Arma 3
Searchlight DEMO
57 Comments
Boeing F-15EX Eagle II 1 Feb @ 12:53pm 
Is there a way to combine both the AAA effect and the searchlight? Currently, I can only get either the AAA effect, which follows the turret and does not have an actual light source, or the searchlight, which does not follow the turret and instead plasters a large area in front of the helicopter in light.
Id love to be able to have a spot light that has the AAA effect from the sides and tracks the turret, with the actual lighting of the searchlight.
STyx2909 28 Jan, 2023 @ 3:53am 
Not working on dedicated servers
Epsilon 18 May, 2022 @ 3:54am 
Is there a mod for this?
Bratan 23 Nov, 2021 @ 8:42am 
Hi , I dont know why but I had this light glitch .It wasnt a problem until there isnt any lightray from helicopter https://ibb.co/p27GRKn . I tried everything ,changing my video settings ,check files and uninstalling a mods which edit lights somehow
GOMERSGOOD 10 Jan, 2021 @ 6:49pm 
19:23:44 Error position: <setVariable ["activ",true,true];
i put this inside the spawn ai vehicle file of DMS, im having trouble with getting this script to recognize what vehicle its init with
GOMERSGOOD 10 Jan, 2021 @ 12:43pm 
im trying to use this on my exile server, what name would i use in place of "vehicle_name"
for it to effect ALL vehicles with turrets? can i use a condition as the name?
"vehicle_name" change to "turret" or "vehicle"?
Hopeless 29 Dec, 2020 @ 6:25am 
I've got a weird issue. The light turns on and illuminates properly, but it's shining out the back of the car and not from the direction of the turret.
Camptain Roznase 8 May, 2020 @ 6:26am 
Hey ALIA, i´ve got one question: I´ve got an Offroad Pickup with a turret. The turret light works perfectly. It iluminates nicely the ground. The problem is, the car lights are on, but they do not iluminate the ground. The ground is black. But the grass and all other objects get iluminated.
Slim__Jimmy 22 Apr, 2020 @ 7:52am 
@ALIAScartoons how do i increase the distance of the light?
Kamino 7 Apr, 2020 @ 11:42pm 
GREAT JOB...:steamhappy:!!
The WoWNerd 17 Feb, 2020 @ 6:13pm 
@ALIAScartoons
Got it, I just want the vics that are included in the list / have the script executed via the initialization field to start toggled off, rather than toggled on.
ALIAScartoons  [author] 17 Feb, 2020 @ 4:14am 
@The WoWNerd
Depends on how you want the mission to work, you can make search lights activated by the time of the day or the presence of the player or another accomplished task. All you need is to set as false some variables then run the script using the name of the vehicle but with a waituntil before, you can do that in init.sqf or another script.
Something along the line:
variable_1=false;
[] spawn {
waituntil {variable_1};
run the script for the vehicle X
};
It's up to you when and how you make variable_1 true and you can do that for as many vehicles you want, but do not crowd too many in one place, there is an engine limitation on how many light sources can be rendered.
The WoWNerd 17 Feb, 2020 @ 3:14am 
Question, what do I need to change so that the vehicles do not start with their searchlights already enabled. Like if I want them to have to be toggled on first, that way when it hits night there arn't just 40 or so vehicles trying to all have their own spotlight. Thanks
CartoonrBOY 23 Jun, 2019 @ 3:42pm 
This is part of the ExileServer_system_event_ambientFlyOver_start.sqf script (edited to shorten for the post limit). Thanks in advance.
