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wolfbane

Wolfbane´s tracerfx script addon

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In your next update, will the tracers be limited to machine guns and assualt rifles only?

No i´m sorry that will take some more time to implement. But i will see what i can do about that. I think that it could be included as a toggable option and maybe with a config file of some sort with different magazine or ammotypes.

smile_o.gif

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New version released. Latest version is now v 1.03. I´ve also released the source files of the addon as a separate download if you like to poke around in them without going through the hassle of opening the pbo file. You find the downloads in the first post of the thread.

"Changelog

v 1.03

fix - major overhaul of the code after suggestions by Romolus from the offcial forum at http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi. the changes in the code removed some of the performance bottlenecks so the scripts should hopefully run a bit faster now.

fix - i´ve commented all of the scripts so that it should be easier to understand what is going on for those that like to modify them. the commented scriptfiles for version 1.03 is also available as a separate download.

change - the default value for the glow parameter is now 1, ie on.

fix - some readme updates."

smile_o.gif

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I only spent a half hour with this last night (way past my bedtime).

Am I mistaken or are the glowing shots not visible during the day? They look frickin incredible at night. The regular shots are visible day and night. I just didn't seem to be able to see the glowing shots during the day. Is that intentional or not? (version 1.02).

Thanks great job. I'm really hoping the performance enhancements make a difference!!

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I downloaded v 1.03 and Its incredible. I love it!

You can't see them during the day, which is good.

And I was able to fire them with the BIS tracers turned off, which was better.

And I'm also willing to live with pistols and other non-machine/assualt weapons firing tracers... for now.

But I had one problem. I typed [this,1,1,1,green,2,0.2]exec"\wbe_tracerfx\wbe_tracerfx.sqs" hoping to have green tracers and it seems like it stuck with the default mode... firing red.

What do I do? sad_o.gif

And what is the universal trigger, how do I use it? I don't want to type this in every units init feild.

Is there a universal trigger I can use, so that West fires red tracers, East and Resistance fire green?

Say I kill an enemy soldier whose gun fired green tracers, and my gun fires red... but I switch guns with his dead corpse. Will my new found gun fire his green or my red? I would prefer it stay green, like it would in reality.

Sorry to dump a pile of questions on you, but I must have this addon and I must make it work!

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About the comparison of me with other addon makers; First of all i must say that Kegety is so amazingly talanted. The work i do is not even close to the very advanced stuff he can do. There are also so many, many other very talented addon makers out there that do so much incredible work. They are the gods, not me. The little i do is nothing really, nothing compared to them. I´m just happy i can give something back to the community and hopefully make someone happy.

Well, OFP has always been about better gameplay, in my mind, so it is those addons that add to the gameplay that are the greatest contributions. (DXDLL still was a great accomplishment, killing that ugly water.)

Yours are currently the best tracers of any tactical first-person shooter ever made for the civilian market. I can actually walk machine-gun fire into a target, like a vehicle, and know I'm scoring hits by the way the tracers are bouncing off the target. That's BIG news, man, really BIG!

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Okay, I've had a problem with v1.03 that doesn't occur in v1.02.

The bounce/ricochet is occuring very early in the bullet trajectory.

I place one M2 gunner and 2 M60 gunners with the same tracers and let them fire full-auto at invisible/invincible targets. All 3 have "streams" where the ricochet happens about 20 feet from them, in mid-air.

I switched by to v1.02 and it didn't happen.

Did something break in the code optimization?

On the other hand, I tried v1.03 with only one M60 gunner and it seemed to work fine.

Is there any chance that it depends on what direction you are facing, as with the old "unsteerable when facing south" vehicle bug?

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Quote[/b] ]

[this,1,1,1,green,2,0.2]exec"\wbe_tracerfx\wbe_tracerfx.sqs"

Try quotes around ....green.......like so:

[this,1,1,1,"green",2,0.2]exec"\wbe_tracerfx\wbe_tracerfx.sqs"

Planck

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"Try quotes around ....green.......like so"

Thanks!

"The bounce/ricochet is occuring very early in the bullet trajectory."

I just checked that on my v 1.03 and it works fine.

rock.gif

I was using visible and vincible targets though, so uh...well.

And, if my gun fires green and I switch it with a gun that fires red, that gun will fire green too. Gotta fix that.

