wolfbane 0 Posted January 6, 2005 well, i seam to have a small problem.im running the script according to the readme (version 1.03) BUT, it fires a tracer every round (no matter what number i set it to) and some units dont fire tracers at all when set to do so. i have double, tripple and even ten times checked it to make sure its activated in the correct way. any hints to what might be wrong? example, a west machinegunner (M60) set to fire a glowing tracer every 5th round. the units name is w1 in the init field i have written the following: [w1,1,1,1,"red",5,0.2] exec "\wbe_tracerfx\wbe_tracerfx.sqs" oh, and a final note, the glowing tracers do ricochet for me (same as the non glowing) Weird, i take a look at that and see if it could be a bug. You are running the script correct so it can´t be that. Somethig must be wrong in the code. Yup the glowing tracers should ricochet in version 1.03, i think i forgot to change that in the readme.. Share this post Link to post Share on other sites
Locke@Germany 0 Posted January 6, 2005 well, i seam to have a small problem.im running the script according to the readme (version 1.03) BUT, it fires a tracer every round (no matter what number i set it to) and some units dont fire tracers at all when set to do so. i have double, tripple and even ten times checked it to make sure its activated in the correct way. any hints to what might be wrong? example, a west machinegunner (M60) set to fire a glowing tracer every 5th round. the units name is w1 in the init field i have written the following: [w1,1,1,1,"red",5,0.2] exec "\wbe_tracerfx\wbe_tracerfx.sqs" Hmm... had the same problem with 1.03, whenever i wanted for example the 3rd round fired to have a tracer i had to set the coresponding value to 4 and not 3. oh, and a final note, the glowing tracers do ricochet for me (same as the non glowing) This was introduced in Version 1.02. (also noted on the readme.txt ) Also everyone that want's a tracer that actually follows the path of the bullet should use the values i've posted earlier or just replace the wbe_tracerFX_tracer.sqf with the one that i changed. Only thing you should be aware is that the changed sqf-file hasn't got the new parameter's from 1.04 (speedmod). @Wolfbane I can't fully understand why you introduced the speedmod value and not just taken over my values, when the tracer is slower or faster than the bullet it is  absolutly useless eyecandy as the ones i've posted are following the path of the bullet till it's max lifetime (3 sec.) or they have hit something. The only thing i can imagine why people say they can aim with the original tracer is that the ricochet is created on the last known position of the bullet, usually the point of impact. As for the color-problem wouldn't it be a good idea to bind the tracercolor to the type of ammunition used instead of giving a unit a specific tracercolor ? Again, i´m terribly sorry if i dissapointed you. You supplied the comunity with the most realistic tracer addon out there , so you don't have to feel sorry for anything. Regards Locke@Germany  Share this post Link to post Share on other sites
KeyCat 131 Posted January 6, 2005 Thanks for the update Wolfbane! Quote[/b] ]Locke: Yes i know the tracer trajectory is still slightly off the actual bullet trajectory but that was a compromise i had to make. I did see that your version was more accurate and i thank you for the suggestion to use it but it just wouldn´t work with my idea about an option to adjust the tracer speed via a parameter to the script. @ Wolfbane : One possible way to have it both ways could be to check if the parameter is == 0 and then give it Locke's values, otherwise if value is 1-4 your new speed mod kicks in. Personally I use Locke's since they are very accurate... Another thing... Not every bullet/tracer bounces in real life and that is easily fixed by this line in your code... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> COMMENT "If the ricochet parameter is set to 1 run the wbe_tracerfx_ricochet.sqs script"; if((_ricochet==1) && (random 100 < 60)) then {[_projectile,_tracersize,_tracercolor,_tracerglow] exec {\wbe_tracerfx\scripts\wbe_tracerfx_ricochet.sqs};}; Just another small thing that increases the realism a bit more ;-) Quote[/b] ]Is it easy to add an ammo type to the script?  @ Miles Teg : Yes it's easy to add/change ammo. Just add/remove ammo from the arrays in the wbe_tracerfx_bullets_X.sqf files. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Locke@Germany 0 Posted January 6, 2005 @KeyCat great idea but you forgot one "\" in your codesample. this one will work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> COMMENT "If the ricochet parameter is set to 1 run the wbe_tracerfx_ricochet.sqs script"; if((_ricochet==1) && (random 100 < 60)) then {[_projectile,_tracersize,_tracercolor,_tracerglow] exec {\wbe_tracerfx\scripts\wbe_tracerfx_ricochet.sqs};}; The random ricochet is a great addition to this script, feels even more realistic. Â Share this post Link to post Share on other sites
