Arma 3
Shoulder-mounted Light
Feint  [developer] 3 Jan, 2017 @ 4:15pm
Feedback on the Shoulder-Mounted Light
Hey everyone. Thanks for the feedback. Regarding brightness, I tried a few brightness levels at different times of day. The three brightness levels I settled on are a compromise but seem to work well in most situations. If the sky is very bright but the ground is dark, I found that the light seems a bit dim. But you don't really need a flashlight in those situations. I found that in the jungles of Tanoa, even during the day, the light works pretty well when using white color at the brightest setting. This is useful for looking inside those big dark tree formation things.

Regarding aim point, I'll see if I can extend the aim a little further forward. However, there's a limit because this doesn't operate the same way as a flashlight on a weapon operates. Basically I've created two lightpoints. One near the flashlight and one on the ground. Unfortunately, BI does not allow one to create a directional light source similar to the weapon lights. Not sure why.

Regarding Zeus, I'll have to do some testing to see why it isn't working. Thanks for the info that it isn't working when using Zeus.

Regarding Multiplayer, I don't know. Feel free to test it and see if other people can see your light. I wouldn't be surprised if it's a bit broken. I didn't do any multiplayer testing.

Currently I am trying to get the light to work when in a vehicle which is super cool. Often at night, you can't see the inside of your vehicle at all and there's no interior lighting usually. So this is super cool especially with the red filter. So far, I've only tested in a boat. But I'll see what the limitations are for choppers and planes.

When in a vehicle, it looks a bit buggy looking as the flashlight sometimes looks like it's floating above the shoulder. If I remove the aim-ability when in a vehicle, I can fix this. I just need to change the way the ground lightpoint attaches in order to make it more reliable and logical. I don't think you need to adjust the aim when in a vehicle anyway. :)

Thanks again for the feedback.
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Showing 1-15 of 19 comments
Mandaloin 3 Jan, 2017 @ 5:06pm 
This is a wonderful idea! I think it would be even cooler if you could find some way to attach it to whatever headgear you're wearing to emulate a helmet light, since those are very common in the real world.
Carlton Banks 3 Jan, 2017 @ 6:36pm 
All I want is a strobe mode.
Feint  [developer] 3 Jan, 2017 @ 8:28pm 
Originally posted by Mandaloin:
This is a wonderful idea! I think it would be even cooler if you could find some way to attach it to whatever headgear you're wearing to emulate a helmet light, since those are very common in the real world.

Hey, I tried that, but unfortunately attachTo won't allow it to move with the head movements. Believe me I tried this quite a few times. But it's a limitation of the attachTo command.

Originally posted by Mr. Murdock:
All I want is a strobe mode.
I thought of this. I'll look into it.
Chewbacca-wan 4 Jan, 2017 @ 12:22am 
Really good mod, I just want to see a little foward but it's ever really nice, and ma being compatible with ACE 3 to have possibility to use it with the menu, but this is just a supposition, your job are great.

@Oh yeah Mr. Murdock, A strobe mode would be awesome :D
ajspies 4 Jan, 2017 @ 7:55am 
This mod is awesome but i cant see my buddies flashlight when we start a LAN server. I understand thats because its client side but is their a way you could make this a feature. Thanks! Me and my friends also did some more testing in zeus. It works but only on the player you spawn with but not when you control an ai character which is understandable. Thanks :D
Last edited by ajspies; 4 Jan, 2017 @ 7:58am
EO 4 Jan, 2017 @ 11:45am 
Hey Feint, great little mod, regarding the issue with the light detaching and floating while inside a vehicle, why not contact haleks,developer of the Ravage mod, who I believe solved the problem of chemlights detaching from players when entering a vehicle.
Maybe needs a GetIn and GetOut EH.....
Last edited by EO; 4 Jan, 2017 @ 11:59am
wiplashmctavish 4 Jan, 2017 @ 4:47pm 
Good looking mod. It is much needed for sure, I just started editing an RPG the other week and was thinking that a new flashlight mod was much needed. So thank you for making this.

Now, i don't know very much at all at scripting, but I did come across a script on the internet I have been using, very similar to this, that uses the initplayerlocal.sqf and two other .sqf files.

