武装突袭3

武装突袭3

79 个评价
Road Flare DEMO
   
奖励
收藏
已收藏
取消收藏
Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, Persistent
Scenario Map: Altis
Meta: Collection
标签: Tag Review
文件大小
发表于
更新日期
473.927 KB
2016 年 11 月 30 日 上午 4:34
2018 年 9 月 26 日 下午 4:13
8 项改动说明 ( 查看 )

订阅以下载
Road Flare DEMO

在 ALIAScartoons 的 1 个合集中
ARMA 3 SCRIPTS AND DEMO MISSIONS
52 件物品
描述
Road flare script featuring a chemlight tweak which can be enabled or disabled via a public variable.
Flares' lifetime, brightness and range are customizable via script parameters.
For more info watch the video tutorial.

If you want to have an object placed in editor work as road flare place this in its init field:
null=[[[this],"AL_roadflare\static_flare.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;

Video tutorial:
https://youtu.be/-57zQci_jNc

Demo mission on ALTIS. Tested on dedicated.
You can run the script from init.sqf, a trigger or another script.
Un-pbo the mission and read the comments or watch the video tutorial for more information.

If you like my work and want to support:



For those who prefer to donate via PayPal here it is the link
[www.paypal.com]

My Patreon Page:
https://www.patreon.com/aliascartoons

Direct Download link
https://aliascartoons.com/

My Twitter account
https://twitter.com/ALIAScartoons

Other Scripts
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=660222301

DO NOT INCORPORATE THIS SCRIPT OR PORTIONS OF IT IN MONETIZED PRODUCTS OR SERVERS WITHOUT ASKING FOR PERMISSION AND OBTAINING APPROVAL FROM ME!!!
热门讨论 查看全部(1)
1
2019 年 8 月 15 日 上午 9:58
Featured Missions
RueLight
79 条留言
Anfo 2019 年 12 月 16 日 下午 6:48 
Yeah, thought so too. Will use RemoteExec
ALIAScartoons  [作者] 2019 年 12 月 16 日 上午 2:35 
@Anfo
Both should work, however the one with BIS_fnc_MP might stop working at some point, far as i know on BIS' book that command is obsolete
Anfo 2019 年 12 月 14 日 下午 10:32 
Hi Alias
Can you confirm please, in init of object placed in editor, do we use:

null=[[this,"static"],"AL_roadflare\static_flare.sqf"] remoteExec ["execVM",0,true];

Or..

null=[[[this],"AL_roadflare\static_flare.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;

One is listed Steam workshop, the other in ini_roadflare.sqf
ALIAScartoons  [作者] 2018 年 12 月 20 日 上午 12:15 
@GrannyMan
Yeah, is the EH, you need to double check the classname you used for flares, the script should trigger only when you use those chemlights or whatever you set up to work as road lfares
GrannyMan 2018 年 12 月 19 日 下午 8:33 
Hey Alias, I get an error with this script every time I shoot a gun.
\AL_roadflare\static_flare.sqf, line 90?
Error undefined variable in expression: _culoare_elem
and
\AL_roadflare\al_roadflare_effect.sqf, line 156
Error undefined variable in expression: _culoare_elem

Any idea what could be causing this?
Anfo 2018 年 10 月 11 日 上午 5:26 
@alias
Thanks for the advice, have replaced the RHS objects with 1m texture objects and haven't seen errors since.
ALIAScartoons  [作者] 2018 年 10 月 11 日 上午 3:36 
@Anfo
If the class name for object you use is correct that shouldn't be the problem. Could be that the object you use to throw is deleted very fast and something else is placed instead, i don't know how flares in RHS work. Do you have same issue if you use another object?
Anfo 2018 年 10 月 11 日 上午 2:44 
Alias, although there is every chance I have implemented something incorrectly, I still get these script errors which mean when I run a mission from Eden sometimes the flares work, sometime they don't:
https://pastebin.com/bZi5ZWJ9
Any thoughts? Could it be the object I've chosen to be the 'flare'?
"rhs_weapon_rsp30_red"
ALIAScartoons  [作者] 2018 年 10 月 9 日 上午 2:01 
@Anfo
In theory there is no limit, tho i never tested it but should work fine.
Anfo 2018 年 10 月 9 日 上午 1:06 
@alias
Is there a maximum <al_Roadflare_lifetime> that I cannot exceed? Is 7200 too high?