Arma 3
Road Flare DEMO
79 kommentarer
Anfo 16. dec. 2019 kl. 18:48 
Yeah, thought so too. Will use RemoteExec
ALIAScartoons  [ophavsmand] 16. dec. 2019 kl. 2:35 
@Anfo
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should work, however the one with BIS_fnc_MP might stop working at some point, far as i know on BIS' book that command is obsolete
Anfo 14. dec. 2019 kl. 22:32 
Hi Alias
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
ALIAScartoons  [ophavsmand] 20. dec. 2018 kl. 0:15 
@GrannyMan
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
GrannyMan 19. dec. 2018 kl. 20:33 
Hey Alias, I get an error with this script every time I shoot a gun.
\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?
Anfo 11. okt. 2018 kl. 5:26 
@alias
Thanks for the advice, have replaced the RHS objects with 1m texture objects and haven't seen errors since.
ALIAScartoons  [ophavsmand] 11. okt. 2018 kl. 3:36 
@Anfo
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?
Anfo 11. okt. 2018 kl. 2:44 
Alias, although there is every chance I have implemented something incorrectly, I still get these script errors which mean when I run a mission from Eden sometimes the flares work, sometime they don't:
https://pastebin.com/bZi5ZWJ9
Any thoughts? Could it be the object I've chosen to be the 'flare'?
"rhs_weapon_rsp30_red"
ALIAScartoons  [ophavsmand] 9. okt. 2018 kl. 2:01 
@Anfo
In theory there is no limit, tho i never tested it but should work fine.
Anfo 9. okt. 2018 kl. 1:06 
@alias
Is there a maximum <al_Roadflare_lifetime> that I cannot exceed? Is 7200 too high?
ALIAScartoons  [ophavsmand] 28. sep. 2018 kl. 9:17 
@kullervo
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
kullervo 28. sep. 2018 kl. 8:48 
thanks for a quick response though :-)
kullervo 28. sep. 2018 kl. 8:47 
i'll do more testing, it's on a ww2 map so idk, maybe that's it
ALIAScartoons  [ophavsmand] 28. sep. 2018 kl. 8:39 
@kullervo
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.
kullervo 28. sep. 2018 kl. 7:01 
just wondering if there's a way to change or remove the flickering effect
kullervo 28. sep. 2018 kl. 6:58 
Cool, tested it, works fine. The flickering light effect is a bit hard on the eyes though, might cause someone to have seizures.
ALIAScartoons  [ophavsmand] 26. sep. 2018 kl. 16:15 
@kullervo
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.
kullervo 18. sep. 2018 kl. 1:57 
thank you very much!
ALIAScartoons  [ophavsmand] 18. sep. 2018 kl. 1:51 
@kullervo
I think i know what's the problem. I will update the script with an workaround ASAP. ... :) dam arma rocks
kullervo 17. sep. 2018 kl. 14:51 
Sorry, it's a little hard to explain but, it's just that the flare doesn't activate when I throw it on a boulder. Or any other object, except the ground.
kullervo 17. sep. 2018 kl. 14:51 
Oh no, I'm just throwing it on a surface that is not the terrain's ground level, like, on a big boulder in game, I'm not trying to make an editor placed object be the flare.
ALIAScartoons  [ophavsmand] 17. sep. 2018 kl. 6:06 
@kullervo
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
kullervo 17. sep. 2018 kl. 5:18 
Is it supposed to not activate on certain objects such as rocks? It only seems to activate on the ground, and not editor place objects such as boulders..
ALIAScartoons  [ophavsmand] 23. juni 2018 kl. 14:29 
Script update.
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
Jimmakos 30. mar. 2018 kl. 10:48 
@ALIAScartoons
Please let us know if you find a work around.
ALIAScartoons  [ophavsmand] 30. mar. 2018 kl. 9:57 
@Jimmakos
Thanks for testing it. I will try to see what's up with that ASAP
Jimmakos 30. mar. 2018 kl. 6:56 
@ALIAScartoons
sorry, i ment the edit suggested below;
Script works flawless.
ALIAScartoons  [ophavsmand] 30. mar. 2018 kl. 6:53 
@Jimmakos
What doesn't work? The script itself or the edit suggested bellow?
Jimmakos 30. mar. 2018 kl. 6:49 
Does not work ˅˅
At least in MP
ALIAScartoons  [ophavsmand] 23. mar. 2018 kl. 4:57 
Someone asked how to make all chemlights works as roadflares.
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!
ALIAScartoons  [ophavsmand] 27. jan. 2018 kl. 23:20 
@D-Trox
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
[DEV]D-Trox 27. jan. 2018 kl. 16:24 
On server i got a error ,
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 ?
[DEV]D-Trox 27. jan. 2018 kl. 8:00 
thanks alot , continute your good job :)
ALIAScartoons  [ophavsmand] 27. jan. 2018 kl. 7:57 
@D-Trox
Yeah buddy, have fun!
[DEV]D-Trox 27. jan. 2018 kl. 7:52 
yeah i find it , it work thank you
and if my server are not monetized can i use your script on it ?
ALIAScartoons  [ophavsmand] 27. jan. 2018 kl. 7:41 
@D-Trox
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
[DEV]D-Trox 27. jan. 2018 kl. 7:24 
really cool
how can we make the roadflare stay infinite time ?
Kane 17. jan. 2018 kl. 11:01 
@ALIAScartoons I'll tell you if i need help. But for the moment I'm fine. ;)
ALIAScartoons  [ophavsmand] 17. jan. 2018 kl. 10:40 
@Kane
Let me know if you need assistance
ALIAScartoons  [ophavsmand] 17. jan. 2018 kl. 9:25 
@Kane
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.
Kane 17. jan. 2018 kl. 7:35 
I just checked out the new update and i must say: It's beatifull! Works fine with the monsoonscript. The only thing that should be mentioned is that the smoke is flying away quite fast because of the storm.
ALIAScartoons  [ophavsmand] 30. dec. 2017 kl. 4:18 
Script update.
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! :)
ALIAScartoons  [ophavsmand] 18. sep. 2017 kl. 1:49 
@PHANTOM
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!
PHANTOM 16. sep. 2017 kl. 12:01 
Nice update, one small issue, throwing flares works like a charm on the floor, but once you throw a flare inside a house the flare seems to endlessly burn and not give off any light.
ALIAScartoons  [ophavsmand] 13. juli 2017 kl. 20:54 
Short video explaining what's new in the script
https://www.youtube.com/watch?v=3BtxTUchsUs
ALIAScartoons  [ophavsmand] 12. juli 2017 kl. 9:56 
Script update.
* 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!
Kane 23. feb. 2017 kl. 7:22 
@Fetzen did you throw the chemlights via the advanced throwing feature? Or did you try both the advanced and the normal throwing while playing with ACE?
ALIAScartoons  [ophavsmand] 23. feb. 2017 kl. 1:58 
@Fetzen
Thanks for the feednack buddy!
Sry I don't have too much experience with ACE i can't help you there.
Fetzen 23. feb. 2017 kl. 1:42 
they introduced HI chemlights (which probably are tweaked the same way you do it) and handheld signals (which are very bright lights). But apart from that normal chemlights still exist, but the can also be handheld.

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
ALIAScartoons  [ophavsmand] 22. feb. 2017 kl. 9:25 
@Fetzen
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.