Arma 3
Discontinued due a workshop bug
75 Comments
ALIAScartoons  [author] 4 May, 2019 @ 5:51pm 
ALIAScartoons  [author] 4 May, 2019 @ 5:27pm 
I have an update for this script but a STEAM bug doesn't allow me to update it on workshop so i will reupload and provide the link.
ALIAScartoons  [author] 23 Apr, 2019 @ 12:03pm 
BTW, RueLight done some nice tweaks in the script and i am thinking of integrating in the official version, check out his take on fire script here
https://old.reddit.com/r/arma/comments/bdy789/fire_script_by_alias/

@RueLight
Please let us know when you release the mission using this script and if there is a place where it can be played online. Thanks man!
ALIAScartoons  [author] 23 Apr, 2019 @ 2:29am 
@Sill
Try my demo mission on dedicated and see if you have the same issue
Sill 22 Apr, 2019 @ 12:59pm 
For me the script is not showing fire on dedicated. It is showing on singleplayer.
ALIAScartoons  [author] 22 Apr, 2019 @ 10:11am 
@Sill
if i understood correctly Rue said the script works fine on dedicated but not when hosting, for you is the same?
Sill 22 Apr, 2019 @ 9:54am 
Hello! i would like to add to RueLights observation, we are currently running this scipt on dedicated in all of our missions and the fire is missing. Its not breaking the immersion to much but if it could be fixed that would be awesome!
ALIAScartoons  [author] 15 Apr, 2019 @ 4:04am 
@RueLight
Good to know, thanks for reporting it, i only tested the script in SP and dedicated.
When it comes to screams all we need is better sounds, the ones i have don't sound well in repetition this is the reason i play them only once. If you find better and longer sounds just replace those i use in the script.
RueLight 14 Apr, 2019 @ 12:11pm 
pretty nice script!
have a small problem, when you run this script on your own MP session, you don't see any fire effect particles (when player is on fire). but it works fine on dedicated server :/
request, its possible to add a repeating scream when you burning? (every ~3secs)
carter 15 Feb, 2019 @ 8:10pm 
I'm really confused. when i apply the script in-game it says "script ALfire/fire.sqf not found." how do i install the fire itself and where do i put it for it to work?
ALIAScartoons  [author] 3 Feb, 2019 @ 2:59am 
Riverman02 2 Feb, 2019 @ 10:35pm 
Where does this script get stored at on the workshop?
ALIAScartoons  [author] 3 Nov, 2018 @ 2:42am 
@Френки
Just delete the object you use as source for fire
Frenki [Arma Srbija] 2 Nov, 2018 @ 9:58am 
Is there any way to stop script by some command, or to stop just one of the instances of script running on server?
Sill 22 Oct, 2018 @ 2:52pm 
That would be very good! I can see myself having fires start when the fighting gets heavy in all my future missions. The players were awestruck! +++Fantastic script
ALIAScartoons  [author] 21 Oct, 2018 @ 9:01pm 
@Sill
Thank you man! Excellent feedback!
The issue is that this script is not ACE compatible. I will make it so in the next update.
Sill 21 Oct, 2018 @ 1:49pm 
Feedback: Had wildfire in my mission tonight. Buildings went down and had 1200 seconds of fire. Got a good spread of fire and vehicles and AI died from the flames. But the players that gor afflicted from the flames could not extinguish the flames by rolling neather did they die from the flames. The flames did not show up on the bodies of players but the smoke did. So it was easy enough to distinguish who was on fire. This was played on a dedicated with ACE enabled.
ALIAScartoons  [author] 20 Oct, 2018 @ 10:00am 
SCRIPT UPDATED!!!

VIDEO UPDATE
https://www.youtube.com/watch?v=T1O0kniNrE8

Changelog:
- SFX overhaul, script' syntax changed
- new features, fire effect can be generated with one of the five scripts provided
🛡️Cmdr. Lemon💀 [M.I.H.C 13 Sep, 2018 @ 10:01am 
is this the mod which allows crew to catch on fire?
ALIAScartoons  [author] 8 Aug, 2018 @ 4:49pm 
@Paskinder Singh
Keep an eye on trigger' repeatability and the interval u use there.
Also, the object which is the source of fire is deleted when the time is up so you might need to create the object again. Anyways this script will be updated soon and i will change the syntax, behavior and SFX to make it more flexible, if you are not in the hurry wait for a week or so.
On the other hand i dont recommend using triggers to run scripts in MP, if is a SP mission is ok tho you can have suprises there too.
Pasky 8 Aug, 2018 @ 4:21pm 
I'm having trouble triggering this script multiple times - when I re-enter the trigger area which execVMs the script on an object for the second time, it fails to work. Do I need to terminate it to get it to re-run?
ALIAScartoons  [author] 12 Mar, 2018 @ 12:46am 
@CrimsonTemplar
Thanks! i will think about it. There are some things i want to tweak and add as well to this script.
TistheOnecalledJon 11 Mar, 2018 @ 12:22pm 
Trying this script out for a zeus mission that I'm making. Really good stuff here. One suggestion I'd like to see for this, is the possibility of fire propagation. I remember something similar for Arma 2 way back and I know the SCMod has one (which sadly is not MP compatible) as well as the MCC Mod.
mberardo1 12 Sep, 2017 @ 3:15pm 
Just got a message that said " furnal sound not found". I have no Idea what this means.
ALIAScartoons  [author] 7 Sep, 2017 @ 2:22am 
@Riverman23
Scripts are built-in mission so to say, players don't need the scripts like when using mods, so all you need is to make sure the scripts are broacasted to clients when you run them.
All my scripts are MP and JIP compatible, tho depending how you run the scripts you might still need to mind the locality.
See this mission to see how i dealt with this script
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=731218653
or this one
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=919327005
Riverman02 6 Sep, 2017 @ 3:40pm 
@ALIAScartoons Okay cool. I'm pretty new to all this scripting stuff so I have another question. I'm hosting a mission from my computer using your script in the mission. Now I assume that the other players don't need the script because the script is in the mission files?
ALIAScartoons  [author] 6 Sep, 2017 @ 10:19am 
@Riverman23
Yeah, you need all files and folders excepting mission.sqm and description.ext if you already have one. If you have a description file you need to define the sounds in it as i did in my demo mission
Riverman02 6 Sep, 2017 @ 9:32am 
Do you have to drop all the contents of "ALfire" into the mission folder or just "fire.sqf"?
ALIAScartoons  [author] 15 Jul, 2017 @ 3:51am 
@Risenfall
I wouldn't use triggers to run scripts. There are problems with that. The only thing i use triggers is to set /declare variables.
Run my script in global, you can broad cast if you want but the simpler way is have in init.sqf (or another script that starts when mission starts) at the end a
waituntil {!isnil start_my_fire}; or waituntil {!isnull your_object}; or waituntil {!alive something}; depending what you need, then place your line:
null = [demon1,25,6,1,true,true,"big"] spawn compile preprocessFile "ALfire\fire.sqf";