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I´m working on a fix for the issue with the color staying the same if you switch weapons. This will also fix the problem with tracers being fired when you throw grenades or fire a pistol etc. There´s no easy way of fixing this so it will take some time. I may be ready with it tomorrow but i can´t promise anything.

smile_o.gif

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"The bounce/ricochet is occuring very early in the bullet trajectory."

I just checked that on my v 1.03 and it works fine.

rock.gif

Strange.  I notice that when others say the ricochet happens at the right time, that version doesn't work so well for me, and when a version works perfectly for me, it doesn't work well for others.

There's got to be some kind of reason for this, 'cause I wasn't hallucinating... and there's no sense using it when it does that.  It looks stupid.

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Uziyahu was right!

I checked again from a different angle, and not only do the tracers bounce off of people two early, but they split in two... one which bounces too early, and another that passes right through the target soldier like he wasn't there.

"I´m working on a fix for the issue with the color staying the same if you switch weapons. This will also fix the problem with tracers being fired when you throw grenades or fire a pistol etc. There´s no easy way of fixing this so it will take some time. I may be ready with it tomorrow but i can´t promise anything."

Sorry to sound like a school girl but... EEEEEEHHHH!

Excellent, this addon is taking shape. Soon the old tracer effect will be extinct.

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Here´s a video of some real life mg action with my all time favourite weapon that is pretty nice. It´s an unoffical video from the swedish military police on a traning excercise where they fire the ksp58, swedish version of the fn mag 58. In the last few seconds of the video you will see how the tracer fire from it look. Ever since my time in the swedish army i wanted to have something that looked like the tracer fire of the ksp58 in my favourite game ofp. So now you know where my inspiration to do this little addon come from. I just wish i had a ksp58 or fn mag with such a powerful sound as the real thing ingame. biggrin_o.gif

Ksp58 video

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Only want to give some feedback on this nice addon....

Tried version 1.01 in multiplayer and it seems to perform very well, host and clients was able to see the tracer effects  tounge_o.gif

Also just downloaded 1.03 and played around with it a bit. Found that it looked kind of wierd to have the ricochet enabled with lots of AI shooting strait at you. The effect would best be described as small bouncing balls in the air.

I had the best result by disabling ricochets for the AI and only have it enabled on players. Below are my settings if someone want's to try (disable the default OFP tracers)...

Human players

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[this,1,1,1,"red",2,0.1] exec "\wbe_tracerfx\wbe_tracerfx.sqs";

Enemy AI soldiers

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[this,1,0,1,"green",2,0.1] exec "\wbe_tracerfx\wbe_tracerfx.sqs";

Again very nice work Wolfbane! Love the new glowing effect! Hope you can find a way to have pistols/grenades/sniper rifles not use tracers...

/Christer (a.k.a KeyCat)

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Ok, I want to make these the default tracers within my config.

I put this in class soldiereb

Quote[/b] ] class EventHandlers:ECP_Eventhandlers

{

init="[this,1,1,0,""green"",2,0.1] exec ""\wbe_tracerfx\wbe_tracerfx.sqs""";

};

Unfortunately I am getting an error in OFP (its too long to type and it runs off the screen but it has to do with this line in the script:)

Quote[/b] ]_unit addEventHandler ["fired",format [{[_this,%1] call WBE_TRACERFX_FIRE_EH},[_unitID,_tracers,_ricochet,_tracersize,_tracercolor,_tracerglow]]]

I was going to do the same but with red tracers for west soldier. Can anyone steer me in the right direction? I tried single quotes around the color but that gave me a error when binning the config.

I'm kind of at a loss right now...

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Ok, I want to make these the default tracers within my config.

I put this in class soldiereb

Quote[/b] ] class EventHandlers:ECP_Eventhandlers

{

init="[this,1,1,0,""green"",2,0.1] exec ""\wbe_tracerfx\wbe_tracerfx.sqs""";

};

Unfortunately I am getting an error in OFP (its too long to type and it runs off the screen but it has to do with this line in the script:)

Quote[/b] ]_unit addEventHandler ["fired",format [{[_this,%1] call WBE_TRACERFX_FIRE_EH},[_unitID,_tracers,_ricochet,_tracersize,_tracercolor,_tracerglow]]]

I was going to do the same but with red tracers for west soldier.  Can anyone steer me in the right direction?  I tried single quotes around the color but that gave me a error when binning the config.

