feersum.endjinn 6 Posted November 26, 2006 Bullet deflection in ArmA is quite impressive, though with default (realistic) values it is sometimes quite hard to notice. But with little bit of config modding, it is a lot more Hollywood-ish http://video.google.com/videoplay?docid=-6747476817134911604&hl=en - bullets can deflect multiple times - deflected bullets can hurt you - it is moddable per bullet type (a class in cfgAmmo) