Arma 3
Ariton Jun 6, 2016 @ 5:55am
Handheld flashlights
Please, add handheld flashlights to the game. I really don`t understand why you still didn`t add them. I really need them for my civilian missions.
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Showing 1-15 of 16 comments
HAPY HAPY HAPY Jun 13, 2016 @ 1:13pm 
This. We need this, Bohemia.
UBE Chief Jun 13, 2016 @ 5:01pm 
Look for mods that have them. Unless Bohemia decides to have "Civilian Showcases" that absolutely need flashlights, they aren't gonna put it in.
Ariton Jun 14, 2016 @ 4:47am 
Originally posted by UBE Chief:
Look for mods that have them. Unless Bohemia decides to have "Civilian Showcases" that absolutely need flashlights, they aren't gonna put it in.

There are no mods that include them. I searched for a mod with handheld flashlight for 2 hours. Couldn`t find it.
Algis_Alphonse Jun 14, 2016 @ 8:19am 
Because handheld flashlights are not well supported within the engine. I guess you could make a sidearm that will act as a flashlight by setting ammo to zero, but it won't work well. To put it simply - not supported.
IM SORRY BUFFALO Jun 17, 2016 @ 10:25am 
make a script to take a chemlight and attachTo player and position it how you need, use a addAction for on and off. kind of like this as a crappy example(on time limit, have to go)

//1 is on, 0 is off flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player]; flashlight = 1; }; fon = { deleteVehicle FlashLight_player; flashlight = 0; }; call start;

what it does is, have a addaction with the word Flashlight on(when the flashlight is off it shows this) and when you click it it adds a chemlight to your player, and when you click Flashlight off(only shows when the flashlight is on) it deletes teh chemlight. this may not be 100% correct as well as you can position the chemlight to a specific spot on the player such as the head, knees, butt, checst and so on. but i gtg. goodluck, ill be back later.
Last edited by IM SORRY BUFFALO; Jun 17, 2016 @ 10:26am
IM SORRY BUFFALO Jun 18, 2016 @ 8:50am 
back. did you figure out a solution or do you need help?
Ariton Aug 2, 2016 @ 1:42pm 
Originally posted by TKgokitty199:
back. did you figure out a solution or do you need help?

Yeah I do need help. Where do you copy the code? I copied it in the player ini, but it didnt work. It gives me this error. Undefined variable in expression: flashlight_player.
IM SORRY BUFFALO Aug 2, 2016 @ 2:35pm 
Originally posted by ziga.cernic:
Originally posted by TKgokitty199:
back. did you figure out a solution or do you need help?

Yeah I do need help. Where do you copy the code? I copied it in the player ini, but it didnt work. It gives me this error. Undefined variable in expression: flashlight_player.
i had a typo
//1 is on, 0 is off flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player]; flashlight = 1; }; foff = { deleteVehicle FlashLight_player; flashlight = 0; }; call start;
Ariton Aug 2, 2016 @ 2:47pm 
Originally posted by TKgokitty199:
Originally posted by ziga.cernic:

Yeah I do need help. Where do you copy the code? I copied it in the player ini, but it didnt work. It gives me this error. Undefined variable in expression: flashlight_player.
i had a typo
//1 is on, 0 is off flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player]; flashlight = 1; }; foff = { deleteVehicle FlashLight_player; flashlight = 0; }; call start;


I can turn it on now, but I cant turn it off, my only option is to turn it on again. Also the light is not strong enough, would be cool if the light would be as strong as weapon flashlight attachment, but also it should alight FROM the hand and not from the bottom. Well thanks for the help anyway :)
IM SORRY BUFFALO Aug 2, 2016 @ 2:52pm 
Originally posted by ziga.cernic:
Originally posted by TKgokitty199:
i had a typo
//1 is on, 0 is off flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player]; flashlight = 1; }; foff = { deleteVehicle FlashLight_player; flashlight = 0; }; call start;


I can turn it on now, but I cant turn it off, my only option is to turn it on again. Also the light is not strong enough, would be cool if the light would be as strong as weapon flashlight attachment, but also it should alight FROM the hand and not from the bottom. Well thanks for the help anyway :)
sorry as i posted that i was editing it, ive moved the light from the ground to the players head(like a helmet mounted light) and its hidden inside the player so you can only see it at certain angles, im working on seeing if its possible to make the chemlight brighter, you can use multiples of them but their still not that effective so ill probably find something else to use instead.
flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player, [-0.016, 0, 0.16], "Head"]; //to move it right, increase the first number, to go left, lower it. to move it forward, increase //the second number, to go behind you, lower it. to go up, raise third number, to go down, lower it. //to make it brighter, copy/paste the createVehicle script above multiple times and give different variable names. // flashlight = 1; removeAllActions player; call start; }; foff = { deleteVehicle FlashLight_player; flashlight = 0; removeAllActions player; call start; }; call start;
Last edited by IM SORRY BUFFALO; Aug 2, 2016 @ 2:52pm
Ariton Aug 2, 2016 @ 3:03pm 
Originally posted by TKgokitty199:
Originally posted by ziga.cernic:


