Jump to content

Recommended Posts

Headlamp Mod

 

This mod gives you two functioning headlamps as well as functional helmet mounted flashlights.
Works with ArmA 3 v1.68+

 

Features:
- Two functioning headlamps
 - Functional helmet mounted flashlights (vanilla helmets)
 - Ability to change lamp colours
 - Ability to change lamp brightness
 - Configurable by modules
 - Multiplayer support (Tested on Dedicated servers)
 - CBA Keybinding support
 - CBA Settings support

 
Mod Dependencies: 
- None

 

Controls:
 - Toggle light on/off: SHIFT+N
 - Cycle Brightness: CTRL+N
 - Cycle Colors:  ALT+N

 

Download:

- Dropbox: https://www.dropbox.com/s/81uzo4ei2v0ik20/%40SAN_Headlampv1_3.rar?dl=0

- Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=930264602

 

Known Issues:
 - Light does not follow the head during ambient animations (engine issue)
 - Update rate of light appears somewhat jagged in moving cars in MP (new script command needed)

 

Whitelisting: 
For (dedicated) server owners that run servers with CfgRemoteExec whitelisting enabled, 
whitelist the following functions:
- SAN_fnc_ToggleHeadlamp
- SAN_fnc_sendJIPinfo

Scripting:
To toggle the headlamp by script, use: _unit call SAN_fnc_ToggleHeadlamp_local; It takes a local argument _unit and has a global effect.

Credits:
- loki.87 for the 'Headlamp Bravo' model & textures
Phantom Incorporated for intensive testing & motivation

Media:

Album: 

Video:

 

Disclaimer:
This work is licensed under the Arma Public License Share Alike (APL-SA)
https://www.bistudio.com/community/licenses/arma-public-license-share-alike


This is the first release, let me know about any bugs/glitches.

 

Have fun.

 

Kind regards,
Sanchez

  • Like 19

Share this post


Link to post
Share on other sites

This looks magnificent! Small immersive addons like these are a welcome addition to the game. Perfect for nighttime hiking :D

Share this post


Link to post
Share on other sites

To quote the late Chris Cornell "long time coming".......:thumbsup:

 

Just curious, the guy in the opening shot of the video looks like he's carrying a little more timber than a regular A3 unit...... 

Share this post


Link to post
Share on other sites

That is frickin' awesome. Thanks, man!

Share this post


Link to post
Share on other sites

Thanks for the feedback, lads ^-^

 

Someone had already reported a bug. I fixed it, so here's the first update already :)

 

Updated to v1.1

Workshop updated.

Dropbox link (updated in OP as well): https://www.dropbox.com/s/3ki4g7ur750fqfw/%40SAN_Headlampv1_1.rar?dl=0

 

Changelog:

- Fixed the bug where the lights couldn't be turned on for the first 10 seconds after mission start

 

Kind regards,

Sanchez

  • Like 1

Share this post


Link to post
Share on other sites

 :O excellent job, going straight to our WW2 modset ! Congrats (

Share this post


Link to post
Share on other sites

Wow. Simple and brilliant idea. 

 

-k 

Share this post


Link to post
Share on other sites

Very nice indeed.  Can the soldiers use headlamps AND rifle torches too ?  Would be cool to see how AI are scanning a scene and where they are pointing their rifles in the dark :)

Share this post


Link to post
Share on other sites
17 hours ago, Evil Organ said:

To quote the late Chris Cornell "long time coming".......:thumbsup:

 

Just curious, the guy in the opening shot of the video looks like he's carrying a little more timber than a regular A3 unit...... 

 

Oh yeah, forgot to mention. If you're on about the looks of that unit, I believe I used the head model found in the  ENFORCER/Cyber Punk mod. And the vest/uniform is from TRYK/TAC Vests :)

 

41 minutes ago, kremator said:

Very nice indeed.  Can the soldiers use headlamps AND rifle torches too ?  Would be cool to see how AI are scanning a scene and where they are pointing their rifles in the dark :)

 

Yeah they can. Heck, if you have a supported helmet you could have the helmet light, weapon flashlight and NVGs on all at the same time, if you wanted to :)

 

Kind regards,

Sanchez

  • Like 2

Share this post


Link to post
Share on other sites
4 hours ago, El Tyranos said:

 :O excellent job, going straight to our WW2 modset ! Congrats (

I'm intrigued, especially from big contributor to the WW2 scene.

Any chance you could share that modset with us?

Share this post


Link to post
Share on other sites

Sorry for a small request,would it be possible to be able to increase the reach a little ,in the dense djungel it`s very hard to see and add Tilt to it?   I can`t see further out.

Share this post


Link to post
Share on other sites
51 minutes ago, john1 said:

Sorry for a small request,would it be possible to be able to increase the reach a little ,in the dense djungel it`s very hard to see and add Tilt to it?   I can`t see further out.

