Heya mate, do you mean Like a deployable booby trap? If so Yes quite possible. I have made a Deployable IED so I think we could change that script around a little to serve your purpose. You can find that here
http://www.ofpec.com/forum/index.php?topic=32584.msg224159#msg224159. if you have trouble changing it around let me know. I will have a look later today at it aswell when I get a spare moment.
EDIT: G'day again Ok I modified the IED script. I think I fixed the drop effects to setpos'ing the flare 5000m away from the trigger area when it first drops then setpos'ing back for the loop. anyways 1st for this method to work you will have to delete your "tresflare1" Logic.
Now add this line to your init;
deployFlare = player addAction ["Deploy TripFlare", "rovingFlare.sqf",[],-1, false, false, ""];
add these 3 scripts
rovingFlare.sqf
//////////////////////////////////////////////////////////////////
// rovingFlare.sqf
// Created by: Odin
// Usage; This script is called upon using the action from the menu In-game
//
// //Trigger ====>
//
// sleep 0.001;
// trgz = createTrigger["EmptyDetector",getPos IED];
// trgz setTriggerArea[30,30,0,true];
// trgz setTriggerActivation["EAST","PRESENT",false];
// trgz setTriggerStatements["this", "execVM ""findIED.sqf""", ""];
// trgz setTriggerType "NONE";
//
// When using the trigger, be sure to change which side is to activate the Trigger, eg.
//
// trgz setTriggerActivation["EAST","PRESENT",false];
//
// This is set to EAST, to change to WEST, use.
//
// trgz setTriggerActivation["WEST","PRESENT",false];
//
//////////////////////////////////////////////////////////////////
_caller = _this select 1;
//id = _this select 2; // action param
if (_caller != player) exitWith {};
// delete previously placed flare
deleteVehicle trgz;
_caller removeAction deployFlare;
defuse_obj removeAction UndeployFlare;
deleteMarker idflare;
deleteVehicle tresflare1;
deleteVehicle defuse_obj;
// begin creating new flare
idflare = format["%1TripFlare",(name player)];
sleep 0.1;
titleText ["Setting TripFlare...", "Plain Down"];
//titleRsc["ProgressBar", "plain"];
_d = direction _caller + 90;
tresflare1 = "AAPL093" Createvehicle position _caller;
tresflare1 setDir _d;
tresflare1 setPosASL [ (getPosASL _caller select 0) + 0.199, (getPosASL _caller select 1) - 0.199, getPosASL _caller select 2];
_pos = position tresflare1;
_plrTag = format["%1's TripFlare",(name player)];
flaremarker = createMarker [idflare, _pos];
flaremarker setMarkerShape "ICON";
flaremarker setMarkerType "Marker";
flaremarker setMarkerColor "ColorRedAlpha";
flaremarker setMarkerText _plrTag;
flaremarker setMarkerSize [0.5, 0.5];
flaremarker setMarkerDir 45;
sleep 0.001;
defuse_obj = "weaponholder" Createvehicle getmarkerpos flaremarker;
defuse_obj addMagazineCargo ["500Rnd_TwinVickers",1];
defuse_obj setDir _d;
defuse_obj setPos [ (getmarkerpos flaremarker select 0) + 0.001, (getmarkerpos flaremarker select 1) - 0.001, getmarkerpos flaremarker select 2];
_caller playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 3.0;
WaitUntil {animationState _caller != "AinvPknlMstpSlayWrflDnon_medic"};
sleep 0.1;
// Trigger ====>
sleep 0.001;
trgz = createTrigger["EmptyDetector",getPos tresflare1];
trgz setTriggerArea[30,30,0,true];
trgz setTriggerActivation["EAST","PRESENT",false];
trgz setTriggerStatements["this", "execVM ""flare.sqf""", ""];
trgz setTriggerType "NONE";
publicvariable "trgz";
sleep 0.8;
titleText ["TripFlare deployed...", "Plain Down"];
sleep 1;
//deployFlare = player addAction ["Deploy TripFlare", "rovingFlare.sqf",[],-1, false, false, ""];
UndeployFlare = defuse_obj addAction ["Defuse TripFlare", "defuseflare.sqf"];
if (true) exitWith {};
flare.sqf
if (isServer and (isNull player)) exitWith {};
_cnt = 0;
flare1 = "F_40mm_Red" createVehicle [(getPos tresflare1 select 0) + 5000, (getPos tresflare1 select 1) - 5000, 35];
publicvariable "flare1";
sleep 3.5;
while {_cnt < 400} do
{
//_cnt == "amount of times loop is run befor it ends";
flare1 setPosASL [ (getPosASL tresflare1 select 0) + 0.199, (getPosASL tresflare1 select 1) - 0.199, (getPosASL tresflare1 select 2) + 2];
sleep 0.01;
_cnt = _cnt + 1;
};
defuse_obj removeAction UndeployFlare;
deleteMarker idflare;
deleteVehicle tresflare1;
deleteVehicle defuse_obj;
deleteVehicle trgz;
if (true) exitwith {};
defuseflare.sqf
//////////////////////////////////////////////////////////////////
// defuse.sqf
// Created by: Odin
// USAGE:
// This script will delete all actions, the Flare object, the created trigger and the marker,
// then re-add the Deploy TripFlare action again.
//////////////////////////////////////////////////////////////////
_caller = _this select 1;
//id = _this select 2; // action param
if (_caller != player) exitWith {};
defuse_obj removeAction UndeployFlare;
sleep 0.1;
titleText ["Defusing TripFlare...", "Plain Down"];
//titleRsc["DefuseProgressBar", "plain"];
_caller playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 3.0;
WaitUntil {animationState _caller != "AinvPknlMstpSlayWrflDnon_medic"};
sleep 1.9;
titleText ["TripFlare defused...", "Plain Down"];
deleteVehicle trgz;
_caller removeAction deployFlare;
defuse_obj removeAction UndeployFlare;
deleteMarker idflare;
deleteVehicle tresflare1;
deleteVehicle defuse_obj;
titleText ["TripFlare Defused...", "Plain Down"];
deployFlare = _caller addAction ["Deploy TripFlare", "rovingFlare.sqf",[],-1, false, false, ""];
if (true) exitWith {};
All should work in MP as far as I can tell

I also have a Dialog progress bar for this but have excluded its use, but if it works and you want it let me know.
I am intrested in seein if this works properly in MP so can you tell me how it go'es if you use it?
GL
Odin