socs 92 Posted June 18, 2018 Hey all, I'm looking for a way to change the vanilla countermeasures into actual flares for a specific vehicle, or all of them... Is this possible? (And no the vehicle Im talking about does not have flares as a CM option). And the reason I need this is because it would be quite cool to have them illuminate the ground... Thank you for any help! Share this post Link to post Share on other sites
pierremgi 4739 Posted June 19, 2018 It's a lot of work, imho. You need to create an addon modifying the parameters of the: CMFlareAmmo ammunition. Probably: timeToLive = 15; // change for 30 tracerColor[] = {0.7,0.7,0.5,0.04}; // feel free to increase the last figure tracerColorR[] = {0.7,0.7,0.5,0.04}; // same and the flareCore probably brightness = 2; // to be increased Then, play with the ammo, magazines, weapons, vehicles classes to get inheritance. I'm not familiar with that, taking several days for me, to test something. Share this post Link to post Share on other sites
socs 92 Posted June 19, 2018 2 minutes ago, pierremgi said: It's a lot of work, imho. You need to create an addon modifying the parameters of the: CMFlareAmmo ammunition. Probably: timeToLive = 15; // change for 30 tracerColor[] = {0.7,0.7,0.5,0.04}; // feel free to increase the last figure tracerColorR[] = {0.7,0.7,0.5,0.04}; // same and the flareCore probably brightness = 2; // to be increased Then, play with the ammo, magazines, weapons, vehicles classes to get inheritance. I'm not familiar with that, taking several days for me, to test something. Aright, it's not worth all the trouble then lol... I appreciate the response! Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted June 19, 2018 1 hour ago, socs said: Aright, it's not worth all the trouble then lol... I appreciate the response! No idea if it's even possible to attach a lightPoint to the flare projectile, since CMFlares returns objNull on a fired eventhandler, at least last time I checked. Made something similar for UGL or mortar/arty flares. Thread might still be worth a read. Only some ugly workaround like spawning a physx object like a small can, give it appropriate movement vectors and attach the spawned lightpoint to them could probably do the trick. Doubt it'll be performance friendly though. Cheers Share this post Link to post Share on other sites
reyhard 2082 Posted June 19, 2018 class CounterMeasureChaff { class Cmeasures1 { simulation = "particles"; type = "Cmeasures1"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 4.5; qualityLevel = 2; }; class Cmeasures1M { simulation = "particles"; type = "Cmeasures1M"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 4.5; qualityLevel = 1; }; class Cmeasures1L { simulation = "particles"; type = "Cmeasures1L"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 4.5; qualityLevel = 0; }; class Cmeasures2 { simulation = "particles"; type = "Cmeasures2"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 3.2; }; class Cmeasures3 { simulation = "particles"; type = "Cmeasures3"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 0.05; }; class Light1 { simulation = "light"; type = "CmeasuresLight"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 3; }; }; class CfgLights { class CmeasuresLight { color[] = {1,0.6,0.5}; ambient[] = {0.8,0.65,0.5}; brightness = 0.75; diffuse[] = {1,1,1}; position[] = {0,0,0}; }; }; add intensity to light i.e. intensity = 25000; 1 2 Share this post Link to post Share on other sites
socs 92 Posted June 19, 2018 3 hours ago, Grumpy Old Man said: No idea if it's even possible to attach a lightPoint to the flare projectile, since CMFlares returns objNull on a fired eventhandler, at least last time I checked. Made something similar for UGL or mortar/arty flares. Thread might still be worth a read. Only some ugly workaround like spawning a physx object like a small can, give it appropriate movement vectors and attach the spawned lightpoint to them could probably do the trick. Doubt it'll be performance friendly though. Cheers Yeah, I saw this in a video and I believe if I'm not mistaken it's part of exile.. I just found it pretty neat as I get quite a bit of inspiration from Frankie lol... So I thought it'd be worth a shot and see if people might've known... Thank you! Share this post Link to post Share on other sites
socs 92 Posted June 19, 2018 2 hours ago, reyhard said: class CounterMeasureChaff { class Cmeasures1 { simulation = "particles"; type = "Cmeasures1"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 4.5; qualityLevel = 2; }; class Cmeasures1M { simulation = "particles"; type = "Cmeasures1M"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 4.5; qualityLevel = 1; }; class Cmeasures1L { simulation = "particles"; type = "Cmeasures1L"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 4.5; qualityLevel = 0; }; class Cmeasures2 { simulation = "particles"; type = "Cmeasures2"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 3.2; }; class Cmeasures3 { simulation = "particles"; type = "Cmeasures3"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 0.05; }; class Light1 { simulation = "light"; type = "CmeasuresLight"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 3; }; }; class CfgLights { class CmeasuresLight { color[] = {1,0.6,0.5}; ambient[] = {0.8,0.65,0.5}; brightness = 0.75; diffuse[] = {1,1,1}; position[] = {0,0,0}; }; }; add intensity to light i.e. intensity = 25000; Holy Cow! A BI developer responded to my thread! So this is in order right? Cmeasures1 is the default cm every helicopter/plane is set to? Appreciate the help and Ill make sure to give it a try... I dont need all the CM's to be brighter and actually illuminate the ground, just 1 set as I would like for it to eventually run out as well... Thanks a bunch! Share this post Link to post Share on other sites
pierremgi 4739 Posted June 20, 2018 @reyhard Wow, thanks a lot! That works from description.ext either. That's a kind of magic! Share this post Link to post Share on other sites
socs 92 Posted June 20, 2018 Just now, pierremgi said: Wow, thanks a lot! That works from description.ext either. That's a kind of magic! Ahh so this is to be put in description.ext? Share this post Link to post Share on other sites
pierremgi 4739 Posted June 20, 2018 hmm, after tests, not sure to see the difference...lol Disregard. Share this post Link to post Share on other sites
reyhard 2082 Posted June 20, 2018 What I posted before are particle effects that are used by default chaff/flare countermeasures class CMflareAmmo: BulletBase { hit = 1; indirectHit = 0; indirectHitRange = 0; timeToLive = 15; thrustTime = 2; airFriction = -0.01; simulation = "shotCM"; effectsSmoke = "CounterMeasureFlare"; weaponLockSystem = 2; model = "\A3\weapons_f\empty"; maxControlRange = -1; initTime = 0; aiAmmoUsageFlags = 8; }; class CMflare_Chaff_Ammo: CMflareAmmo { effectsSmoke = "CounterMeasureChaff"; // actually flare + chaff weaponLockSystem = "2 + 8"; }; You can create your own CM or modify existing ones to just see how it works - I would recommend taking 2nd approach just so you can learn how stuff is working Share this post Link to post Share on other sites