Arma 3
Gravity Script DEMO
131 Comments
Lully Lew 28 Jun, 2022 @ 3:42am 
@ALIAScartoons I've gotten the beam to work reliably on Takistan so that's where this mission will be ha ha. I don't know how to implement the drawLaser onto your script/replace your beam with it as it's beyond my experience but thankyou ^_^
ALIAScartoons  [author] 28 Jun, 2022 @ 2:54am 
Just in case... this is what i am talking about...
https://community.bistudio.com/wiki/drawLaser
Lully Lew 28 Jun, 2022 @ 1:51am 
@ALIAScartoons yeah I still have't had the confidence to play with that yet. It was just working fine on Ruha. Then I changed the time of day and the beam stopped working. Now I can't get it to come back regardless of the time of day ha ha. Thankyou. I will have a look at the laser thing but I don't know how to implement these things very well yet. I can play with and edit plenty of stuff so hopefully I can get it to work.
ALIAScartoons  [author] 28 Jun, 2022 @ 1:21am 
@Lully Lew
Might have something to do with lightning/daytime settings on some maps, light is not visible during daytime but some terrains might be configured differently, that's why suggested the use of the laser beam made available few updates ago by BIS, that should be visible during day or night on any terrain
Lully Lew 28 Jun, 2022 @ 1:08am 
I've just completed some testing. Some people aren't seeing the beam come down. Try a different map. I had no beam on Rosche, Germany 2.0. When I tried other maps all was well.
ALIAScartoons  [author] 24 Jan, 2022 @ 4:09am 
@CrazyLegoMan
Yeah, but you'd still need to have the script in your mission and the sounds defined in your description.ext
The most friendly way will be the module which was already done by Wenza
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2293680460
CrazyLegoMan 23 Jan, 2022 @ 9:52am 
Really wish You could make this stuff a composition cause it makes my brain spin
ALIAScartoons  [author] 9 Oct, 2021 @ 3:33am 
@[CYG] YeetsGrenade
I don't remember what particles i used, if it is what i think it is you cannot change the color, you would need to change the particles to do that.
YeetsGrenade 8 Oct, 2021 @ 1:27pm 
How do i change the color of the ray?
Longbeard 8 Dec, 2020 @ 6:10am 
Probably me messing something up then. Thanks for the help, I'll se if I can find out what I'm messing up.

Great scripts btw. :)
ALIAScartoons  [author] 8 Dec, 2020 @ 5:12am 
it shouldn't run by itself unless you have an execution command left somewhere
Longbeard 8 Dec, 2020 @ 3:36am 
Thank you.
The script now works, but it gets triggerd whitout me using the addaction action.

I'm trying to make the script go off, when people are using a computer.
ALIAScartoons  [author] 8 Dec, 2020 @ 3:18am 
Make sure ray1 object is placed on map and is not deleted by another script.
Your remote should be something like this
[[ray1, all other parameters separated by comma which i don't remember],"AL_gravity\gravity_ray.sqf"] remoteExec ["execVM"];
Longbeard 8 Dec, 2020 @ 2:59am 
Okay, thaks for the tips.
I'm a scrub at scripting, but I have gotten this to work localy:
this addaction ["Run latest test phase",{[ray1] execVM "AL_gravity\gravity_ray.sqf";},[], 1.5, true, true, "", "true", 9, false, "", ""];

So it probaly something wrong with the part for remoteExec.
this addaction ["Run latest test phase",{[ray1] remoteExec [execVM,2] "AL_gravity\gravity_generator.sqf";},[], 1.5, true, true, "", "true", 9, false, "", ""];
ALIAScartoons  [author] 8 Dec, 2020 @ 2:44am 
@Longbeard
Sounds like there is a mismatch in the name of the object you use as source for gravity and the name you use to run the script
Longbeard 7 Dec, 2020 @ 12:35pm 
Hello
I'm trying to run ypu gravity ray script from an addaction command, and have it execute on a dedicated server.