You can give value to start_my_fire using a trigger, better if you make it public variable, once it happens condition in waituntil is meet and the fire script will start.
In activation field of the trigger you should have:
start_my_fire =true;
publicvariable "start_my_fire ";

You can also use FSM if you familiar with the system.
Risenfall 14 Jul, 2017 @ 11:12am 
Hi. How to run the fire script from a trigger on dedicated server ?
Put "null = [demon1,25,6,1,true,true,"big"] spawn compile preprocessFile "ALfire\fire.sqf";" work perfectly on local but not on dedi.
ALIAScartoons  [author] 28 Jun, 2017 @ 10:07am 
Script update
* Fixed the sound FX broken by last arma update
X5XFiRE 28 Feb, 2017 @ 3:15am 
Success Mission to use Thunderbolt Script, Nuke Script, Fire Script, Tornado Script Full Remix Thanks again :)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=874077205
X5XFiRE 27 Feb, 2017 @ 11:35pm 
Ok Thanks. i am not see you online LOL
ALIAScartoons  [author] 27 Feb, 2017 @ 11:34pm 
@[ART] XFiRE
increase duration for fire.
X5XFiRE 27 Feb, 2017 @ 11:32pm 
Iam use Fire script for my mission the scripts not displayed permanently. how to fix. Thanks
ALIAScartoons  [author] 20 Feb, 2017 @ 4:25am 
Nice video using fire script. Please support the author in Armachinima if you like it:
https://www.youtube.com/watch?v=Cecl2nY6cqc
ALIAScartoons  [author] 10 Oct, 2016 @ 10:09am 
@Jerom
Those are the file you need except mission.sqm and description.ext.
Copy all files and folder in your own mission folder and you good to go :)
Make sure you get the sounds too and declare them in your own description.ext as i did in DEMO mission.
Jerom 10 Oct, 2016 @ 10:05am 
@ALIAScartoons
I tried to download the file from Arma holic and i got the Demo again so then i tried to unpbo it. But the files are not in a .pbo I only have .sqf .ext and .sqm and those are the same files in the Demo script itself.
ALIAScartoons  [author] 30 Sep, 2016 @ 1:37am 
@Jerom
fire_Demo.Altis is a mission containing the script' files and folders. You need to unpo the mission from STEAM or download the zip file from Armaholic in order to see the files and use them in your own mission.
To run the mission you need to subscribe, steam/arma will download the mission and store it on your comp then you can run it from you client to see how things run... hence DEMO.
I hope this helps :)
Jerom 29 Sep, 2016 @ 11:09pm 
Question The Fire is not appering do you have to have the fire_Demo.Altis Installed as a mission? And does it have to be on the Altis Map?
ALIAScartoons  [author] 11 Jul, 2016 @ 6:01pm 
Script updated. Have fun with it :)
https://www.youtube.com/watch?v=tKu3WcHFC4M
ALIAScartoons  [author] 10 Jul, 2016 @ 9:01am 
@H&G Fighter Squad #002
Sounds fair, so what you looking for here?
Somchai 2 Jun, 2016 @ 4:43pm 
Thanks works great
Sporical 26 May, 2016 @ 2:02am 
@ALIAScartoons
Thanks!
ALIAScartoons  [author] 25 May, 2016 @ 10:50pm 
@Sporical
Download ARMA3 tools, it has a program to decompress pbo files. Or you can google it and find alternative applications.
Sporical 25 May, 2016 @ 9:12pm 
I want to see how you did the scripts in your mission file, but what do you mean by un-pbo the mission?
ALIAScartoons  [author] 23 May, 2016 @ 12:57am 
@von Khevenhüller
Hard to tell with 50 players on map.
With 15 players, good server and connection. was unnoticeable. But also depends an the map, what else is going on. Since the script works on client side should be fine. More optimization will be done in the next iteration.
Please let me know the results of the 50 players test if you going to do any. Thanks!
Holothurin 21 May, 2016 @ 1:37am 
I'd like to use this on a 50 Player-Coop Mission. How's the performance impact of those little 2m-radius fires though?
Johnnyboy 16 May, 2016 @ 2:25pm 
nice script dude. I hope to use it my next mission. Thanks!