Arma 3
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JCA - Hand Flares
   
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Data Type: Mod
Mod Type: Equipment, Weapon
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3.018 MB
19 jun, 2023 @ 7:47
7 maj @ 4:56
4 ändringsnotiser ( visa )

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JCA - Hand Flares

Beskrivning
JointCom Armoury - Hand Flares
The fifth mod in the JCA Standalone mod selection, the JCA - Hand Flares.


DESCRIPTION:
The first grenade type mod to come from JointCom armoury, the JCA Hand Flare mod sets out to give you the light you require, when a chem-light just ins't enough and you don't have a grenade launcher the hand flare is there to light things up. Weather you are signalling for rescue or just plain afraid of the dark, JointCom Armoury has you covered.


Weapons:
Grenades:
- Hand Flare (Red)
- Hand Flare (Green)
- Signal Flare (Red)
- Signal Flare (Green)


Features:
- Hand Flares made for large area illumination that last for ten minutes in red and green.
- Signal Flares made for position marking that last for five minutes in red and green.


Known Issues:
None currently.


FAQ
Q: Can I re-upload this mod in any way?
A: Join the E22 Discord and request it in JCA General Discussion, all requests are studied case-case.

Q: Does this mod replace anything?
A: No.

Q: Will this mod work with other replacement packs?
A: As it is fully new config and models, yes.

Q: Will you make a [COLOUR] variant?
A: Probably not as red and green should be enough.


Links
• Join the Discord: https://discord.gg/nFEvCkFnTh
• Support on Patreon: https://www.patreon.com/E22DEV
• E22: QOL Essentials: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3032405142
Populära diskussioner Visa alla (1)
0
9 maj, 2024 @ 21:41
Hand Flares VFX don't work.
HawkSixx
84 kommentarer
Grave  [skapare] 26 aug @ 3:48 
@1tsniko there isnt any plan to do that due to how busy we are with other projects and there is alternate ways to just spawn another flare when the initial one is finished
can you make a seperate mod that has infinite flare time?
Grave  [skapare] 14 aug @ 17:59 
@itsniko the zeus models just spawn the actual grenade, it would require the weapon become infinite or a hidden infinite version was created, but that would cause a lot of redundant code.
can you make zues modules flares infinite its cool to add them to premade missions and make night combat more immersive
EvilBrownie 7 maj @ 8:38 
@Grave Yep, confirmed fixed, no more RPT spam.
Grave  [skapare] 7 maj @ 4:59 
@EvilBrownie I have reworked the particle config for the sparks similar to your suggestion and uploaded the potential fix. I would appreciate it if when you have time you report if its fixed it or not. thank you for your help.
Grave  [skapare] 6 maj @ 14:34 
@EvilBrownie well, ill give it a test see if the particle effect messes up with the 1,2,1 and if it works, ill update it. got another small update for IA soon for the Mk153so i can do it at the same time
EvilBrownie 6 maj @ 14:25 
Gonna leave this here in case it may help. Finally had a bit of an attempt at fixing the RPT spam caused by these awesome flares. It is caused solely by the sparks effect, specifically the moveVelocity[] entry. While i'm not knowledgeable enough to figure out what's wrong with the calculations inside it, changing it to something simple like '{1,2,1};', stops the spam entirely.
HeemboGlobin 22 dec, 2024 @ 7:28 
Heads up to anyone having issues with the ACE conflict which causes damage to the player upon throwing these flares, a compatibility patch has been uploaded by Laid3acK: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3386236014
SpaceGhost 9 nov, 2024 @ 7:57 
Cool man. I understand. Just thought you'd like to know about the issues encountered. It's your mod and you make the priority for fixing bugs. We love the mod otherwise! See ya