Currently getting this error, any tips.

waitUntil {(getPosATL _grav_source select 2) < 800};
ecran = t>
21:24:23 Error position: <_grav_source select 2) < 800};
ecran = t>
21:24:23 Error Undefined variable in expression: _grav_source
21:24:23 File test\Users\Longbeard\mpmissions\SCP_Signal.abramia\AL_gravity\gravity_ray.sqf..., line 32
21:24:23 Error in expression <ec ["execVM",0];
Endet 6 Aug, 2020 @ 9:46am 
That did it, thanks a ton!!
ALIAScartoons  [author] 6 Aug, 2020 @ 9:38am 
@Endet
Try to find a line containing setdamage and remove it or comment it.
Endet 6 Aug, 2020 @ 9:21am 
Is there any way to make the weapon not do damage to units? I want to use this without killing my guys.

Your scripts are awesome btw <3
ALIAScartoons  [author] 5 Aug, 2020 @ 12:02am 
@NyteMyre
Thanks mate! Keep them coming :)
NyteMyre 4 Aug, 2020 @ 12:40pm 
Just wanted to share a clip of my units mission where I used the gravity script.

https://www.youtube.com/watch?v=uJjocIwyxa4

In this mission, a CTRG group were ordered to take out a "Black Order" Weapons R&D facility led by rogue CTRG Commander "Scott Miller" on Malden. In one of the hangars, they find a suspicious looking device that they decided to blow up.
ALIAScartoons  [author] 22 Jul, 2020 @ 6:20am 
@convader
Yes, read the ini file, i think is depicted in videos as well
convader 22 Jul, 2020 @ 6:11am 
Excellent work across all of your scripts! One question i have. is it possible to 'flip' the Gravity Beams to allow the beam to come down from the sky as oppose to being generated on the ground? Apologies if this has already been asked.
Delta Pepe 28 Apr, 2020 @ 9:18am 
Hey Alias, could you tell me the how to reduce the brightness of the ambience? (The surrounding being lit up like a christmas tree). It's a bit too bright, but I can't seem to find where it is in the code (either it's in gravity or in gravity_ray_effect, but no matter what I try to change in the brightness, can't seem to change it). Any help is much obliged! Thanks :)
ALIAScartoons  [author] 11 Apr, 2020 @ 4:12am 
Could be view distance in your video settings, during daytime the effect is less visible due engine limitation, your particle count limit or something else but check the above first
Officer zzguy 11 Apr, 2020 @ 12:05am 
I cannot see the beams when put into a different map, only the explosions / effects. Any Ideas?
ALIAScartoons  [author] 3 Oct, 2019 @ 5:39am 
@AsherMD
Yeah, interferes with everything visually, i wouldn't sweat on it
She Strogan Me Off Till I Beef 2 Oct, 2019 @ 10:50am 
Okay thanks, and is it known that the arma 3 fog interferes with the particle effects of the beam?
ALIAScartoons  [author] 2 Oct, 2019 @ 10:46am 
@AsherMD
Yes, but i don't remember the details. However particles visibility rely on view distance and particle count in video settings, time of the day (during daytime the effect won't be so visible) and the LOD of particles. I think the particles i used have a LOD so they can be visible from far tho, so no worries on that part.
She Strogan Me Off Till I Beef 2 Oct, 2019 @ 10:40am 
@ALIAScartoons I think I fixed the issue, it was stemming from the fog covering the particles if the decay was set too low, however is there also a way to change the visible SFX range over the 2km by modifying the setViewDistance?
ALIAScartoons  [author] 2 Oct, 2019 @ 10:11am 
@AsherMD
TBH i don't remember how i've setup the script to work, usually in my scripts the player must be in range for the SFX to be displayed, try to exit and enter again its range (i think it is 2 Km), maybe the disablesimulation thingy messes up with player presence in a way i am not familiar with.
Anyways, i would need to have a look when i have time to assist you
She Strogan Me Off Till I Beef 2 Oct, 2019 @ 9:52am 
@ALIAScartoons I'm currently having an issue with your script. Using the gravity generator script it originally worked completely fine, however after adding a whitelist, forced first person, and a 30 second period where the simulation is disabled it no longer works. The sound plays and the beam is initially there however after around 10 seconds the beam stops and the sound continues to play as well. Do you know what could be causing this?
ALIAScartoons  [author] 16 Sep, 2019 @ 9:10am 
@Sapphic Sorceress
Yeah, from what i remember i slowed down the killing/destroying to avoid killing frames and server, i will have a look and do some optimizing asap
PacketCharmer 16 Sep, 2019 @ 12:37am 
@aliascartoons Yes, the effect takes a long time to process and only very slowly kills things... not good on MP servers. In addition, if the map is too small, you can wind up nuking half of it.
ALIAScartoons  [author] 29 Aug, 2019 @ 9:06am 
@Sapphic Sorceress
You mean lethal range?
PacketCharmer 29 Aug, 2019 @ 4:04am 
Any tips for setting the maximum range of the gravity weapon? It's a bit too much right now, I'd like to limit it to ~50m radius / 100m diameter.
ALIAScartoons  [author] 17 Jun, 2019 @ 1:04am 
@Delta-118
Sort of, execute the script in global from debug console
Delta-118 16 Jun, 2019 @ 10:26pm 
is it possible to use this in zeus?
NyteMyre 13 Mar, 2019 @ 9:21am 
Sweet! Will try it out.