The light works for me inside and out of cars, it just creates a light point in front of the player on a keypressed (Y). During the day it can be difficult to see the light, altering the color and raising brightness seem to help. Just like your mod.

I've only tried this for my Single Player RPG. So idk about Multiplayer...

initplayerlocal.sqf :

player setVariable ["lightIsOn", false];


fnc_turnLightOn = {
light1 = "#lightpoint" createVehicleLocal [0,0,0];

light1 setLightBrightness 0.33;
light1 setLightAmbient [0.2,0.2,0.2];

light1 setLightColor [2,2,5];
light1 lightAttachObject [player1,[0,+2.7,+1]];
};


fnc_turnLightOff = {
deleteVehicle light1;
};

onKeyPress = compile preprocessFile "keypressed.sqf";
waituntil {!(IsNull (findDisplay 46))};

(findDisplay 46) displaySetEventHandler ["KeyDown", "_this call onKeyPress"];

----------

flashlight.sqf :

if (player getVariable "lightIsOn") then {
[] call fnc_turnLightOff; player setVariable ["lightIsOn", false];
} else {
[] call fnc_turnLightOn; player setVariable ["lightIsOn", true];
};

----------

keypressed.sqf :

private "_handled";

_key = _this select 0;
_shift = _this select 1;
_handled = false;

switch _shift do
{
case 21 : // pressed Y
{
nul = [] execVM "flashlight.sqf";
_handled = true;
};
};

_handled;

----------

I hope this helps you maybe on your vehicle issue! Good luck!

*By the way, I've noticed that the light from the flashlight (on shoulder) shines through the flashlight when in third person and sprinting, when your body goes back and forth. Perhaps making the light smaller on the shoulder would make this a bit more realistic, so that its more of a dot than a bright circle. Of course, thats up to you.*

*Oh and a green flashlight choice would be super duper uber cool too ;)*
Feint  [developer] 4 Jan, 2017 @ 5:44pm 
Originally posted by Evil Organ:
Hey Feint, great little mod, regarding the issue with the light detaching and floating while inside a vehicle, why not contact haleks,developer of the Ravage mod, who I believe solved the problem of chemlights detaching from players when entering a vehicle.
Maybe needs a GetIn and GetOut EH.....
Yeah, that's what I'm looking at. I figure that would help solve the problem with vehicles. To be continued.

Thanks everyone for your kind words and feedback.
Feint  [developer] 5 Jan, 2017 @ 8:21pm 
OK, I implemented a partial fix for the vehicle bug. For now, just turn the light off and then back on when entering and exiting a vehicle.

I also added a green filter as requested to help with hunting and fishing at night (the green light is less likely to spook animals and fish).

And I also extended the reach of the light out a few more feet (meters).
Nya =^~^= 6 Jan, 2017 @ 3:28am 
Realy nice mod! Unfortunately theres a bug. When i activate the light, i get the "rest weapon" buff. So for some reason the game thinks im leaning onto the light. x3
Kozak 6 Jan, 2017 @ 10:18am 
For some reason, whenever I change the controls for the light in, it resets to defaults. Any ideas on how to fx this? It tends to reset whenever I exit the editor.
Feint  [developer] 7 Jan, 2017 @ 12:54am 
Originally posted by TrapsAreGross-ButGamerFoodISN'T!:
For some reason, whenever I change the controls for the light in, it resets to defaults. Any ideas on how to fx this? It tends to reset whenever I exit the editor.

Download the newest version. I fixed that.


Originally posted by Miau =^-^=:
Realy nice mod! Unfortunately theres a bug. When i activate the light, i get the "rest weapon" buff. So for some reason the game thinks im leaning onto the light. x3
Oh yeah, crap. Haha. You're right. Hmm. Well, um...added to the bug list.
Last edited by Feint; 7 Jan, 2017 @ 2:21am
Feint  [developer] 7 Jan, 2017 @ 10:25am 
Originally posted by Miau =^-^=:
Hope this helps :D
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=836781212
Yes, thanks. I figured out what you meant. I have an idea on how I can fix that. Wish me luck.
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