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wolfbane

Wolfbane´s tracerfx script addon

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as i watched a small vid the other day where they fired a FN MAG gpmg with only tracers loaded i noticed that about 1 of the some 50 rounds they fired didnt bounce and just stayed on the ground glowing for a while before fading out in about a second.

would something like that be possible to make, so that 98% of the tracers bounce and they dont just get turned of but fade away?

It all depends on what you are shooting at! Having 98% rate of ricochets may be the case if shooting on hard surface with low angles but I higly doubt that 98% of the tracers bounce if shoot at soft targets (like a car chassis, wooden house etc.) or in mud at somewhat angle. To me 60% - 70% chance of ricochets (as in the script) sounds like a very good compromise if you want it to be realistic all over.

Quote[/b] ]

anyway, i still dont get it to work, i cant see any tracers either with standard units or addons.

Strange you can't get it to work? Do you see other OFP effect like smoke, flashes etc.?

/Christer (a.k.a KeyCat)

first, they shot at a road bank across water, hardly hard surface wink_o.gif

although it was in a downslope.

2nd, yes, i can see all ofp effects. but i dont get the tracers to work strangely enough

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Is it possible to change the shape of the tracers? instead of a colored ball flying threw the air, how about a streched out thin oval (not to long though).

When the tracers ricochet, they look great.

But up close, they look kinda odd.

Just a suggestion to make it a little more lifelike.

I was wondering if using DXDLL and adjusting the settings would produce the "streak" effect as the light was burned into the "lens"?

That way you wouldn't have to change the shape of it, as that is something you really shouldn't do, anyway (if you want to be realistic).

Just let the light burning into the lens produce the streaking effect.

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well, just want to tell everyone that i got it to work now, not perfect, but it works.

the glowing tracers only apper on night though.

and no matter if i set the number between rounds to 1 or 50 it still fires every 2nd round as a tracer.

so, the script/addon isnt 100% perfect yet it seams ;)

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Ok Drax and Bam. I'm assuming you know how to open up the config.cpp.

using the search function search for class soldierWB. It will be like the second hit.

This is the default west soldier. To make them (all west soldiers) fire red tracers copy and paste the section below starting from where it says "class eventhandlers"

Quote[/b] ] class SoldierWB:Soldier

{

vehicleClass="Men";

scope=2;

side=1;

displayName="@ Soldier";

model="\HYK_USsol\wl\HYK_USsol_wl.p3d";

moves="CfgMovesMC";

armor=9.0;

armorHead=1.2;

armorBody=4.5;

cost=10000;

accuracy=0.7;

hiddenSelections[]={"medic"};

wounds[]={"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xicht_a_

zranen","xicht_c.paa","xicht_a_zranen","xicht_d.paa",&q

uot;xicht_a_zranen","xicht_e.paa","xicht_e_zranen","xicht_f.

paa","xicht_a_zranen","xicht_g.paa","xicht_a_zranen",&q

uot;xicht_h.paa","xicht_a_zranen","xicht_i.paa","xicht_a_zra

nen","xicht_j.paa","xicht_a_zranen","xicht_k.paa",&quot

;xicht_a_zranen","xicht_l.paa","xicht_a_zranen","xicht_m.paa

","xicht_a_zranen","xicht_n.paa","xicht_a_zranen",&quot

;xicht_o.paa","xicht_o_zranen","xicht_p.paa","xicht_a_zranen

","xicht_q.paa","xicht_a_zranen","xicht_r.paa","xi

cht_a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t.paa&qu

ot;,"xicht_a_zranen","xicht_u.paa","xicht_a_zranen","xi

cht_v.paa","xicht_v_zranen","xicht_w.paa","xicht_w_zranen&qu

ot;,"xicht_x.paa","xicht_a_zranen","xicht_y.paa","xicht

_a_zranen","xicht_z.paa","xicht_a_zranen","xicht_2a.paa&quot

;,"xicht_a_zranen","xicht_2b.paa","xicht_w_zranen","xic

ht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen&q

uot;,"xicht_2e.paa","xicht_a_zranen","xicht_2f.paa","xi

cht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa&

quot;,"xicht_a_zranen","xicht_2i.paa","xicht_a_zranen",&quot

;xicht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_a_zran

en","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa",&quo

t;xicht_a_zranen","xicht_2n.paa","xicht_a_zranen","xicht_2o.

paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen",

"xicht_2q.paa","xicht_a_zranen","xicht_2r.paa","xicht_e

_zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa"

