blackdog~ 0 Posted January 29, 2005 I had a bit of fun playing with this addon earlier today. Nice effects. Is there any chance you can release a version we can use as a modfolder? I hate copying and pasting the settings cfg every time I want to try it out on a diff island etc. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 29, 2005 I've put 20 soldiers , 10 from each side at 4:00 am , it gives a kick ass effects but very slow and very lagy it is a pity really Share this post Link to post Share on other sites
mattxr 9 Posted January 29, 2005 lmfao guys i dont get lagg at all.. and i dont have a very powerfull machine... 2500 view distance + normal terrian setting Share this post Link to post Share on other sites
Thunderbird 0 Posted January 29, 2005 I use not only this script but a lot of others scripts ... it's certainly the reason of the lag edit : is it possible to change the seize of the tracers for the shilka ? Share this post Link to post Share on other sites
Locke@Germany 0 Posted January 29, 2005 Nice tracers. But you may want to add this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Reflectors {}; to your config. Because the tracer is based on the car-class it inherits the refelctors (Lights) from them, sometimes producing a flash comparable to the FlasHRAM Addon. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 29, 2005 Hey love it , I've deleted some scripts and now it works perfectly here's a screen Is is possible that I get out my config using these effects ? I'll add you to the credits Share this post Link to post Share on other sites
-HUNTER- 1 Posted January 29, 2005 wooow, right downloading... Share this post Link to post Share on other sites
the_shadow 0 Posted January 29, 2005 Hey love it , I've deleted some scripts and now it works perfectlyhere's a screen img]http://img.photobucket.com/albums/v235/Thunderbird84/Tracers.jpg[/im Is is possible that I get out my config using these effects ? I'll add you to the credits hell, ill force him to let you use it if he wont allow you.... Share this post Link to post Share on other sites
gunterlund 0 Posted January 29, 2005 Way to go Bn. As always you da man. Share this post Link to post Share on other sites
bn880 5 Posted January 29, 2005 Well, considering that FlashFX is not for VBS1, you are free to use it there. If you chose to move your flashFX out of OFP, then no. Share this post Link to post Share on other sites
bn880 5 Posted January 29, 2005 Nice tracers. But you may want to add this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Reflectors {}; to your config. Because the tracer is based on the car-class it inherits the refelctors (Lights) from them, sometimes producing a flash comparable to the FlasHRAM Addon. Why, there is no crew in the vehicles. Also there is no reflector proxy mate. The flash is not likely caused by any reflector... About the lag, okay, your scripts your lag, not my tracers. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 29, 2005 Well, considering that FlashFX is not for VBS1, you are free to use it there.If you chose to move your flashFX out of OFP, then no. Don't worry Thanks man Share this post Link to post Share on other sites
sanctuary 19 Posted January 29, 2005 Just tested in a quick mission thrown in the mission editor and it looks very good and light in ressource. Great job Bn880 Share this post Link to post Share on other sites
Locke@Germany 0 Posted January 29, 2005 Nice tracers. But you may want to add this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Reflectors {}; to your config. Because the tracer is based on the car-class it inherits the refelctors (Lights) from them, sometimes producing a flash comparable to the FlasHRAM Addon. Why, there is no crew in the vehicles. Â Also there is no reflector proxy mate. Â The flash is not likely caused by any reflector... About the lag, okay, your scripts your lag, not my tracers. Â I've made shure that there can't be any other source than your tracer and after all i expierienced this only when the line is not included ! The Flash insn't produced on every tracer, it occurs randomly and is only visible for a split second after the tracer is created. Maybe it's an OFP Bug, remenber destroyed vehicles with lights on ? Share this post Link to post Share on other sites
bn880 5 Posted January 29, 2005 I think the empty reflectors class was causing problems anyway. I have seen a lot of htese tracers fired and never seen such a problem, it can't even have a reflector as there is no proxy... so yeah. Share this post Link to post Share on other sites