KeyCat 131 Posted January 6, 2005 @KeyCat great idea but you forgot one "\" in your codesample. Sorry for that... Fixed it in my codesample as well... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin77 0 Posted January 6, 2005 Wolf, Keycat, Locke, You guys are too smart for your own good. What do you think about having an automatic switch between glowing and non glowing depending on time of day? is that feasible? Share this post Link to post Share on other sites
FireflyPL 0 Posted January 6, 2005 I think in version 1.04 there is some problem with JAM. Allthough weapons like M240 and M60 (7.62 Nato) works ok , but 5.56 Nato doesnt work with tracers :/ Bis weapons seem to be ok and JAM East guns. Share this post Link to post Share on other sites
RED 0 Posted January 6, 2005 Wolf, Keycat, Locke, You guys are too smart for your own good. What do you think about having an automatic switch between glowing and non glowing depending on time of day? Â is that feasible? Use the daytime command, something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop ?(Daytime > 18) && (Daytime < 6): _glow = true ?(Daytime < 18) && (Daytime > 6): _glow = false RED Share this post Link to post Share on other sites
wolfbane 0 Posted January 6, 2005 Unfortunately there seems to be a very serious bug in the addon from version 1.02 on. This bug is the reason for the numrounds parameter not working as it should. I can´t believe this bug slipped through my testing but it did. The weird thing is that it looked like the script(s) was working allright but infact it was only a part of it that worked as it should. I will release a new version to correct this bug. Locke: I will include your code for the trajectory of the tracers as it is more accurate than mine. I may implement it like Keycat suggested with a 0 to the speedmod parameter to enable it. I prolly make it the default setting too since it seems like that most of you would like it that way. The reason for the speedmod parameter is that those who want a slower tracer speed so that they can see the tracers better should have the option. The whole idea with this addon was not to make a super accurate replacement for the default bis tracers for longrange fireing with snipers or whatnot. The idea was to make machinegun fire from infantry units look a bit more realistic in firefights over normal ai engagement ranges, not nessecerily from the gunners point of view. Yes, you could call that eyecandy if you want. But i don´t think the tracers are totaly useless now as you say even if they are not following the actual bullet trajectory to a 100%. I can use them without problem to hit targets at fairly long ranges (way beyond the engagement range of the ai) dead on with a machinegun without using a crosshair, the default bis tracers and with the ricochets turn off. Tracers irl arn´t allways that super accurate either since the phosphour on the back of the projectile tend to burn out at random and/or fall off during the flight and thus creating all sorts of weird streaks of light in various directions (that´s not even close to the trajectory of the bullet) in the air. Keycat: I have considered adding some randomness to how often the ricochets are created but forgot about it. I will prolly implement that in the next version. Thanks for the suggestion. I can´t say for sure when the update will be available since i have alot of stuff to do irl but i´ll do my best to get it out as soon as possible. Thanks for your continued support. /wolfbane Share this post Link to post Share on other sites
Jay L.Macrae 0 Posted January 7, 2005 Hy! Wolfbane in one of your previous posts and in the readme of TracerFX v 1.04 you sayed: "...means that your favorite custom addons weapons may not work with this version of tracerfx." Well, they really don't! First why have the script working with these few: JAM,INQ's,LSR's and MTCO's weapons and ammo? And second, if its not too horribly complicated, could you make another one that like the previous versions (supported all addons), plzzz. I have tons of custom made weapons and ammo, plus there are loads of addons that don't use JAM,LSR's,INQ's or MTCO's Weapons nor ammo. Heh, the first addon I tested this script on was my custom made AA-MG for my custom made tank. Then on TomiD's & footmunch's F14. M240's and M60's came later. Although I could stick with v1.03 but I'd really miss the new speedmod thing. This reminds me of BAS's Cargo script that could only lift the standard BIS vehicles (unless u were a good scripter), but then came OWP and its new universal cargo script for its MI26 and saved the day. This was my first post in this entire forum, sad that it had to be a whining one but i just couldn't hold it for any longer . This script IS So Good That i wouldn't want to see any weapon (that fires bullets) without it, whether it's realistic or not! Share this post Link to post Share on other sites
