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Showing results for tags 'flare'.
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Hello fellow humanoids! Since BIS removed the illumination effect, and replaced it with "It's meant for signaling only"-effect the night-missions have been (...) not that fun..? Dont know what the argument was to removing it, if there was an argument at all? Nevertheless, I really want this back into the game. Night mission was one of my favorite type of mission - well, they still are - but my mission is somewhat overkilled with CAS, cluster bombing and explosions in general. Todays flares (40mm and artillery) are a joke. Anyone that has been in any military units, knows they are dulled down to a point where they are usless. In fact, if BIS don't want to consider buff them, they should remove it. They are so dull and incorrect that it would be equivlent as if BIS developed Tanks and leaving out its main armament. Hopefully there is someone else miss the flare illuminating the sky and the surrounding enviroment equally as much as I did! We should start a community movment: Illuminating.
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Alpha Lens Flare Alpha Lens Flare is a simple mod that replaces the current lens flare effect with the one from Arma 3's alpha stage. Originally, part of Arma 3 Aegis, I decided to separate it and instead release it solo. :) You can download the mod here: OneDrive Steam Workshop Hope you guys enjoy!
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Hello there. I was creating a mission when there suddenly was a problem. vehicle player fire "168Rnd_CMFlare_Chaff_Magazine"; player fire "168Rnd_CMFlare_Chaff_Magazine"; vehicle player fire "CMFlareLauncher"; player fire "CMFlareLauncher"; vehicle player forceWeaponFire ["CMFlareLauncher", "CMFlareLauncher"]; player forceWeaponFire ["CMFlareLauncher", "CMFlareLauncher"]; _weapon = "CMFlareLauncher"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; vehicle player forceWeaponFire [_weapon, _mode]; _weapon = "CMFlareLauncher"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; player forceWeaponFire [_weapon, _mode]; _weapon = "168Rnd_CMFlare_Chaff_Magazine"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; vehicle player forceWeaponFire [_weapon, _mode]; _weapon = "168Rnd_CMFlare_Chaff_Magazine"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; player forceWeaponFire [_weapon, _mode]; neither of these version's worked and it really is necessary for the mission. I searched trough almost the whole internet without finding anything helpful. :/ I hope that someone can help me ^^
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Apex - Heart of Darkness - flares impression
M1ke_SK posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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];