Tajin 349 Posted June 20, 2014 Hang on... could it be ? Is there really no "feature request" ticket for that yet? oO Well, there is now: http://feedback.arma3.com/view.php?id=19287 Share this post Link to post Share on other sites
zooloo75 834 Posted June 20, 2014 I use tiny objects that aren't very noticeable, such as a pen. Sent from my HTC One V using Tapatalk Share this post Link to post Share on other sites
zooloo75 834 Posted June 20, 2014 Hmm that makes me wan't to add a fired eventhandler to my weapon and replace every bullet with a heavy-mass physics-object.Hell, I know what I'm going to do later today. :D ...in fact there are a few more things I'm going to have to try. Oh btw. what object are you using for that? There would be performance issues involved with spawning objects per shot, especially in a firefight. I have it triggered by a hitpart eh so only shots that land will be processed. There's also the problem with the distance the massive object would cover, which would be way less than the bullet due to the mass. Sent from my HTC One V using Tapatalk Share this post Link to post Share on other sites
zooloo75 834 Posted June 20, 2014 I decided not to use setobjecttexture and giving it an invalid texture (which causes it to be invisible) as it throws a popup error for the first hit which I myself don't mind, but I know there are going to be people that would complain about it. So I used an object that is barely noticeable. I wonder if someone can make a model that is just a collision mesh that casts no shadow. That would alleviate the object issues. Sent from my HTC One V using Tapatalk Share this post Link to post Share on other sites
zooloo75 834 Posted June 23, 2014 Hang on... could it be ?Is there really no "feature request" ticket for that yet? oO Well, there is now: http://feedback.arma3.com/view.php?id=19287 Upvoted Share this post Link to post Share on other sites