Arma 3
Flare Fix DEMO
80 Comments
Komodo 2 May @ 2:35am 
hi alias, does it work on other cdlcs like Global Mobilization or SOG?

ty
ALIAScartoons  [author] 8 Oct, 2022 @ 5:27am 
@Makichika
you should see it as a mission in your steam downloaded items, then you have to unpbo.
Watch these
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df

The simpler way will be to go to my website while is still available and download the script files from there
https://aliascartoons.com/
Makichika 1 Oct, 2022 @ 4:18am 
hello im a very big noob in all of script stuff do i have to create a file and copy past the script even if i'm subcribe to this script here? what is the purpose of subcribing in this page? because i don't see anything in my folder
Don FareN 7 Dec, 2021 @ 4:51am 
@ALIAScartoons "File not found."
ALIAScartoons  [author] 7 Dec, 2021 @ 4:35am 
@Don Vito Corleone
Working on it
Don FareN 7 Dec, 2021 @ 4:31am 
Direct download link has didn't work
ALIAScartoons  [author] 11 Mar, 2021 @ 12:13am 
@Gripen
Could be the case that the script is not broadcasted, i don't remember if and how i've done it but that's the thing i would check out
Gripen 10 Mar, 2021 @ 11:33am 
Just like MGD said: I also have problem with mortar flare in MP mision. In SP it works perfectly. But when i try to use it in MP, it just dont work :/ (GL flare works ok in SP and MP as well). Any idea how to fix it ?
ALIAScartoons  [author] 22 May, 2019 @ 2:51am 
@Axebeard
this is a script, all you have to do is to implement it in your mission, it doesn't create dependency for clients or server
Axebeard 21 May, 2019 @ 1:39pm 
Can it be used server-side only?
Creatical 3 Sep, 2018 @ 12:37am 
@ALIAScartoons
I mainly provide vanilla content :)

Thanks in advance!
Can't wait to deliver a update with flare pistol & night time madness!
ALIAScartoons  [author] 2 Sep, 2018 @ 3:04pm 
@Fin Soldier
Thanks mate! I will check them out, especially if they are vanilla. I hope they are with no respawn so i can add it to our Arma session :)
Creatical 2 Sep, 2018 @ 5:25am 
@ALIAScartoons
Thank you! I'd be using it for Last Stand mission series. You'll have credits of course.
ALIAScartoons  [author] 31 Aug, 2018 @ 6:48am 
@Fin Soldier
most likely you didn't get the class name right, i will have a look and get back to you asap
Creatical 30 Aug, 2018 @ 11:54pm 
I tried that, but it didn't seem to work. I wonder if the round is somewhat different as it's three separate flares from a round. As well as there's 6 rounds in the clip, rather than one 40mm flare.
ALIAScartoons  [author] 30 Aug, 2018 @ 4:53am 
@Fin Soldier
The simpler way will be to replace one of the exisitng flare class names in al_flare_enhance.sqf, or you can add the class name of starter's flare in that switch check as i did for the rest of flares
Creatical 30 Aug, 2018 @ 4:05am 
Hey, is there a way to get this working with the starter pistol?
POLM_GekkeGerrit 15 Aug, 2018 @ 8:25am 
Thats working perfectly, thank you!
ALIAScartoons  [author] 15 Aug, 2018 @ 1:59am 
My mistake, i was too hasty, try this
flrObj = "F_40mm_white" createvehicle ((flare_trap) ModelToWorld [0,0,350]);
flrObj setVelocity [0,0,-10];
[flrObj] execvm "AL_flare_fix\al_flare_enhance.sqf";
POLM_GekkeGerrit 15 Aug, 2018 @ 1:09am 
Im an idiot, I wrote my own variable name wrong in the example :')
So, I do get the flare again, but its still not being picked up by your script.
Ive got the folder in my mission folder, pasted the variables in my missions init box (which should do the same as the init.sqf file if im not mistaken) and ofcourse pasted your code into the trigger.
POLM_GekkeGerrit 15 Aug, 2018 @ 12:31am 
Ive pasted your code into the on act field of the trigger i was using, with it there is no more flare at all :')
ALIAScartoons  [author] 14 Aug, 2018 @ 11:38am 
Try this
flrObj = "F_40mm_white" createvehicle ((flare_trap) ModelToWorld [0,0,350]);
flrObj setVelocity [0,0,-10];
[[flrObj],"AL_flare_fix\al_flare_enhance.sqf,
you can to run it from trigger if is a SP mission, could work in MP too but is not a reliable method.
Make sure you have the script folder with its file under your mission folder.
POLM_GekkeGerrit 14 Aug, 2018 @ 10:59am 
Hey, I was wondering if you could make the flare itself be picked up by your script.
I'm using the following code in a trigger to simulate a fired flare and its just vanilla brightness:
flrObj = "F_40mm_white" createvehicle ((flare_trap) ModelToWorld [0,0,350]); flrObj setVelocity [0,0,-10];