CartoonrBOY 23 Jun, 2019 @ 3:38pm 
Hay ALIAScartoons. I've been trying to get this to work with dynamic Ai vehicles in Exile. I tried the following but it didn't work:

_planeClass = selectRandom
[
"RHS_Mi8AMT_vdv",
"B_Heli_Transport_01_F"
];
_pilot = _group createUnit ["I_helicrew_F", _startPosition, [], 100, "NONE"];
_pilot disableAI "Lights";
_pilot setPilotLight true;
_pilot setSkill 1;
[_pilot] joinSilent _group;
_plane = createVehicle [_planeClass, _startPosition, [], 100, "FLY"];
null = [_planeClass] execVM "AL_searchlight\al_search_light_ini.sqf"; //<------------
_plane setVehicleAmmo 0;
_plane setFuel 0.1;
_pilot assignAsDriver _plane;
_pilot moveInDriver _plane;
_pilot allowDamage false;
_plane allowDamage false;
_plane flyInHeight _flyHeight;
_plane disableAI "TARGET";
_plane disableAI "AUTOTARGET";

When stating using the vehicles init, where is this located outside of the editor?
stewfly92 3 Feb, 2019 @ 8:03pm 
Thank you. I ABSOLUTELY LOVE this searchlight. It adds what arma night time missions need.
ALIAScartoons  [author] 3 Feb, 2019 @ 2:47am 
@stewfly92
See how i did it in my demo mission and it should work for you too.
Also check out these videos, maybe you missed something:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
stewfly92 2 Feb, 2019 @ 6:13pm 
well This is what ive been looking for but I can't seem to 1st find the script so I manually typed it and still wont work. 2nd cant get the spotlights to turn on the AI in default spotlight turrets just stand there with the light off. what may I be doing wrong
ALIAScartoons  [author] 8 Oct, 2018 @ 2:01am 
@NyteMyre
Yeah, I don't think i made the beam work with chopers. So it works as intentended.
NyteMyre 6 Oct, 2018 @ 7:36am 
Is it correct that if i place the search light on a chopper that there's no "beam" from it? I do see a big light on the ground (bigger than using the default lights on the chopper) but not the beam as seen in the video
ALIAScartoons  [author] 25 Jun, 2018 @ 5:47pm 
Script update.
Changes:
- added a decorative volumetric light to the search light itself
- script tweaks and optimization
- gunner and pilot can turn on and off the search light via action menu for armed vehicles, turrets and respectively for helicopters
- you can add a decorative search light for armed vehicles

Short video update
https://www.youtube.com/watch?v=OqsDi8ihS5M
ALIAScartoons  [author] 8 May, 2017 @ 1:41am 
@Syncmaster667
There is none. I will keep that in mind for the next update tho.
Sync 7 May, 2017 @ 7:22pm 
Hey man love your scripts. Was wondering whats the code to turn the light on/off with the addAction command? Thx
ALIAScartoons  [author] 19 Jan, 2017 @ 4:59am 
@=V=C.Ritter
Thanks for letting me know buddy!
C.Ritter 19 Jan, 2017 @ 4:32am 
Works great on RHSUSAF Turrets
Jay.P 9 Nov, 2016 @ 6:17pm 
i love it :]
Drenamow 18 Oct, 2016 @ 9:55am 
Thank you!
Vander 18 Oct, 2016 @ 7:22am 
N1
ALIAScartoons  [author] 18 Oct, 2016 @ 12:00am 
@MadMonkey119
Thanks buddy, but this is not going to work well as anti-air searchlight due the limited range.
I could make it work if i find a way to use the volumetric light, to be specific i need to find a way to set up direction for volumetric light particles, i don't know yet how to avoid randomisation. Must have something to do with animation phase of the particle, i need to do more digging.
Kingfish 17 Oct, 2016 @ 11:40pm 
I was actually just looking for searchlights the other day and was shocked to see them missing. I loved lighting up night raids with them in Arma 2. I will check this out, thanks!
RickOShay 17 Oct, 2016 @ 8:12am 
@ALIAScartoonds - sorry it's IFA3 - classnames are LIB_GER_SearchLight, LIB_SU_SearchLight
ALIAScartoons  [author] 17 Oct, 2016 @ 5:53am 
@RickOShay
What's that object in CUP you talking about? I'll have a look. Give me the classname please if possible. Thanks!
