Arma 3
Ambient&Spot Light DEMO
28 Comments
ALIAScartoons  [author] 17 Feb @ 7:15am 
@Lucas
Is not supported ATM. I took a break from Arma, dunno when is going to end if ever.
However the script is simple and basic and should still work.
If the demo mission works then it should work in your mission as well.
For more info about using my scripts check these out.
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df

Keep it up!
Lucas 11 Feb @ 2:33am 
Is this still supported?

Also very noob question, I have subscribed to this, but I cannot see anything in my steam workshop. Where do I find the script?
Warhammer Actual 5 Aug, 2021 @ 12:38pm 
@ALIAS thank you very much for the prompt response and for this script ..
ALIAScartoons  [author] 5 Aug, 2021 @ 1:52am 
@Warhammer Actual
No noticeable effect on FPS, however the number of lights rendered in field of view is limited to 32 or so and they will start flickering at some point if they are too many
Warhammer Actual 4 Aug, 2021 @ 11:46pm 
Hi. I love all of your work ot is amazing. This script does it effect fps if you have too many white static lights say in an aircraft hangar? There's about 20 of them in a fairly small space.
ALIAScartoons  [author] 15 Sep, 2020 @ 3:00am 
@chrisbaker1981
with 6 lights you should be fine, it shouldn't be the issue
Umbhaki 15 Sep, 2020 @ 2:28am 
Thanks ALIAS my feeling is ive got too many lights within a in a small area, about 6 light sources in a 20m area. Which doesnt seem like it should be too many. But anyhow. Will carry on fiddling around until i get it right.
ALIAScartoons  [author] 15 Sep, 2020 @ 2:09am 
@chrisbaker1981
There are few things to consider:
- there is a parameter in light definition which sets the distance for light visibility and you can tweak that
- the engine limits the number of lights and if you have too many in an area some of them will go on and off
- i don't think i did this but in any case double check maybe i have an while or waituntil waiting for player to get close in order for the light to be visible
Umbhaki 14 Sep, 2020 @ 6:26am 
Hey seems like a good one, but whats the difference between this and the light cones that come with eden? I have the same problem with this script as i do with the eden light cones. The light only comes on when the player is within a close proximity to the light. Which is a bit annoying, i want to be able to see the light from far away. It only comes on when im within a few metres of it.. There should be a difference between brightness and how far away you can see it. A dull light that is perfect illumination when close by should still be visible a few hundred meters away.. If i put down a light that is meant to just light up a small area, not light up the whole country, i still want to be able to see that light source from far off.. Like the street lights, you can see them far away. Im struggling to get the light cones to work properly..:steamsad:
ALIAScartoons  [author] 17 Jan, 2019 @ 8:03am 
@JS
Try to hide the device, light effect should be still visible i think
JS 17 Jan, 2019 @ 7:54am 
Cool in that case ill just flip the device upsidedown and have the beacon poking out :D thanks for the info.
ALIAScartoons  [author] 17 Jan, 2019 @ 7:47am 
@JS
No bro, for that you need something else. By scriptin you could alternate the colors, as for rotating a beacon i think a mod would be better, in principle what you would need is to rip off the beacon from vanilla special device
JS 17 Jan, 2019 @ 5:59am 
Hi alias great work as always, do you know if this script supports rotary beacons or anything like that?
ALIAScartoons  [author] 8 Aug, 2018 @ 3:30am 
@TPM
Yeah, is a friend of mine using this script
TPM 7 Aug, 2018 @ 9:42pm 
I found the video I was talking about: https://www.youtube.com/watch?v=gIsGN6r72Bs It was not your video though, but you did comment on it.
ALIAScartoons  [author] 7 Aug, 2018 @ 9:36pm 
I think you talking about an early version of this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1264549061
this was an early video
https://www.youtube.com/watch?v=uKfVNPyzFdA

You can achieve what you described using this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1387052380
in combination with this Ambient&Spot Light script. You attach the light to a floating object only that you have to control de light brigthness to make it pulsate, in many of my scripts i have light sources changing brightness over time have a look and see how i've done it, or just use a vanilla road cone object and make it bounce
TPM 7 Aug, 2018 @ 4:54pm 
Hey again Alias, there was a video that used your script that had pulsating lights at ground level that went up and down, along with some of the orbs floating around. I am not sure if this was your video or someone elses as I can not find it, but do you know how to do the pulsating orbs that move up and down?
dpd29 27 Jul, 2018 @ 2:17am 
hi, is it posible to add a time to finish the lights effects?
ALIAScartoons  [author] 8 Jun, 2018 @ 12:05pm 
Script updated. Changes:
- small change in script' syntax, but the parameters remain the same, see ini_light.sqf for more info
- added a fail safe for when the script is executed from init field of an object and the mission is for MP
- small changes
ALIAScartoons  [author] 18 Oct, 2017 @ 6:19am 
@Chopper
Yup, send away!
Chopper 18 Oct, 2017 @ 4:53am 
I can send you my ideas with illustrations on your e-mail that is tied to youtube?
ALIAScartoons  [author] 18 Oct, 2017 @ 3:50am 
@Chopper
First you would need to re-iterate the effect from time to time, otherwise particles will fade out, fall or fly away. Like i did in my mission.
You can make the effect cover a longer distance but your view distance will limit the effect anyways and the number of particles will increase and reach the limit which will make other particles not to show or make you have a lower frame rate. That's why i have limited the range for the effect. My goal is to use minimum resources for my scripts either is the number of calculations required or number of particles or objects.

There is a work around and maybe a different set of particles that can be used and i will have a look and do some tests when my free time will allow it.
Chopper 18 Oct, 2017 @ 2:57am 
Ou, interesting and beautiful effect. Only I did not find a parameter that is responsible for the duration of the effect. In anatomy it is written: it flies 3000m and disappears. How to change this?
ALIAScartoons  [author] 17 Oct, 2017 @ 6:58am 
@Chopper
I did something in that direction, but is not ready for public release, see this mission and rip off the script if you want to
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=731218653
Chopper 17 Oct, 2017 @ 6:29am 
Hello Alias! Tell me, did you think you'd make a script for the aurora borealis? You have great visual effects!
Moshus 11 Jul, 2017 @ 10:55am 
that's what i thought. nevertheless, awesome script, thanks.
ALIAScartoons  [author] 10 Jul, 2017 @ 11:54pm 
Yeah, is an engine limitation, ATM walls do not block light scripted or not.
Moshus 10 Jul, 2017 @ 2:12pm 
cheers,
On some buildings light goes through the walls. For example I was trying to put red lights in a building:
http://i.imgur.com/xzKEA4U.jpg
http://i.imgur.com/tP7d0nn.jpg
Moving the object with light (invisible helipad) away from walls or lowering the light brightness does not help. Do you know any workaround maybe?
Awesome script by the way.