bn880 5 Posted January 29, 2005 I had a bit of fun playing with this addon earlier today. Nice effects. Is there any chance you can release a version we can use as a modfolder? I hate copying and pasting the settings cfg every time I want to try it out on a diff island etc. Well, I will try to make a version where you specify whether to use the default/built in cfg or a custom mission one. That should do it. But not right away... Share this post Link to post Share on other sites
gandalf the white 0 Posted January 29, 2005 I've put the tracer.pbo thingy in the normal addons folder i've made a new mission (test1.eden) and put in the config i've pasted the line: [player , 3]call loadFile{\bn_tracer\addTracerUnit.sqf} into my soldier's init line But it's not working... hehe... [22:02:19] :[Gandalf th: http://img.photobucket.com/albums/v235/Thunderbird84/Tracers.jpg --> trying to get this to work in OFP... it's not cooperating [22:03:13] [RHS]Cribban: now if ofp whould have tracers like that it whould be amazing [22:03:51] :[Gandalf th: ...dude [22:03:58] :[Gandalf th: that IS ofp [22:04:19] [RHS]Cribban: now wtf have i missed now translation: good work! EDIT: I can see them now (setacctime 0.02) , so they are there.... hmmm... Share this post Link to post Share on other sites
Victor_S. 0 Posted January 29, 2005 Very nice. I dont know if this has been mentioned or not but i found a bug. I had a BAS ranger with a silenced mg and if you fire too quickly at the ground it creates alot of explosions its wierd. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 29, 2005 I've done it , now you can to play to your favorite missions and campaigns using this wonderful scripts + ORCS scripts +FlashFX 1.9 + New authentic Units from the year 1985 , isn't a dream ? Just go Here *Thank you again BN880 Share this post Link to post Share on other sites
bn880 5 Posted January 29, 2005 Very nice. I dont know if this has been mentioned or not but i found a bug. I had a BAS ranger with a silenced mg and if you fire too quickly at the ground it creates alot of explosions its wierd. Yeah I've seen that but it's extremely rare. The ammunition must be doing a lot of indirect damage or something like that. I'll try to make sure the tracers never do that for the next version, but for now, it normally almost never happens. Share this post Link to post Share on other sites
Thunderbird 0 Posted January 29, 2005 I have the impression to watch a firefight between the American and Iraqi army on CNN Share this post Link to post Share on other sites
Locke@Germany 0 Posted January 29, 2005 I think the empty reflectors class was causing problems anyway. How could it cause any problems when there was no empty reflectors class in your original I have seen a lot of htese tracers fired and never seen such a problem, it can't even have a reflector as there is no proxy... so yeah.  For the last 15min i've tried to get a Screenshot of what i mean, but hadn't any success as it is apearing for a too short time to actually capture it    . But i've had a closer look at the light and i can even see the lightcone that normaly only is visible on light from vehicles and streetlamps ! I've made a little test: I've changed the color of the normal reflector under class LandVehicles in the Config of OFP (from where the car class inherits its reflectors) to red and voila the light emitted by the tracer was also red ! Conclusion: A unmaned vehicle whithout any proxy's for lights does sometimes emit a normal light just for a split second after it's created, just as defined in the LandVehicles class ! Adding the empty reflector class to BN_Tracer as mentioned above removes this light. Share this post Link to post Share on other sites
dabitup 0 Posted January 29, 2005 this is a great script, and I know how to turn off the rifle BIS rifle tracers, but is there a way to turn off the M60 tracers? The Original BIS m60 tracers? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted January 30, 2005 change any line that says "tracercolor" the same way you did the rifel one Share this post Link to post Share on other sites
dabitup 0 Posted January 30, 2005 sorry, but I meant turn off the rifle tracers via the difficulty setting under options. What do to change the 'truecolor' setting? I do know it's in the cfg file. and I have noticed that when using a tank or APC with this script I always start out 'turned out' if you get what I'm saying. Â thanks in advance. Share this post Link to post Share on other sites