dzn Artillery Illumination
Adds additional bright lightsource to flare/illumination artillery rounds making them really useful for NightOps.
Version: 2
Requirements: CBA_A3
– Make artillery flare/illum rounds useful for night operations
– Customizable color, intensity and light spot radius for mortars (82mm) and howitzers (105+ mm)
– MP-compatible and server-side only (not necessary to have mod on each client)
– Zeus compatible: (vanilla): Modules – Flares – Mortar/Howitzer Illumination modules; (Achilles) Spawn – Spawn Effects – Mortar/Howitzer Illumination; uses same color/intensity/range settings as fired rounds), requires mod to be installed on Zeus client.
– Install the mod to your client OR dedicated server only
– Check mod settings in the ((Settings -> Addon Options -> dzn Artillery Illumination))
– (optional) update the list of the mortar/howitzer classes that should be processed by mod; in format @Class1, @Class2, …, @ClassN (root/parent classes allowed, e.g. StaticMortar)
– Get in a mortar, select flare/illum round and shoot. Wait for round ignition and nightscape become visible without NVG!
Developed by 10Dozen
Tested by Tactical Shift Arma 3 community (wow, much thanks, such appreciate)
UGL flare grenades are not in the scope of the mod. Use ALIAScartoons’s flare fix script for it (result is pretty same) – https://steamcommunity.com/sharedfiles/filedetails/?id=778433432