HIGH RES Version:
http://www.rkslstudios.info/news/advent-calendar/74-december-19th.html
With the new commands in Arma, we wanted to try updating the old OFP flare system. The main difference being, we can now alter the pitch and bank of objects, which leads to improved missile deflection. Once we could guide a missile onto a specific point in 3D space. The natural conclusion was to represent the flares as actual objects, relative to the missile and target. So even if a missile manages to lock onto a flare, its still up to the pilot to place as much distance between himself and the incoming missile as possible. Proximity detonation can still damage your vehicle.
Flares as objects also have the advantage of being able to emit an IR signature. So spamming the environment with IR flares during an approach, means you can deny both players and the AI an easy target.
Most of the basic parameters can be easily configured by the mission maker, using stringtables. With the more advanced options done via script commands. We will be adding more features and options in the future, much depends on the sort of feedback we get. So those worried about performance, can choose from a variety of options.
is this arma2?
Rettungsliegerfan 11 months ago
@Rettungsliegerfan its available for both ArmA1 and ArmA2 - check armaholic
Rockofsl 11 months ago
this always confuse the misil or sometimes it doesnt?
Foxtrop13 1 year ago
@Foxtrop13 It has a random factor that decides a) if it deflects. And b) by how much.
You may not get a direct hit but there is always a change you get cought in the secondary damage sphere of the missile.
Rockofsl 1 year ago
french puma
lesniper2b 1 year ago
British Actually. Westland.
Rockofsl 1 year ago