 

The (High) brightness option is tweaked to be a little bit less strong than the vanilla flashlight attachment for weapons. They more or less have the same range, for balancing reasons.

To increase the brightness, you'd have to modify the config file and change the HIGH_INTENSITY definition located on top of the file.

 

As for tilt, it's an interesting idea. I don't think I'll be implementing it however. I aim to minimize the amount of keybindings needed.

 

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

Just awesome and a must have a mod!

 

In the future, can you allow the user to add to the array of helmets that can turn on? Such as Operation Trebuchet or any other mod that inherent off of the default ones? Can be in the userconfig for example.

 

Also, can you add a click sound when switching mode? I tested this with Feint's shoulder flashlight mod and both work together, but that one added the flashlight click on and off, and when switching color and intensity modes.

 

These mods just makes all those survival missions so much more intense.

  • Like 1

Share this post


Link to post
Share on other sites
20 minutes ago, Valken said:

Just awesome and a must have a mod!

 

In the future, can you allow the user to add to the array of helmets that can turn on? Such as Operation Trebuchet or any other mod that inherent off of the default ones? Can be in the userconfig for example.

 

Also, can you add a click sound when switching mode? I tested this with Feint's shoulder flashlight mod and both work together, but that one added the flashlight click on and off, and when switching color and intensity modes.

 

These mods just makes all those survival missions so much more intense.

 

The downside of allowing helmet lamps as-long-as it inherits from a certain type is that there may be helmets that inherit from HelmetA but absolutely have no light model on them. I'll have to think about that. For now people will have to manually append to SAN_Headlamp_Helmets (its the 'whitelist' array)

 

Also, there already is a sound when toggling the flashlight (and colors/intensity too I believe), just set SAN_Headlamp_SoundClickEnabled to true in a mission or use

profileNamespace setVariable ["SAN_Headlamp_SoundClickEnabled",true]; 

Or lastly, use the CBA settings to enable that.

 

I disabled it by default because I wanted to stay as close as possible to Bohemia's flashlights, and they don't have a toggle sound either. :)

 

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

Turns out there was a bit of an issue when one was using the mod standalone (without CBA & other mods). 

I've fixed it, so here's another update.

 

Updated to v1.2

Workshop updated.

Dropbox link (updated in OP as well): https://www.dropbox.com/s/zjs4xbm4rggv2ea/%40SAN_Headlampv1_2.rar?dl=0

 

Changelog:

Fixed: Lamps wouldn't activate when using the mod standalone
Tweaked: Author tags on Headlamp Bravo

 

Kind regards,

Sanchez

  • Like 1

Share this post


Link to post
Share on other sites

Hello and great job!
Could you tell how to turn the flashlight on AI?

Only with the module, or even with a small script in the init unit?
thank you

Share this post


Link to post
Share on other sites

fantastic mod love it in every way other then this error people get when they join the server when some one has it active
 

17:17:12 Error in expression <each _totalEnabled;

if(_enabledPlayers == SAN_Headlamp_EnabledPlayerUnits)  the>
17:17:12 Error position: <== SAN_Headlamp_EnabledPlayerUnits)  the>
17:17:12 Error ==: Type Array, expected Number,String,Not a
Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network
Object,Team member,Task,Location
17:17:12 File \san_headlamp\core\san_defineFunctions.sqf
[SAN_Headlamp_fnc_Init], line 215

 

Share this post


Link to post
Share on other sites
16 hours ago, armatech said:

fantastic mod love it in every way other then this error people get when they join the server when some one has it active
 


17:17:12 Error in expression <each _totalEnabled;

if(_enabledPlayers == SAN_Headlamp_EnabledPlayerUnits)  the>
17:17:12 Error position: <== SAN_Headlamp_EnabledPlayerUnits)  the>
17:17:12 Error ==: Type Array, expected Number,String,Not a
Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network
Object,Team member,Task,Location
17:17:12 File \san_headlamp\core\san_defineFunctions.sqf
[SAN_Headlamp_fnc_Init], line 215

 

!

That is intolerable. I shall fix this.

  • Like 1

Share this post


Link to post
Share on other sites

My home network decided to discriminate the BI forums today, so I'm a bit late.

As Foxhound already noticed, I had updated the mod once again.

 

Updated to v1.3

Workshop updated.

Dropbox link (updated in OP as well): https://www.dropbox.com/s/81uzo4ei2v0ik20/%40SAN_Headlampv1_3.rar?dl=0

 

Changelog:

Fixed: Error message on dedicated servers for JIP players

 

I've also updated the documentation with a scripting example on how to turn on the lamps by script (@Grenadier-Ghost). Besides that I've stated the two functions one needs to whitelist in CfgRemoteExec in case one is using CfgRemoteExec on (public) servers.

 

Kind regards,

Sanchez

 

  • Like 1

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

×