nubbin77 0 Posted January 7, 2005 Thanks Red. I always use OFP EC as my command reference and they've been down (as you are all too well aware). I'll give it a shot tonight. edit: it works perfectly. For anyone interested I just changed this Quote[/b] ]if (_argnum > 3) then { _tracerglow = _arglist select 3 } to: Quote[/b] ];if (_argnum > 3) then { _tracerglow = _arglist select 3 } ?(Daytime > 18) && (Daytime < 6): _tracerglow = 1 ?(Daytime < 18) && (Daytime > 6): _tracerglow = 0 (note the ; in front of the the line that was already there - it makes that line of the script inactive (just in case anyone didn't see it). Of course if you mission takes place at 5:30 and it goes to 6, the tracers won't change because I'm not looping the script. But I didn't want to add any loops to eat any cpu cycles. I wanted this because I have the tracers built into my config and can't set it mission specifically. Thanks again everyone. Has anyone messed with colors? Specifically I'd like to make the red a little brighter. I've messed with a bunch of different settings, but I've only come up with pinkish and dirty orange. I like the red, I just wish it was a little brigher. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted January 7, 2005 Lots of you have made some really good input. I'm looking forward to the version of the script where you say, "It is done". Though I would prefer it includes jamming/malfunctioning/stoppages, I still know it will be great even if it doesn't! Those of you who have made new versions of your own, it would be very nice if you could offer those for download in this thread, for testing purposes. Personally, I don't mess with .pbo's much and can't be bothered to do so, now. Share this post Link to post Share on other sites
wolfbane 0 Posted January 7, 2005 Hy!Wolfbane in one of your previous posts and in the readme of TracerFX v 1.04 you sayed: "...means that your favorite custom addons weapons may not work with this version of tracerfx." Well, they really don't! First why have the script working with these few: JAM,INQ's,LSR's and MTCO's weapons and ammo? And second, if its not too horribly complicated, could you make another one that like the previous versions (supported all addons), plzzz. I have tons of custom made weapons and ammo, plus there are loads of addons that don't use JAM,LSR's,INQ's or MTCO's Weapons nor ammo. Heh, the first addon I tested this script on was my custom made AA-MG for my custom made tank. Then on TomiD's & footmunch's F14. M240's and M60's came later. Although I could stick with v1.03 but I'd really miss the new speedmod thing. This reminds me of BAS's Cargo script that could only lift the standard BIS vehicles (unless u were a good scripter), but then came OWP and its new universal cargo script for its MI26 and saved the day. This was my first post in this entire forum, sad that it had to be a whining one but i just couldn't hold it for any longer . This script IS So Good That i wouldn't want to see any weapon (that fires bullets) without it, whether it's realistic or not! Don´t worry i don´t see your post as whining at all. I totally agree with what you say. The idea of only supporting a handful of weapons was not very good at all. Even though people can add support for their favourite weapons ammo it´s still not good. The reason i implemented the check for different ammotypes was to get rid of the problem with tracers being fired when a handgrenade or a pistol etc was used. I think i have found a better way to solve that problem so i can get rid of the stupid limitation that requires support for different ammo types. So in the next update of the addon all your favourite weapons should be able to fire tracers and the silly problem with tracers being fired from handgrenades etc will hopefully be gone. If all goes as planned that is.. but i think it will (fingers crossed that i will not have as many problems and bugs as in the recent updates.. ) Share this post Link to post Share on other sites