,"xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xich

t_2v.paa","xicht_a_zranen","xicht_2w.paa","xicht_w_zranen&qu

ot;,"xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xic

ht_a_zranen","xicht_2z.paa","xicht_a_zranen","\HYK_USsol\wl\arm_L.paa","\HYK_USsol\wl\arm_Ld.paa","\HYK_USsol\wl\arm_R.paa","\HYK_USsol\wl\arm_Rd.paa","\HYK_USsol\wl\ba_bk.paa","\HYK_USsol\wl\ba_bkd.paa","\HYK_USsol\wl\ba_frt.paa","\HYK_USsol\wl\ba_frtd.paa","\HYK_USsol\wl\baO_bk.paa","\HYK_USsol\wl\baO_bkd.paa","\HYK_USsol\wl\baO_frt.paa","\HYK_USsol\wl\baO_frtd.paa","\HYK_USsol\wl\body_bk.paa","\HYK_USsol\wl\body_bkd.paa","\HYK_USsol\wl\body_frt.paa","\HYK_USsol\wl\body_frtd.paa","\HYK_USsol\wl\foot_bk.paa","\HYK_USsol\wl\foot_bkd.paa","\HYK_USsol\wl\foot_frt.paa","\HYK_USsol\wl\foot_frtd.paa","\HYK_USsol\wl\footO_bk.paa","\HYK_USsol\wl\footO_bkd.paa","\HYK_USsol\wl\footO_frt.paa","\HYK_USsol\wl\footO_frtd.paa","\HYK_USsol\wl\footpok.paa","\HYK_USsol\wl\footpokd.paa","\HYK_USsol\wl\helm_sid.paa","\HYK_USsol\wl\helm_sidd.paa","\HYK_USsol\wl\helm_tp.paa","\HYK_USsol\wl\helm_tpd.paa","\HYK_USsol\wl\hat_tp.paa","\HYK_USsol\wl\hat_tpd.paa","\HYK_USsol\wl\hat_sid.paa","\HYK_USsol\wl\hat_sidd.paa","\HYK_USsol\wl\bhat_tp.paa","\HYK_USsol\wl\bhat_tpd.paa","\HYK_USsol\wl\bhat_sid.paa","\HYK_USsol\wl\bhat_sidd.paa"};

weapons[]={"M16","Throw","Put"};

magazines[]={"M16","M16","M16","M16","M16","M16

","M16","HandGrenade","HandGrenade","HandGrenade&q

uot;};

additionalSound[]={"\DynamicRange\People\soldiermoving.wss",0.000003,0};

class EventHandlers

{

init="[(_this select 0),1,1,2,{red},2,0.2] exec {\wbe_tracerfx\wbe_tracerfx.sqs}";

};

class animations..............

Then search for "class soldierEB" and add the same thing, except change the tracer color.

Lastly, search for class tank. Put in whatever tracer color you want.

Note: you can put in whatever parameters you want. Also, doing it this way will mean that all soldiers of east or west will fire tracers, including snipers and black ops - I don't know if that's an issue for you (its not for me).

Let me know if you need more help.

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I am semi-proficient in handeling scripts like this. I do alot of my own tweaking for games like NWN's, Doom 3 (the one time I played through it) and such. I just needed a jump start to get an idea of how to weld the code in to place. This is more then enough.

Thanks!

-Update

It worked perfectly! Only snag with EECP is he coded specific BIS tracer effects for each weapon (kinda cool actualy) so you have to do a search for "tracercolor" and change each one from whatever it is to:

tracerColor[]={0,0,0,0.005000};

Otherwise you'll see both tracer effects at the same time, even if you turn tracers off in the options menu.

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Quote[/b] ]-Update

It worked perfectly!  Only snag with EECP is he coded specific BIS tracer effects for each weapon (kinda cool actualy) so you have to do a search for "tracercolor" and change each one from whatever it is to:

tracerColor[]={0,0,0,0.005000};

Otherwise you'll see both tracer effects at the same time, even if you turn tracers off in the options menu.

Alternatively, instead of changing the values you can put // in front of the line of code.  That way OFP doesn't read that line of the config (but its easy to put back to the original way - just delete the // in case you don't like the outcome).

for example

Quote[/b] ]//tracerColor[]={0,0,0,0.005000};

Glad you got it to work!

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I tried that first but it caused the game to crash. I think his code's a little more intricate then that and something in the script expects those values to be there.

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Thanks for the detailed info Nubbin77, I got the tracers ingame now, you are the man!

THANKS!

BAM:D

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Quote[/b] ]I tried that first but it caused the game to crash. I think his code's a little more intricate then that and something in the script expects those values to be there.

That's odd... did you use\\ instead of //? or maybe I have it backwards. (can't look right now).

Eitherway, it looks like you have a good work around. Enjoy,,, I know I am.

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It was the same direction the other commented out lines where in the config smile_o.gif ...It's all good.

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Just wanna give a very big thumb up to Wolfbane (make that two btw)

I installed the last version of the addon yesterday and quickly put a funfrag map together.