Don't worry about posting links, is welcomed as long they are on topic and useful.
RickOShay 17 Oct, 2016 @ 5:48am 
@ALIAScartoons sorry shouldn't have posted that here. It does work btw. Like you said just a pity its a mod. I'm looking for a large WWII type searchlight with an illuminated beam effect. CUP has a smallish searchlight (on a stand) object but it's not working at present - now if you could get your script to work with that object!
ALIAScartoons  [author] 17 Oct, 2016 @ 5:28am 
@Knowledge
Because comes under a form of script and is easier for mission makers to use it if they see in action, hence the DEMO mission.
Where else do you think will fit better? Is not a mod you know... asuming you know the difference.
^6Knowledge 17 Oct, 2016 @ 5:24am 
Why the fuck is this under scenarios.....
ALIAScartoons  [author] 17 Oct, 2016 @ 4:54am 
@RickOShay
Good finding, i hope it works, will be useful for communities who decide to use it, i think you need it on server and client side to work.
Tho will be much better if it will be integrated in a mod we already use like CUP or RHS, to avoid mods clutter, i already use 50 mods or so :) and is tricky to keep them updated and diagnose which one breaks the game after each ARMA update.
RickOShay 17 Oct, 2016 @ 4:46am 
ALIAScartoons  [author] 17 Oct, 2016 @ 12:21am 
@ace
CUP and RHS should have this at some point.
sygo 16 Oct, 2016 @ 6:41pm 
thanks so much dude, will have to test this on the weekend, but i have been looking for a mod like this for a while
ALIAScartoons  [author] 15 Oct, 2016 @ 1:50am 
@Sea®us-Gaming
Good to hear! Thank you for testing mate!
As for the add action if you want to make work MP and JIP compatible is a little tricky.
Google it i remember i saw something on BIS or ARMAHOLIC forums.
When i have time i will have look myself.
Searusgaming 14 Oct, 2016 @ 11:26pm 
how can i add a line in the actionmenu to activate/deactivate the searchlights ?
Searusgaming 14 Oct, 2016 @ 11:21pm 
Hey ALIAScartoons nice work i test this mod by the vehicles from Max Life Pack (http://www.armaholic.com/page.php?id=29074) and it works perfekt :steamhappy:
vlad_8011 14 Oct, 2016 @ 7:33am 
Did anyone tested this on RHS? Their searchlights stopped work long time ago....
MrPākehā 14 Oct, 2016 @ 2:11am 
MP
ALIAScartoons  [author] 14 Oct, 2016 @ 1:31am 
@[Λ]Cyphas_Cayne
The script is not defined as a function so you need to run it everytime you use AddAction.
You have add an action when you create the vehicle and when used you run the script.
The mission is MP or SP?
MrPākehā 13 Oct, 2016 @ 7:22pm 
Can i call this script from an init and have an addAction for vehicles that spawn at mission start?
just asking cause i am working on a mission that uses Ravage at its core and allows you to have dynamic vehicle spawns and vehicle patrols
ALIAScartoons  [author] 13 Oct, 2016 @ 3:58pm 
Updated the script, now the search light has a source depicted by a Flood Lamp.
If you have suggestions for another vanilla object i can use instead let me know.
ALIAScartoons  [author] 13 Oct, 2016 @ 4:49am 
@JGaz-UK
There is a block in the script you need to un-comment to have a source light.
Is something i want to tweak a bit before release it publicly.
Problem is attached objects or lights behave weird on a moving vehicles and i am trying to compensate that somehow, we will see how turns out.
I hope CUP will bring this back, but in vanilla we would still miss it, that's why i think is better if BIS brings that asset back.
JGaz-UK 13 Oct, 2016 @ 4:29am 
Nice!, pity there isn't an actual lamp you can see attached to the weapon. I'm surprised CUP hasn't ported over the searchlight from ArmA 2 .