ALIAScartoons  [author] 11 Jun, 2018 @ 8:59pm 
Script update. Nothing critical. Just replaced a command just to make sure a future update won't break the script
LimeyPolo 12 Sep, 2017 @ 9:09am 
Thanks, lighting for ArmA 3 is incredible as GTA V and this enhances that element so much.
ALIAScartoons  [author] 25 Aug, 2017 @ 3:02am 
@MGD
I've tested it on dedicated and it works for me, but i didn't test it with someone else firing the mortar.
How exactly you trying to use it? You have AI firing the mortar? I didn't test it for AI, should work tho, as soon as i have time i will do more tests.
MGD 22 Aug, 2017 @ 9:02am 
I understand the SP/MP thing and i did try a few things myself but alas no joy. Many thanks for responding and looking into this minor problem.
ALIAScartoons  [author] 22 Aug, 2017 @ 1:39am 
@MGD
Not really bizarre, if something works in SP doesn't have to work in MP and viceversa, i will have a look, it should've worked in MP as well
MGD 21 Aug, 2017 @ 11:28am 
My last comment could be wrong - i just tried SP instaed of MP and it works. Repeated this several times on your demo. Run in SP flares are enhanced. Run in MP flares are not enhanced.
Now that is bizarre!
MGD 21 Aug, 2017 @ 10:47am 
I have CBA MOD loaded and it has an Extended EH for fired:
https://github.com/CBATeam/CBA_A3/wiki/Advanced-XEH#background
:steamfacepalm:
ALIAScartoons  [author] 21 Aug, 2017 @ 10:02am 
@ MGD
I will have a look ASAP mate and get back to you.
MGD 21 Aug, 2017 @ 9:55am 
Placed the initialiser in the mortar init. Not sure what is going on but "_this select 6" returns a null. Its like the mortar is not giving the projectile to the EH. If i change to "_this select 5" i can see the magazine name. Bizarre - i'll keep trying...
ALIAScartoons  [author] 21 Aug, 2017 @ 1:22am 
@MGD
Should work mate, try firing a mortar flare over your own position, also don't forget to initialize the script as in demo mission
MGD 20 Aug, 2017 @ 12:22pm 
Mortar Flares are not fixed - tried your demo mission and my own and the flares are not enhanced :steamsad:
ALIAScartoons  [author] 3 Aug, 2017 @ 3:39am 
@NIGHT FALCON
Do you get the errors with demo mission as well?
TVSNOWOWL 3 Aug, 2017 @ 3:17am 
OUT OF DATE & MANNY ERROS
ALIAScartoons  [author] 12 Jun, 2017 @ 9:11am 
@boopidoo
You need to be able to name the mortar if you want to initialize the script on the fly.
Then run this line in a script or in debug console
your_mortar_name addEventHandler ["Fired",{private ["_al_flare"]; _al_flare = _this select 6;[[[_al_flare],"AL_flare_fix\al_flare_enhance.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;}];

