Jump to content
M1ke_SK

Apex - Heart of Darkness - flares impression

Recommended Posts

Some of you may seen enemy using flares in Apex mission Heath of Darkness. They are far more lightning up area as they supposed to do. Regular (vanilla) flares dont have this much brightness and they burn out faster. They do have nice sound effects (like lightworks).

 

I would like to implement this in some of my missions, but I could not found this "enhanced effect". Looking for sound effect for this flares from apex protocol, also much brighter lights ( or wider lightned area ).

 

This is what I have so far:

private _unit = _this select 0;
private _color = [_this, 1, "red"] call BIS_fnc_param;

private _type = switch (toLower _color) do {
  case "red": { "F_40mm_red" };
  case "white": { "F_40mm_white" };
  case "green": { "F_40mm_green" };
  case "yellow": { "F_40mm_yellow" };
};

private _flare = _type createVehicle (_unit modelToWorld [0, 100, 200]);

_flare spawn {
    sleep 0.5;

    //The sound of the flare starting to burn
    _this say3D "SN_Flare_Fired_4"; //insert here sound from Apex protocol

    sleep 1;

    //The flare burning loop sound
    while { !isNull _this } do {
        _this say3D "SN_Flare_Loop"; //insert here sound from Apex protocol
        sleep 4;
    };

};

_flare setVelocity [0, 0, -10];

Share this post


Link to post
Share on other sites

The mission uses classes "F_20mm_White_Infinite" and "F_20mm_Red_Infinite" for flares, "SoundFlareLoop_F" & "EXP_m04_flare" for sounds, and this for the light attached to the flare:
 

_colorArray = [0.2,0.2,0.2];
if (typeOf _flare == "F_20mm_Red_Infinite") then {_colorArray = [0.25,0,0]};

_light setLightBrightness 2;
_light setLightColor _colorArray;
_light setLightAmbient _colorArray;
_light setLightAttenuation [200, 10, 0.0001, 0.05];
_light setLightDayLight false;
_light setLightUseFlare false;
_light setLightIntensity 1500;

while {!(isNull _light)} do {

    _intensity = 1500 - (random 300);
    _light setLightIntensity _intensity;

    _time = time + (0.01 + random 0.02);
    waitUntil {time >= _time || { isNull _light }};
};
  • Like 2

Share this post


Link to post
Share on other sites

Can't find class

SoundFlareLoop_F

When I use it, arma 3 can't find it. Try:

player say3D "SoundFlareLoop_F";

Share this post


Link to post
Share on other sites

Ah, you're right.

It's used like this in the mission:

    _sound = createSoundSource ["SoundFlareLoop_F", getPosATL _flare, [], 0];

    while {!(isNull _flare)} do {
        _sound setPosATL (getPosATL _flare);
        sleep 0.05;
    };

Share this post


Link to post
Share on other sites

Really cool light intensety flares could be used with this script found on Armaholic:  http://www.armaholic.com/page.php?id=31764

 
It is complete rip-off of this snipped. He just added flickering for effect and wrap it into script. Thanks anyway.

 

 

Share this post


Link to post
Share on other sites

... I still don't get why BIS removed the light from the default flares. :mellow:

I loved using them.

Share this post


Link to post
Share on other sites

... I still don't get why BIS removed the light from the default flares. :mellow:

I loved using them.

It was probably intentional since they're for "signaling", not illumination. :icon_twisted:

Perhaps the low light source limit would have caused bad effects.

Share this post


Link to post
Share on other sites

Hmm, cars are also not meant for ramming, yet I still get run over by crazy civilian AI all the time. :unsure:

  • Like 1

Share this post


Link to post
Share on other sites

It was probably intentional since they're for "signaling", not illumination. :icon_twisted:

Perhaps the low light source limit would have caused bad effects.

 

 

Hmm, cars are also not meant for ramming, yet I still get run over by crazy civilian AI all the time. :unsure:

 

:rofl: :rofl:

 

*Sorry, couldn't resist :D

 

 

So add something useful to this thread:

 

There is also a event script called

 

onFlare.sqs

 

However, I am not sure if there is also an onFlare.sqf.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×