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Hypnomatic

Quick and fun projectile path tracing!

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Is someone adapted this script to track the fragmentation spawned by ACE 3, I would love them forever. The frag system is open-source now, so it should be possible.

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	{ 
	  [_x, [0,0,1,1], 3, 2, nil, 6] call hyp_fnc_traceFire;  
	} forEach Allunits; 

When I call this from admin console and global exec it runs on every client as intended. But calling that script on a client from the server does not work, when called from onPlayerKilled.sqf   

Why is does it not work?

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Guest

I've always been doing that with non-moving particles instead of lines. Might wanna give that a try...

Here's how my old script worked (adapted on the fly – untested in ArmA3):

// this addEventHandler ["fired", { [_this] spawn ArA_fnc_tracebullet; };

(...)

 

Tajin,

 

The fact that you is using spawn don't create a delay in the drop particle process making the first particle to be dorped only hundreds of meters away from the player?

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Right, call is probably better for that.

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Hi! 

I have been using this mod, and i have been wondering if there is a way to make the script activateable, and not just continuously activated

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Hi there, i need some of your help please.

 

I'm trying to make a script which will basically delete the bullet and draw a green tracer line to the cursortarget.

 

So far as I know, all the scripts were based on the bullet tracing, and I was wondering if it is possible just to draw line for 5-7 sec which will be created about 100m distance or something like that.

 

 

 

 

Let me show I want to make, its incorrect code:
 
init.sqf

[] execVM 'scripts\tracer.sqf';



Player addEventhandler ["Fired", {
_bullet = (_this select 6);
_target = cursorTarget;
dist_1=player distance _target;
if (primaryweapon player== "impulseg") then
{
deletevehicle _bullet;

if (_target isKindOf "Man") and (if (dist_1 < 50))then {

[player, [1,0,0,1], 3, 2, nil, 3] call hyp_fnc_traceFire;
_target setdamage 1;
};
};

}];

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