KeyCat 131 Posted January 7, 2005 This script IS So Good That i wouldn't want to see any weapon (that fires bullets) without it, whether it's realistic or not! No offence to you Jay but this only shows how difficult it is to please everyone... Personally was very happy to see that Wolfbane included a way to restrict some weapons from firing tracers and hope that option somehow still exists in future versions. For me it's a total immersion killer to have sniper rifles and/or pistols and/or silenced weapons firing tracers and prefer that only heavy machine guns and assault rifles uses tracers like in reality. After playing around with this addon for the last few days and testing it in MP I can say that I'm not going back to BIS default "laser beams". Wolfbane, your dedication and hard work on this is greatly appreciated. I'm also very impressed how well this 3+ year old OFP engine handles all this particle effects without any real performance hit! I'm curently using Tactitian's nice lingering smoke effects (included in TACTevents) combined with Wolbanes glowing tracers and even with lots of AI firing the OFP engine sing along quite happily on my aging hardware and it looks very nice in night battles. Pretty amazing IMHO Â Looking forward to your next release Wolfbane, keep up the good work! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Kin Hil 0 Posted January 7, 2005 Don't kick yourself Wolfbane! I can't mod dirt, so I'm just lucky to have such a dedicated mod community to scavange off of. This tracer script was incredible even in version 1... I'm sure once you have everything put together and release the final version absolutely everyone will use them and completly forget the old BIS lasers. I've been waiting for someone to create a realistic tracer addon forever. I mean, the first time I played OFP and saw the lame laser tracers I was saying to myself "Aw, come one, how am I supposed to immerse myself now?!?" But soon, I believe, I won't have that problem. TY Wolfbane. Share this post Link to post Share on other sites
nubbin77 0 Posted January 7, 2005 I completely agree with Keycat. The ammo types should be restricted. And, not to sound elitist (because I am not in any way shape or form, I am as dumb as it comes around here), but if you still play ofp and cannot unpbo a file to do a simple edit at this point, you should really take the time to learn how to do it. If you use the program pbox, the time it takes from the moment you decide you want to add a bullet type to the time you can unpbo and repbo the file can take less then 5 minutes (less than 1 minute if you really know what your doing). I haven't looked around into the particle system or the drop command at all before this (although I do appreciate the cool new effects the community have created with them). Would it be possible to edit the tracer shape with this script? Currently, the tracers are shaped like a tennis ball or golf ball, depending on the drop size you use (spherical). I was wondering if there would be a way to elongate the tracer slightly? Kind of like 2 to 2 and a half "tennis ball" lengths? I havent' seen tracers fired in real life by the videos make me think that, when seen from the side, they would have a slight elongation rather than a perfect circle (but not BIS lasers, just a slight elongation - if that is a word). When I look at the script it appears that there are some #'s that dictate the size and shape of the particle. Is there a tutorial anywhere that says what those #'s correspond to? As usual I'm at work so I can't mess around with it. However, I've had a streak of good luck with RED answering all my questions each day, so I figure I'll keep pushing that luck. Thanks guys! Share this post Link to post Share on other sites
Jay L.Macrae 0 Posted January 7, 2005 KeyCat lets not start an agrument about this, because I think we both still want the same thing, better tracers to play with. That last part of my previous post was just meant as a compliment. And no offence taken since you are right about the pleasing part:). To add. The way this script is currently applied and the way OFP handles it, the only problem i see is with Grenades, Missles and possibly the Laser designator (dont know, havent tryed it yet). I mean I'f you're a sniper you can only have one sniperrifle and posslibly one pistol. Since you dont want tracers on any of them, then just leave the init box empty and thats it. Bigger problems arise with regular soldiers since their loadouts often include one or two grenades a launcher or a laser designator. But as Wolfbane said he might have a better solution to the current way the script handles these problems. I hope for the best. Share this post Link to post Share on other sites
