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wolfbane

Wolfbane´s tracerfx script addon

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Ahh - so this can only be done for custom built missions, rather than for campaigns and existing single player missions correct?

P.S. Thanks for the screenshot.

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Not sure if this constitutes a bug or not, but I notice that the script only gives tracers to vehicles or static MGs when they are created as 'sided' units; if I create a manned M2 and put the script caller in the init field then hey presto tracers, but if I make an empty MG and do the same, and even put the script in the unit picked to man the MG, no tracers. So I can't assign units to man MGs or drive Hummers etc and have tracers active.

Probably not a bug, but anyone got a solution? Rather a drag to be playing with desert folks on Salang, but for want of tracers in the MGs have to use 'default' BIS russians.

Love the effects generally though, fantastic fireworks displays.

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Wolfbane, I have a question - I know the readme says I can modify it and whatnot, but I just want to know - Instead of me having to make a new version that might conflict with any existing version the user might have, would it be possible for you to make a new "side" variable in the next version? This is what I'm thinking -

West = Yellow tracer

East = Green tracer

Resistance = Yellow tracer, too, or if you would, a slightly darker yellow tracer would be good, too.

How about it? Maybe make a new side2 variable with the above?

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west red

east green

resistance green (personal preferance since they use east weapons)

Agreed.

The ones in default OFP are as I showed it. To me it doesn't really matter how they're suppossed to look, I just want them to look like the ones already in the game. 2 seperately coloured tracers don't look...

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I just had an idea. How hard would it be to modify the script to work with ZU-23 that came in the MT-LB pack? It would look amazing to see 5 AA guns fire the tracers on attacking F-16's at night. biggrin_o.gif

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Is there any way to set up the script so that it associated with a specific weapon or ammo instead of a unit? It would allow for a lot more realism and flexibility but I don't know whether it is possible or not

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Links in the first post do not seem to work  crazy_o.gif

Could someone send me the latest version  biggrin_o.gif

*edit*

Thanx for the quick fix wolfbane unclesam.gif

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Seems like my old filehost went down for some reason so i had to change the links to new ones. Download should work now.

smile_o.gif

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Is there any way to set up the script so that it associated with a specific weapon or ammo instead of a unit? It would allow for a lot more realism and flexibility but I don't know whether it is possible or not

No you can not do that without a complete rewrite of the code and some genious new engine workarounds.. It´s impossible to associate a specific weapon with anything since the weapon objects don´t have an object id that you can get hold of. If it was possible to get hold of a specific weapon´s (magazine would be even better in this case..) object id it would have saved me a shitload of trouble and weapon specific tracers would allready be in the addon believe me.The only thing you can do is to associate a specific type of weapon or ammo with something (in the addon it´s the tracers and a unit). I tried the idea with associating ammo types with tracers in a previous version but i removed it since it was just a pain in the ass to use.

/ wolfbane

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No worries then, I guessed it would probably be impossible. That'll have to go on the wishlist for OFP2 then wink_o.gif

EDIT: Would it be possible to list the default ammo types and use an if command to match the fired ammo to them in order to load a specific set of variables? I'm not worried about 3rd party ammo here. Or this just wishful thinking? smile_o.gif

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actualy it would be possible.. but an extreme pain in the ass to do it thou.

if ((_this select 4) == ""PKmag"") then {_this exec ""wbe_tracerfx\wbe_greentracerfx.sqs""};

rather then one single script you would do one for red green yellow and white. and call it if said magazine was used.

the downside is: it wouldnt be configurable (the glow, the number of rounds, the bounce) and it could only be run via config

honestly i like it the way it is. realisum or no... now i wont shoot my own guy in a night battle because the squad leader told him to pick up an AK74 tounge_o.gif

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Wolfbane, I have a question - I know the readme says I can modify it and whatnot, but I just want to know - Instead of me having to make a new version that might conflict with any existing version the user might have, would it be possible for you to make a new "side" variable in the next version? This is what I'm thinking -

West = Yellow tracer

East = Green tracer

Resistance = Yellow tracer, too, or if you would, a slightly darker yellow tracer would be good, too.

How about it? Maybe make a new side2 variable with the above?

I hate quoting myself...

But hey, it needs to be done...

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I just had an idea. How hard would it be to modify the script to work with ZU-23 that came in the MT-LB pack? It would look amazing to see 5 AA guns fire the tracers on attacking F-16's at night.  biggrin_o.gif

you wouldnt need to modify the script at all. you just use the line like you would a unit.

its what flash fx and the latest dev release of Y2K3 did with the shilka (and other tanks) as well as mounted weapons.

the only thing is you cant put it on aircraft due to rocket launchers still produce the tracers

nemisis: he already did a "side" version. rock.gif

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I've tried removing this .pbo, but now I get a message stating "script \wbe_tracerfx\wbe_tracerfx.sqs not found" each time I try booting Op FP with my EECP mod enabled. A quick inspection of the "@ECP" addon folder shows no trace of a stray copy of Wolfbane's .pbo - everything looks in order. What am I doing wrong, and how can I fix this - please? Assume when answering that you're dealing with a computer numpty, if you would sad_o.gif

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hello wolf i have intergated the tracers in the SUCHUSMC addon and I was wondering if you were working on getting the tracers to auto detect what time of day it is. So it would automaticly change the tracer type.

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heyyy, i LOVE your tracer addon. would it be possible to make the tracers a bit LONGER, i mean the physical ball itself to be elongated a bit, afterall, you can see the streak behind it in real life smile_o.gif

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Very realistic mod...:)... nice ....:)... have heavy trigger...and series after spatterdashs :]. thx

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heyyy, i LOVE your tracer addon. would it be possible to make the tracers a bit LONGER, i mean the physical ball itself to be elongated a bit, afterall, you can see the streak behind it in real life smile_o.gif

Earlier in the thread this issue was addressed. Those streaks you see in videos are because of the film or video format. In real life tracers don't have those big long streaks. They do look a little elongated but not very much. The reason I say this is because I've fired tracer ammunition in 5.56mm, 7.62x51mm, and .50 caliber. You might also try BN-880's tracers as well. Both in my opinion are very good. Which you choose to use is very much a personal preferance.

Chris G.

aka-Miles Teg<GD>

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plzz some one help me iv dl this addon and it worked fine started scripting trying them out, was all good then later in the day i got back on and started to make an mission with the script and it don work now rock.gif  iv used the script and made missions befor and worked good now i cant get it to work im putting the script in the right way too and the others worked and they still do but i cant make any more scripts of the tracers crazy_o.gif  plzzzzzzz some one help me out crazy_o.gif and i put the script in and it lets me play but no tracers crazy_o.gif

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