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ty
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/
Working on it
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
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
I mainly provide vanilla content :)
Thanks in advance!
Can't wait to deliver a update with flare pistol & night time madness!
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 :)
Thank you! I'd be using it for Last Stand mission series. You'll have credits of course.
most likely you didn't get the class name right, i will have a look and get back to you asap
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
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";
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.
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.
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];
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.
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
Now that is bizarre!
https://github.com/CBATeam/CBA_A3/wiki/Advanced-XEH#background
I will have a look ASAP mate and get back to you.
Should work mate, try firing a mortar flare over your own position, also don't forget to initialize the script as in demo mission
Do you get the errors with demo mission as well?
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.
https://www.youtube.com/watch?v=4fPLtzsEtTs
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;}];
// 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;}];
40mm & mortar: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=943920128
// 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;}];
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?
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
Hmm, i even tested it on dedicated and it worked, i will have another look, you had any mod enabled while testing?