I'm kind of at a loss right now...

Try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class EventHandlers:ECP_Eventhandlers



{

init="[(_this select 0),1,1,0,{green},2,0.1] exec {\wbe_tracerfx\wbe_tracerfx.sqs}";

};

RED

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Saving Private Ryan and Forest Gump has some pretty good tracer FX in those movies that look pretty close.

As for this new update...to be honest, I prefer the old one. The tracers definitely are bouncing to early on this new one and is it just me or are they going faster and a little harder to see?

Anyways, I uninstalled it and stuck the old version back in.

Chris G.

aka-Miles Teg<GD>

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Thanks Red. Now I just have to wait until I get home from work to try it. (I hate work).

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Saving Private Ryan and Forest Gump has some pretty good tracer FX in those movies that look pretty close.  

As for this new update...to be honest, I prefer the old one.  The tracers definitely are bouncing to early on this new one and is it just me or are they going faster and a little harder to see?

Anyways, I uninstalled it and stuck the old version back in.

Chris G.

aka-Miles Teg<GD>

For me now works fine. It`s path is not straght but it goes close to bullet`s path so using tracers to trace a bullet is possible smile_o.gif

Still sometimes appear one more tracer - ricochet - before bullets and it`s tracer hit target. Oh, and it looks like tracer is still slower.

To maximum fun turn off BIS `lasers` first wink_o.gif

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Wow... never seen Miles go that crazy... I guess I should download this addon then, eh biggrin_o.gif

Heh, oddly enough that is the exact reason I decided to try it aswell - Miles' postings usually being cool and written in whole sentences so I knew I had to try it tounge_o.gif

And yes, they are all that - the tracers are gorgeous! blues.gif

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When I can walk M60 fire at night onto a target and know I am hitting it in the dark by the ricochets, I am very happy!

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I wonder what Wolfbane has been doing?

I can hardly contain myself!

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I've played around with the drop command's in the wbe_tracerFX_tracer.sqf and finaly found the parameters for a tracer that has a trajectory more close to that of the bullet. smile_o.gif

Just copy 'n' paste this into wbe_tracerFX_tracer.sqf:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

COMMENT "Create a velocity vector based on the velocity of the projectile";

_vel=[(velocity _projectile select 0)/1,(velocity _projectile select 1)/1,(velocity _projectile select 2)/1];

COMMENT "Set Particle-Weight";

_weight=80.0;

COMMENT "Set Drag-Factor";

_drag=0.0395;

COMMENT "Drop create a normal or glowing tracer particle depending on the value of _tracerglow";

if(_tracerglow==0) then {drop["cl_fired","","Billboard",1,3,_pos,_vel,0,_weight,0.05,_drag,_size,_color,[0,1,0,1],0,0,"","",""];};

if(_tracerglow==1) then {drop["halflight","","SpaceObject",1,3,_pos,_vel,0,_weight,0.05,_drag,_size,_color,[0,1,0,1],0,0,"","",""];};

COMMENT "If the ricochet parameter is set to 1 run the wbe_tracerfx_ricochet.sqs script";

if(_ricochet==1) then {[_projectile,_tracersize,_tracercolor,_tracerglow] exec {\wbe_tracerfx\scripts\wbe_tracerfx_ricochet.sqs};};

Also i wonder how people are able to use the tracers in their original state to aim, as they where not even close to the bullet after a few hundret meters.  biggrin_o.gif  

I've tried the glowing tracers on different weapons (initspeeds) and except for a slight drift to the side (less than 20 cm at 1300 m) i didn't encounter any further problems with the accuracy.

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Good Job Lock. Seems to work very well.

Also Red, that worked like a charm.

Now I'm going to get greedy. Do you think there could be a way for the script to detect if it is night time (by giving a range of times) and then switch between glowing and regular tracers depending on the time of day? I know there are different "night" times depending on the time of year, so I guess it would have to be based on summer months because those have the least amount of light.

I know how to get it to check vs mission time, but that's irrelevant for time of day. What do you guys think? Is this something anyone else even wants?

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Superb addon

Very impressive effects and I love the tracer bounce.

Keep up the great work mate

biggrin_o.gif

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