Also, also cool to see how fast you seem to answer questions regarding your scripts!
ALIAScartoons  [author] 13 Mar, 2019 @ 8:04am 
@NyteMyre
Based on hot the particles are used and setup for that effect to achieve that you need to change the life duration of the particles.
In gravity.sqf look for the line below:
_raza setParticleParams [["\A3\data_f\cl_exp", 1, 0, 1],"","Billboard",1,17,[0,0,0],[0,0,17],0,9,9,0,[8,8,8],[[1,0.9,0.5,1],[1,0.9,0.5,1],[1,0.9,0.5,0]],[1],1,0,"","",_al_gravity];

The value you need to change is the first 17, make it shorter until you reach desired altitude, you could also temper with the second 17 value which is the vertical speed of particles, but it might break the effect, you have to test it and see what's best
NyteMyre 13 Mar, 2019 @ 2:55am 
Is there a way to give the generator a maximum height? i.e. the beam disappear after 1000m.
The beam now seems to go on indefinitely, but i would like to try to create the effect that the beams is going into an object in the sky.
ALIAScartoons  [author] 6 Feb, 2019 @ 1:44am 
@DemonDoc68
Remove the trigger, you don't need it for the "well"/generator part of the script

@About 37 hobos
As zeus you can use the debug console to execute the script in global.
As for installation is the same as for any other script check out these clips for more info
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
About 37 hobos 5 Feb, 2019 @ 10:01am 
and besides that I have no idea where this thing should be installed to find the file to use it, because the tutorial gives exactly 0 info on that
About 37 hobos 5 Feb, 2019 @ 9:17am 
can a zeus trigger this to happen, or is it only in eden where it can be done
DrumstickBandit 30 Jan, 2019 @ 10:48am 
so im having an issue getting the well to stay active. Once i cross the trigger the explosion happens and then thats it no persistant plasma
Ainsley Harriott 12 Jan, 2019 @ 1:42pm 
@ALIAScartoons Yes, the second one
ALIAScartoons  [author] 10 Jan, 2019 @ 1:46am 
@DarkLordAinsley
There are two components in this script, one (the so called generator) rises from ground and the beam of plasma which looks like is coming from sky. You want to flip the second one?
Ainsley Harriott 6 Jan, 2019 @ 1:55pm 
anyway to flip the beam? so it looks like it coming down from a ship
Sayker 6 Jan, 2019 @ 12:22pm 
ohohoh perfect thx !!! =)))
ALIAScartoons  [author] 4 Jan, 2019 @ 7:30am 
@Bobzap/Sayker
In gravity.sqf see especially line 32, you need to tweak this part
[8,8,8], [[1,0.9,0.5, 1], [1,0.9,0.5, 1], [1,0.9,0.5,0]]