I am not a VAS user, i mean i don't use VAS in my missions.
Another way will be to detect mortars in your mission and add the line in their init field, but could be heavy on server resources.
boopidoo 12 Jun, 2017 @ 9:03am 
If you are familiar with VAS and know where I should place these lines I would be immensely thankful. I'm looking but can't find anything. :)
boopidoo 12 Jun, 2017 @ 9:00am 
Ah ok, I get it now I did not do that. I run missions with Virtual Arsenal from where I get the mortar backpacks. I guess I should look inside the VAS folder somewhere and find the mortar in there somewhere?
ALIAScartoons  [author] 12 Jun, 2017 @ 8:46am 
Short video tutorial for the script update
https://www.youtube.com/watch?v=4fPLtzsEtTs
ALIAScartoons  [author] 12 Jun, 2017 @ 1:53am 
You need the line bellow in init field of the mortar, as it was in demo mission, the mortar i placed the should already have the line in init field, doesn't it? Maybe i missed it, i will have a look tomorrow

this addEventHandler ["Fired",{private ["_al_flare"]; _al_flare = _this select 6;[[[_al_flare],"AL_flare_fix\al_flare_enhance.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;}];
boopidoo 10 Jun, 2017 @ 10:31am 
I think I may know why it doesn't work. This line is commented, I guess it should be placed somewhere else but I don't know where?

// FOR vanilla mortars place this line inside their init field.
// this addEventHandler ["Fired",{private ["_al_flare"]; _al_flare = _this select 6;[[[_al_flare],"AL_flare_fix\al_flare_enhance.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;}];
boopidoo 10 Jun, 2017 @ 10:09am 
Below is the modified code I used, this code is pasted into a custom mission I have.

// flare intensity, replace 30 with desired value
al_flare_intensity = 2000;
publicvariable "al_flare_intensity";

// flare range, replace 500 with desired value
al_flare_range = 2500;
publicvariable "al_flare_range";

al_mortar_flare_intensity = 20000;
publicvariable "al_mortar_flare_intensity";

al_mortar_flare_range = 500000;
publicvariable "al_mortar_flare_range";

// If you want to use FLARE FIX do not edit or remove lines bellow
player addEventHandler ["Fired",{private ["_al_flare"]; _al_flare = _this select 6;[[[_al_flare],"AL_flare_fix\al_flare_enhance.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;}];

// FOR vanilla mortars place this line inside their init field.
// this addEventHandler ["Fired",{private ["_al_flare"]; _al_flare = _this select 6;[[[_al_flare],"AL_flare_fix\al_flare_enhance.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;}];
boopidoo 10 Jun, 2017 @ 10:09am 
Now I tried with no mods on a clean installed ArmA. I manage to fire the mortar flare on close range setting but only within 100m. Normally if you illuminate with mortar you would like illuminate an area quite far away (at least several kilometers away).

I made a comparison with insane values and compared the mortar flare with 40mm flare and the mortar is just like normal but the 40mm is like a nuke. I have screendumps but don't think I can upload them here?
boopidoo 10 Jun, 2017 @ 8:08am 
Btw, now that I think of it didn't allow me to fire on the closest setting even if I was between the two range circles. So I chose the larger range setting and fired relatively close anyway (~300m) but then the flares wasn't brighter then usual.
ALIAScartoons  [author] 10 Jun, 2017 @ 8:00am 
@boopidoo
No max value, only your taste :)
I don't think you need to reinstall arma, when you fire a flare using mortar use close range and fire one as close as possible and you should be able to see it brighter than usual depending on your settings/values
boopidoo 10 Jun, 2017 @ 7:49am 
Ok I'll re-ionstall ArmA and see if it works better then. Btw, are there any max values for intensity and range?
ALIAScartoons  [author] 10 Jun, 2017 @ 3:13am 
@boopidoo
Hmm, i even tested it on dedicated and it worked, i will have another look, you had any mod enabled while testing?
boopidoo 9 Jun, 2017 @ 11:09am 
I've tried the mortar flare but I can't get it brighter then normal, even with insane setting (200@5000). Even in the test mission the flare is just like the normal mortar flare.