Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Both should work, however the one with BIS_fnc_MP might stop working at some point, far as i know on BIS' book that command is obsolete
Can you confirm please, in init of object placed in editor, do we use:
null=[[this,"static"],"AL_roadflare\static_flare.sqf"] remoteExec ["execVM",0,true];
Or..
null=[[[this],"AL_roadflare\static_flare.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
One is listed Steam workshop, the other in ini_roadflare.sqf
Yeah, is the EH, you need to double check the classname you used for flares, the script should trigger only when you use those chemlights or whatever you set up to work as road lfares
\AL_roadflare\static_flare.sqf, line 90?
Error undefined variable in expression: _culoare_elem
and
\AL_roadflare\al_roadflare_effect.sqf, line 156
Error undefined variable in expression: _culoare_elem
Any idea what could be causing this?
Thanks for the advice, have replaced the RHS objects with 1m texture objects and haven't seen errors since.
If the class name for object you use is correct that shouldn't be the problem. Could be that the object you use to throw is deleted very fast and something else is placed instead, i don't know how flares in RHS work. Do you have same issue if you use another object?
https://pastebin.com/bZi5ZWJ9
Any thoughts? Could it be the object I've chosen to be the 'flare'?
"rhs_weapon_rsp30_red"
In theory there is no limit, tho i never tested it but should work fine.
Is there a maximum <al_Roadflare_lifetime> that I cannot exceed? Is 7200 too high?
Compare the flicker you get on your map with the flicker you get on altis in demo mission and see if there is any difference
You need to tweak the script. I supose depends on your display refresh or someting cuz on my side the flickering is fine. What map you are trying to use it on? Maybe it has something to do with the post-processing implemented there.
Small tweak to prevent issues when flares or chemlights are thrown on rocks, however if the rocks/boulders have bad geometry/collision most likely the thrown object is going to fell through.
I've tested on rocks on Atlis and works fine.
For now the script is updated only on STEAM.
I think i know what's the problem. I will update the script with an workaround ASAP. ... :) dam arma rocks
I am not sure what you asking. You are trying to create a road flare using an object placed from editor and you try to place it above the ground and you don't see the effect, right?
Make sure you object doesn't fall trhought the ground or something, i also didn't test it in or above the water
Changes:
- added a small fail safe to prevent multiple execution in MP for the same object and the script is executed from its init field
- tweaked SFXs
Please let us know if you find a work around.
Thanks for testing it. I will try to see what's up with that ASAP
sorry, i ment the edit suggested below;
Script works flawless.
What doesn't work? The script itself or the edit suggested bellow?
At least in MP
You need to edit static_flare.sqf file, replace lines 50,51,52 with these:
case "Chemlight_blue": {_al_color_flare = [1,0,0];_al_roadflare_check = true;};
case "Chemlight_yellow": {_al_color_flare = [1,0,0];_al_roadflare_check = true;};
case "Chemlight_green": {_al_color_flare = [1,0,0];_al_roadflare_check = true;};
And make al_chem false in ini_roadflare.sqf
al_chem = false;
publicVariable "al_chem";
I didn't have time to test, let me know if works, thanks!
You missing something.
al_Roadflare_brightness is defined in in ini_roadflare before script starts, check and see what prevents that variable to be initialized, or even better insert a delay (sleep 5;) in static_flare at beginning to give time for all variables to propagate, maybe if you have too many things going on the variables are not broadcasted in time
Error undefined variable in expression: al_Roadflare_brightness
.....\user\mpmissions\mission\AL_roadflare\static_flare.sqf, line 41
i dont know why in mp it not work, its the first time you see this issue ?
Yeah buddy, have fun!
and if my server are not monetized can i use your script on it ?
in ini_roadflare there is a parameter you can tweak called al_Roadflare_lifetime. Edit the value as you need.
For more info check out the tutorials
https://www.youtube.com/watch?v=3BtxTUchsUs&list=PLod_PhpAOFQhpTRYpoVPwiikPN1aoboFs&index=12
https://www.youtube.com/watch?v=-57zQci_jNc&list=PLod_PhpAOFQhpTRYpoVPwiikPN1aoboFs&index=26
how can we make the roadflare stay infinite time ?
Let me know if you need assistance
Thanks mate! Yeah, one of the last Arma updates fixed some issues related to rendering particles.
A work around will be to decrease the rubber factor for particles to be less influenced by wind.
Direct download link not updated yet, will do so ASAP. Until then use the STEAM version.
! I didn't have time to test it on dedicated so please let me know if everything works fine. Thank you!
Changes:
* fixed issues with light
* cleaned up the script
* script structure changed but the usage is the same
Have fun! :)
I saw same issue with vanilla chemlights, either the object itself or the source light sinks a little in the floor, that's why my light spawns a little over the surphace of the gorund, tho i didn't test it inside buildings, it might need adjustments. Thank you for letting me know!
https://www.youtube.com/watch?v=3BtxTUchsUs
* Sound fixes
* Now the throwable item working as road flare is customizable
* Few tweaks and optimization to make it more JIP friendly
For more info check out the demo mission and read the comment or wait for the video update.
Direct download link on armaholic will be updated ASAP.
Have fun!
Thanks for the feednack buddy!
Sry I don't have too much experience with ACE i can't help you there.
anyway i hear from others that they run this with ace and have no problem... i wonder now where my issue comes from. maybe i have a differnt version of CBA... will try with/without ONLY CBA next. see what happens then... a bit weird this
ACE has built in flares FAIK. Not sure if they are road flares tho. Could be only signal flares.
Yeah, the pressure can be diminished, i will have look.