 @ 5:02am 
@kyle.ACE compatability with this mod is pretty bad, i am unsure how ACE coded their arsenal, but it would appear they do not detect the flares as grenades.
Grave  [author] 27 Jun, 2023 @ 5:01am 
@King not encountered that issue from anyone else, even when i tried with ACE.
818 26 Jun, 2023 @ 11:49pm 
yes i use ace.