Arma 3
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Fireworks ReUpload DEMO
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Map: Altis
Tags: Tag Review
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682.432 KB
28 aug 2019 om 9:23
28 aug 2019 om 12:26
2 wijzigingsnotities (weergeven)

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Fireworks ReUpload DEMO

In 1 verzameling van ALIAScartoons
ARMA 3 SCRIPTS AND DEMO MISSIONS
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Omschrijving
Fireworks script showcase on ALTIS, for when you feel like celebrating :)
Un-pbo the mission and read the comments or watch the video tutorial for more information.
You can use, adapt and/or modify the script as you see fit.
If you find nice ways to modify the script for better effects let me know.
Thank you and have fun!

If you like my work and you want to support me, you can do so using one of ways listed below.
:) THANK YOU !



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

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

Tutorial
https://www.youtube.com/watch?v=aNlaH8Do1Tk

Direct Download Link
https://aliascartoons.com/

A previous version of the script you can see also in this mission:
http://steamproxy.com/sharedfiles/filedetails/?id=422137663

Other Scripts
http://steamproxy.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!!!
35 opmerkingen
Apophis 5 aug 2022 om 6:59 
Thanks for your fast answer, and for your mod ! This is amazing !
ALIAScartoons  [auteur] 5 aug 2022 om 5:18 
@Apophis
You can use debug console as Zeus to execute the script in global via debug console, you still need the script files and the sounds in your mission folder.
Also, as alternative, you can use the module made by Wenza
https://steamproxy.com/sharedfiles/filedetails/?id=2267681946
Apophis 4 aug 2022 om 17:03 
Hi,
Is there a way to put fireworks in editor, and add a button to launch them when we want ?
ALIAScartoons  [auteur] 23 jun 2022 om 0:26 
@Hux
Should've worked. I don't have time to check it out until next week tho a quick work around will be to use two sets of objects
Hux 22 jun 2022 om 19:06 
@ ALIAScartoons

I had some trouble getting my empty helipads to show up in game so I changed the objects to metal and plastic barrels. I have 4 placed now,

I execute script with zeus:

nul = [f1,180] execvm "ALfireworks\alias_fireworks.sqf";
nul = [f2,180] execvm "ALfireworks\alias_fireworks.sqf";
nul = [f3,180] execvm "ALfireworks\alias_fireworks.sqf";
nul = [f4,180] execvm "ALfireworks\alias_fireworks.sqf";

Fireworks work fine. Then I try the:

f1 setVariable ["is_ON",false,true];
f2 setVariable ["is_ON",false,true];
f3 setVariable ["is_ON",false,true];
f4 setVariable ["is_ON",false,true];

But the fireworks don't fire again.

I checked with zeus and can confirm the barrels are still there after running the script.
ALIAScartoons  [auteur] 22 jun 2022 om 5:39 
@Hux
Objects still exist after first execution or are deleted?
Hux 21 jun 2022 om 10:40 
Ok, I tried this:

f1 setVariable ["is_ON",false,true];
f2 setVariable ["is_ON",false,true];
f3 setVariable ["is_ON",false,true];
f4 setVariable ["is_ON",false,true];
f5 setVariable ["is_ON",false,true];
f6 setVariable ["is_ON",false,true];

Didn't work though.
Hux 20 jun 2022 om 23:08 
I named the helipads f1, f2 etc. I assume you mean use that name and not the class name?
Hux 20 jun 2022 om 23:06 
Oh, I see. I used Invisible helipad. I'll try your suggestion.

Thanks.
ALIAScartoons  [auteur] 20 jun 2022 om 22:45 
@Hux
After first execution do this
_obj setVariable ["is_ON",false,true];

But you need to replace _obj with the name of the object you use as source for fireworks. If you have more you need to do it for all