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Big Dawg KS

BD Tracer Lights

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Thanksf for that, guess I'll have to skip this one.

To be fair it was hidden behind the spoiler button.

Seems strange to hide such essential info like that.

Hardly what I'd call a spoiler...

I put it in a spoiler so it doesn't make the post really long.

As for the beta, I'm sure that ArmA 2 will eventually get those changes too as soon as final patches are ready.

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Thanks for the answer Bigs, its gutting that this cant be made independent of the BIS tracers it would be the ultimate tracer mod.

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I got this error message which I think is related to this mod:

(right on the start of the Poppy Rush mission from Joint Operations campaign made by Specialitst.

'sound/' is not a class ('firelightDuration' accessed)

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Thanks for the answer Bigs, its gutting that this cant be made independent of the BIS tracers it would be the ultimate tracer mod.

What do you mean independent of BIS tracers? The addon compliments the BIS tracers, but it can be used with other (non-BIS) tracers..

---------- Post added at 06:29 PM ---------- Previous post was at 06:27 PM ----------

I got this error message which I think is related to this mod:

(right on the start of the Poppy Rush mission from Joint Operations campaign made by Specialitst.

'sound/' is not a class ('firelightDuration' accessed)

None of that looks familiar, and since tracer lights makes very few config changes, I'm not sure it's this addon. But if you can check again and make sure if it's definately this addon.

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Ok, don't bother.

I found it's a conflict between JSRS and GL4.

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I'm planning on giving this a try once the "beta patch" requirement is rectified by the next official patch.

I used to "beta patch", but the frequency of new builds made it difficult to keep up (from a "playing with my mates" standpoint, anyway).

What do you mean independent of BIS tracers? The addon compliments the BIS tracers, but it can be used with other (non-BIS) tracers..

Perhaps this already answers my question, but for the sake of clarification....

I typically play with WarFXParticles, and OpticalSnare's Tracers mod.

What I'm wondering is, will this overwrite/negate that tracers mod (as sound mods sometimes do)?

Or will this actually enhance OS's Tracer mod?

Or is this somehow bound to the default BIS tracers?

Hope I don't sound like a dummy. This definitely looks :icon_dj:!!!!

Thanks in advance.

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It works fine with WarFXPatricles and OS' tracers, you still get the same awesome custom tracers, but now with illumination.

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The addon compliments the BIS tracers, but it can be used with other (non-BIS) tracers...

:eek: you mean I could use this with Pistolfied's Tracers and it will add a light source to them for NVG's?

Edited by Bigpickle

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:eek: you mean I could use this with Pistolfied's Tracers and it will add a light source to them for NVG's?

Don't see why not, as long as his tracers are still based on BIS tracers (I'm assuming it's just a model replacement, and not scripted). They're not tied to the BIS models in any way.

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I get this every time a weapon is fired (only tested as US Army atm, using various infantry weapons (Mk variants, M249, etc):

Error in expression <ammo = _this select 4;

_proj = _this select 6;

if(_this call BD_fnc_Tracer_i>

Error position: <select 6;

if(_this call BD_fnc_Tracer_i>

Error Zero divisor

File BD_Tracer\tracer.sqf, line 6

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I get this every time a weapon is fired (only tested as US Army atm, using various infantry weapons (Mk variants, M249, etc):

Are you using the required beta build?

THIS ADDON REQUIRES BUILD 74094 OF OA OR GREATER

Specifically, this change:

[73642] New: event handler "fired" returns magazine name and object of projectile.

This means this addon WILL NOT WORK in regular ArmA 2 unless/until this change is added in a future patch

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Ah crap, sorry! I got my numbers mixed up and thought I had it.

Just before I make the big change-over: the beta build is compatible still with all other online servers, etc? I won't screw anything up?

Cheers, mate!

EDIT: All fixed and working!

How do you suggest I enjoy it most? I.e. is there a particular way or unit that uses tracers? Normal squads don't seem to be using them much at night?

Edited by HateDread

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Ah crap, sorry! I got my numbers mixed up and thought I had it.

Just before I make the big change-over: the beta build is compatible still with all other online servers, etc? I won't screw anything up?

Cheers, mate!

EDIT: All fixed and working!

How do you suggest I enjoy it most? I.e. is there a particular way or unit that uses tracers? Normal squads don't seem to be using them much at night?

The beta installs as a seperate mod, so you can still run the latest non-beta to play online, though it appears you've already got that sorted.

As for how to best enjoy this addon, well personally I enjoy strafing targets with the A10's GAU-8; it puts out a nice stream of bright tracers that really lights up the sky and ground (and any surrounding objects :)).

The majority of infantry in vanilla ArmA don't use tracer rounds, so vehicle engagements (most vehicles use tracers on all their weapons, including MBT main guns) are probably going to be enhanced more with this addon. Dark nights are more intense, and NVGs makes the light much more intense and allows you to see it at greater ranges.

Alternatively, you can play it with a bunch of other mods like in AnimalMother's video to have really cool infantry night fights.

Edited by Big Dawg KS

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i can't get this mod to work with 1.55 patch. Any idea on how to get it to work?

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Requires Beta BUILD 74094 of OA or greater

1.55 patch is build 75445 - Doesn't it work with that?

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Nice touch, thanks for making and sharing Big_Dawg!

BTW: I remember seeing early A2 videos with this effect in stock game, wonder why it was taken out?

/KC

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I have had it installed and only the other night was running a night patrol mission, all hell broke loose and it struck me right away how much more the light emitting as the tracer speeds towards and around you it gives the impression of momentum and speed, instead of just lasers flying past.

You gauge it in your head more as is passes bushes when they light up, as that puts more of a perspective on it and distance than a light getting bigger toward you, it had me ducking slightly :) I agree its odd it was never in the game from the get go.

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Is the light only visible in NVGs?

I agree its odd it was never in the game from the get go.

Well, does it happen in real life? I would love to see footage of it.

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Is the light only visible in NVGs?

Well, does it happen in real life? I would love to see footage of it.

Sure.

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1.55 patch is build 75445 - Doesn't it work with that?

What I'm confused now, so I don't need to use the beta patch because the latest patch i.e. 1.55 is higher, I thought we needed the beta cos of an ammo reference that wasn't in 1.55.

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Hey BD, what method do you use to determine if it's dark? Or are the lights always applied?

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Hmm, I still can't get the mod to work. I've tried with 1.55 patch and beta 75666.

I've put bd_tracer.pbo and bd_tracer.pbo.bd.bisign in a folder called @BD_Tracer_Lights_1.0.

And bd.bikey in Keys folder.

My target line is:

"D:\Games\ArmA 2\arma2oa.exe" -mod=@CBA;@ACE;@ACEX;@ACE_SM;@ACEX_RU;@ACEX_USNavy;@JayArmA2Lib;@ACRE;@UOMods;@BD_Tracer_Lights_1.0;@WarFX_Particles_Beta_1.41 -nosplash

Am I missing something?

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