I can turn it on now, but I cant turn it off, my only option is to turn it on again. Also the light is not strong enough, would be cool if the light would be as strong as weapon flashlight attachment, but also it should alight FROM the hand and not from the bottom. Well thanks for the help anyway :)
sorry as i posted that i was editing it, ive moved the light from the ground to the players head(like a helmet mounted light) and its hidden inside the player so you can only see it at certain angles, im working on seeing if its possible to make the chemlight brighter, you can use multiples of them but their still not that effective so ill probably find something else to use instead.
flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player, [-0.016, 0, 0.16], "Head"]; //to move it right, increase the first number, to go left, lower it. to move it forward, increase //the second number, to go behind you, lower it. to go up, raise third number, to go down, lower it. //to make it brighter, copy/paste the createVehicle script above multiple times and give different variable names. // flashlight = 1; removeAllActions player; call start; }; foff = { deleteVehicle FlashLight_player; flashlight = 0; removeAllActions player; call start; }; call start;

Is it possible to use the light from "portable light(single)" and make it alight from the hand? And when you activate the flashlight, the player should then move into "pistol holding" animation, and a gun flashlight attachment should appear in player`s hand to act like a handheld flashlight. And when you turn it off, everything goes back to normal. Is it possible? Can you do that? Or is that very hard? Its probably harder than just to say this right? :P
IM SORRY BUFFALO Aug 2, 2016 @ 3:13pm 
Originally posted by ziga.cernic:
Originally posted by TKgokitty199:
sorry as i posted that i was editing it, ive moved the light from the ground to the players head(like a helmet mounted light) and its hidden inside the player so you can only see it at certain angles, im working on seeing if its possible to make the chemlight brighter, you can use multiples of them but their still not that effective so ill probably find something else to use instead.
flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { FlashLight_player = "Chemlight_blue" createVehicle position player; FlashLight_player attachTo [player, [-0.016, 0, 0.16], "Head"]; //to move it right, increase the first number, to go left, lower it. to move it forward, increase //the second number, to go behind you, lower it. to go up, raise third number, to go down, lower it. //to make it brighter, copy/paste the createVehicle script above multiple times and give different variable names. // flashlight = 1; removeAllActions player; call start; }; foff = { deleteVehicle FlashLight_player; flashlight = 0; removeAllActions player; call start; }; call start;

Is it possible to use the light from "portable light(single)" and make it alight from the hand? And when you activate the flashlight, the player should then move into "pistol holding" animation, and a gun flashlight attachment should appear in player`s hand to act like a handheld flashlight. And when you turn it off, everything goes back to normal. Is it possible? Can you do that? Or is that very hard? Its probably harder than just to say this right? :P
that would take a little while to do, i have it so i can use the portablelight single at a light source for the player, just need to rotate it and make it invisible. ive never messed with animations before so well see. i may give it a shot

edit: wont work, when you hide the portable light and other stuff, it removes its light source as well. im going to try somethign else
Last edited by IM SORRY BUFFALO; Aug 2, 2016 @ 3:17pm
Ariton Aug 2, 2016 @ 3:22pm 
Originally posted by TKgokitty199:
Originally posted by ziga.cernic:

Is it possible to use the light from "portable light(single)" and make it alight from the hand? And when you activate the flashlight, the player should then move into "pistol holding" animation, and a gun flashlight attachment should appear in player`s hand to act like a handheld flashlight. And when you turn it off, everything goes back to normal. Is it possible? Can you do that? Or is that very hard? Its probably harder than just to say this right? :P
that would take a little while to do, i have it so i can use the portablelight single at a light source for the player, just need to rotate it and make it invisible. ive never messed with animations before so well see. i may give it a shot

edit: wont work, when you hide the portable light and other stuff, it removes its light source as well. im going to try somethign else

I switched chemlight to camping lantern and it looks pretty good! I`m doing that for MP mission, will it work on MP as well?

Edit: Nvm, I just noticed the lantern is poping out of the head.... -_-
Last edited by Ariton; Aug 2, 2016 @ 3:25pm
IM SORRY BUFFALO Aug 2, 2016 @ 3:25pm 
Originally posted by ziga.cernic:
Originally posted by TKgokitty199:
that would take a little while to do, i have it so i can use the portablelight single at a light source for the player, just need to rotate it and make it invisible. ive never messed with animations before so well see. i may give it a shot

edit: wont work, when you hide the portable light and other stuff, it removes its light source as well. im going to try somethign else

I switched chemlight to camping lantern and it looks pretty good! I`m doing that for MP mission, will it work on MP as well?
hey give this a try and see if this is any better, i cant angle the light as far as i know but ive been tinkering witht he positioning and i think it looks very good

flashlight = 0; start = { if (flashlight == 0) then { player addAction ["flashlight on", fon]; }; if (flashlight == 1) then { player addAction ["flashlight off", foff]; }; }; fon = { //FlashLight_player = "Chemlight_blue" createVehicle position player; //FlashLight_player attachTo [player, [-0.016, 0, .30], "Head"]; light = "#lightpoint" createvehicle position player; light setlightbrightness 0.5; light setlightcolor [1,1,1]; light setlightambient [1,1,1]; light attachTo [player, [-0.016, 5, 0.30], "Head"]; flashlight = 1; removeAllActions player; call start; }; foff = { deleteVehicle light; flashlight = 0; removeAllActions player; call start; }; call start;

to make it work on multiplayer, it depends on how you want it to happen, do you want players to have access to the flashlight uppon mission start? after death and so on or have it come later on? im adding you, should be faster to talk that way lol
Last edited by IM SORRY BUFFALO; Aug 2, 2016 @ 3:26pm
Kawaii Aug 16, 2016 @ 6:02pm 
Originally posted by ziga.cernic:
Please, add handheld flashlights to the game. I really don`t understand why you still didn`t add them. I really need them for my civilian missions.
Use a mod like ace that allows you to attach strobes, chemlights, and flashlights to your character.
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Date Posted: Jun 6, 2016 @ 5:55am
Posts: 16