Rich_R 1087 Posted January 11, 2021 I'm creating a MP night time mission with the players are inserted while a nearby area is being shelled. I have the BIS_fnc_fireSupportVirtual working using 'Sh_82mm_AMOS' but would love some rounds that explode brightly and loudly, lighting up the night time environment. Any suggestions, ideally with the classname that would work with BIS_fnc_fireSupportVirtual ? Thanks Share this post Link to post Share on other sites
Tankbuster 1733 Posted January 11, 2021 The game engine really doesn't do what you want. You can't have illumination flares do that. Its a shame because arma2 did it beautifully. 1 Share this post Link to post Share on other sites
Rich_R 1087 Posted January 11, 2021 Disappointing to hear. Thanks for the reply! Share this post Link to post Share on other sites
wogz187 1085 Posted January 11, 2021 @Rich_R, The "Bo_GBU12_LGB" is loud and casts light ~ 500 m. "Bo_GBU12_LGB" createVehicle _pos; It also does damage so be careful! Have fun! 2 Share this post Link to post Share on other sites
pierremgi 4737 Posted January 12, 2021 something like that?: 0 = [] spawn { [ <yourPositionHere>, "Sh_82mm_AMOS", 20, 10, 2, {false}, 0] spawn BIS_fnc_fireSupportVirtual; _timer = diag_tickTime; while {diag_tickTime < _timer + (10*2)} do { { private _light = '#lightPoint' createVehicle (getPosVisual _x); _light setLightColor [255,255,255]; _light setLightAmbient [25.5, 25.5, 25.5]; _light setLightIntensity (if (sunOrMoon > 0.5) then [{30000},{300}]); _light setLightDayLight true; _light setLightUseFlare true; _light setLightFlareSize 4; _light setLightFlareMaxDistance 2000; sleep 0.3; deleteVehicle _light } forEach (allMissionObjects "#explosion" ); }; }; 1 Share this post Link to post Share on other sites
Melody_Mike 127 Posted January 13, 2021 The above solution looks most straightforward, however for completeness- If you have the patience, then you can manually specify a light/particle effect. There's a mod, Emitter 3ditor, that gives you overview of existing in game particles, lets you change parameters, and export it as a script for missions: https://steamcommunity.com/sharedfiles/filedetails/?id=1613905318 If you want to manipulate these particles in real time as objects, then the server (and Zeus player) will have to run the mod. Am curious what your end result will look like! Share this post Link to post Share on other sites