In the Tonal desert ,at night (doh!!) your part of a small group of spaecial forces that has to capture a small town with the aid of 3 m1's and a apache.

The enemy is there in overwelming numbers but they are not very well trained.

It was amazing how cool everything looked, very scary to see the tracers come at you ehrn enemy machinegunners open up at ya!!!

COOL STUFF!!

ok ill calm down again smile_o.gif

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Is there any chance this could be done as a mod so that it effects all units without having to include it in the mission editing phase. Basically I love this mod and want to use it in every mission i play but i don't want to have to change every mission in my MPmission folder to use it smile_o.gif

Can it be implimented in a Hisky kinda way, i.e using scripts in a mod folder to add the effects to all appropriate troops? I think it would become a staple of most peoples OFP gaming.

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I was wondering...

is there any way to take this script:

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

; Create a trigger that covers all units placed on the island

; Set it to activate by anyone present

; In the onactivation field write: thislist exec "unit_check.sqs"

_list = _this

_i = 0

_men = []

_tanks = []

_helos = []

_cars = []

#check_type

_unit = _list select _i

?"man" counttype [_unit] == 1: _men = _men + [_unit]

?"tank" counttype [_unit] == 1: _tanks = _tanks + [_unit]

?"air" counttype [_unit] == 1: _helos = _helos + [_unit]

?"car" counttype [_unit] == 1: _cars = _cars + [_unit]

_i = _i + 1

?_i < (count _list): goto "check_type"

"[_x,1,1,0,{yellow},2,0.1] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _men

"[_x,1,1,0,{red},2,0.3] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _tanks

"[_x,1,1,0,{green},1,0.7] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _helos

"[_x,1,1,0,{yellow},2,0.3] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _cars

exit

and make it so I can set these different for each side?

So if I wanted I could have men in east use diff color than men in west?

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I was wondering...

is there any way to take this script:

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

; Create a trigger that covers all units placed on the island

; Set it to activate by anyone present

; In the onactivation field write: thislist exec "unit_check.sqs"

_list = _this

_i = 0

_men = []

_tanks = []

_helos = []

_cars = []

#check_type

_unit = _list select _i

?"man" counttype [_unit] == 1: _men = _men + [_unit]

?"tank" counttype [_unit] == 1: _tanks = _tanks + [_unit]

?"air" counttype [_unit] == 1: _helos = _helos + [_unit]

?"car" counttype [_unit] == 1: _cars = _cars + [_unit]

_i = _i + 1

?_i < (count _list): goto "check_type"

"[_x,1,1,0,{yellow},2,0.1] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _men

"[_x,1,1,0,{red},2,0.3] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _tanks

"[_x,1,1,0,{green},1,0.7] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _helos

"[_x,1,1,0,{yellow},2,0.3] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _cars

exit

and make it so I can set these different for each side?

So if I wanted I could have men in east use diff color than men in west?

Sure, just make second script file and change values like i did in this topic.

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...If I new what values to change I wouldnt have to ask  crazy_o.gif

Thats what I was asking what values need added/changed to make it work?

*EDIT*

oh nevermind your using a trigger to define sides not a script

biggrin_o.gif

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Question

Sometimes, on heavier missions (on the borderline of being laggy on my computer), the tracers fire with every round instead of every 3 (like I have it set for).

Its almost like the script is running several times for each unit. It makes a mission that is normally playable - and makes it worse. This only seems to happen on big missions with lots of units. I'm trying to figure out what could cause that.

I disabled the wbe_tracerfx_cleanup.sqs because errors seemed to popup every so often because of it (similar to what other people have reported earlier in this thread).

I guess what I am asking is if anyone who has incorporated this into their config also has this problem (like the people using Flashfx unit replacement 1.8+++.

Also, Wolfbane, I think you mentioned that you realized there was a bug related to the cleanup file. Is there any hope for a fix? I'm not even sure what that script does.

rock.gifrock.gif

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which 0 is for whcih colour?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tracerColor[]={0,0,0,0.005000};

rock.gif

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I haven't read this whole thread but has someone modified it to be more elongated rather than orb shaped? This may be unrealistic/unwanted, I've never seen live tracer rounds.

Cap.

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Quote[/b] ]I haven't read this whole thread but has someone modified it to be more elongated rather than orb shaped? This may be unrealistic/unwanted, I've never seen live tracer rounds.

I have and you are correct.  When the tracer first leaves the barrell, the speed of it makes the light strech (like drawing you name in air at night with a sparkler).  The further it gets the shorter it gets, and looks more like a glowing red dot.

I think it would be better to just change it to a streched oval rather than a orb, because they do look a little scifi (like star trek stun mode  wink_o.gif)

Quote[/b] ]I haven't tested it, but I would imagine that DXDLL would produce the elongation.

Nope... it doesn't.

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