KeyCat 131 Posted January 7, 2005 Quote[/b] ]KeyCat lets not start an agrument about this Was never my intention to start anything. Different people want's different things and I'm fine with that! This just shows that addon/script makers sometime have a hard time to please everyone. Quote[/b] ]I mean I'f you're a sniper you can only have one sniperrifle and posslibly one pistol. Since you dont want tracers on any of them, then just leave the init box empty and thats it. Won't work for me since in my missions the player (usually) decides what weapons to pick for the mission before it starts. Quote[/b] ]But as Wolfbane said he might have a better solution to the current way the script handles these problems. I hope for the best. Yepp, I'm sure he will work it out so we just have to wait and see what he comes up with. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
FireflyPL 0 Posted January 8, 2005 I have good news for missionmakers . Now you dont need to have this scripts as a addon. You can delete it from your addon folder as I modified this scripts so you can include it in your mission file just like Spectator script!! No more problems with different versions in MP as all players use the same script included in mission. And no more problems with servers where this tracer scripts are not available. I also included readme file whith short explenation of how to globally initialize these scripts, so there is no more need for typing script init in every unit. All scripts are made by people who posted them in this topic, I just modified them for easier usage. Script is based on tracers version 1.04 You can download it here: http://www.flashpoint.pl/om....sqs.rar Share this post Link to post Share on other sites
wolfbane 0 Posted January 8, 2005 Latest version is now 1.05. Check out the first post for a download link. /wolfbane Share this post Link to post Share on other sites
miles teg 1 Posted January 8, 2005 Wolfbane...you are DA MAN!!! 1.04 and now 1.05 just rock! My only beef is that I keep having to redo my missions with the new init box script parameters. lol But its a small price to pay for such wonderful looking tracers! Also, as someone else mentioned, ALOT of praise goes to BIS for developing such a flexible game engine to allow for such modifications by talent like yourself Wolfsbane. As an ex-soldier these beautiful tracers give me ALOT of pleasure as they allow me and I'm sure alot of other ex-military people to relive our glory days and get over the depression that usually accompianies the transition to civilian life. Once the final version is pretty much finalized, I will convert most of my old missions to use these tracers. Thank you again for making alot of old soldiers very happy! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
wolfbane 0 Posted January 8, 2005 Wolfbane...you are DA MAN!!! 1.04 and now 1.05 just rock!My only beef is that I keep having to redo my missions with the new init box script parameters. lol But its a small price to pay for such wonderful looking tracers! Also, as someone else mentioned, ALOT of praise goes to BIS for developing such a flexible game engine to allow for such modifications by talent like yourself Wolfsbane. As an ex-soldier these beautiful tracers give me ALOT of pleasure as they allow me and I'm sure alot of other ex-military people to relive our glory days and get over the depression that usually accompianies the transition to civilian life. Once the final version is pretty much finalized, I will convert most of my old missions to use these tracers. Thank you again for making alot of old soldiers very happy! Chris G. aka-Miles Teg<GD> Thanks again for you kind words Miles Teg! I hope it works a little better than the previous version. Share this post Link to post Share on other sites
KeyCat 131 Posted January 8, 2005 Thanks for the update Wolfbane! /Christer (a.k.a KeyCat) PS: Sent you an PM! Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted January 9, 2005 And, not to sound elitist (because I am not in any way shape or form, I am as dumb as it comes around here), but if you still play ofp and cannot unpbo a file to do a simple edit at this point, you should really take the time to learn how to do it. Â If you use the program pbox, the time it takes from the moment you decide you want to add a bullet type to the time you can unpbo and repbo the file can take less then 5 minutes (less than 1 minute if you really know what your doing). And not to sound elitist, but if you are still using the internet and don't know how to upload an edited .pbo using FTP you really should learn! That's what the internet is for...distribution. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted January 9, 2005 Wolfbane, there is an error in the readme that may or may not be in the actual v1.05... I BELIEVE that NATO uses red tracers while the Soviets used green, not the other way around. I'll look to Miles Teg for confirmation of that. Share this post Link to post Share on other sites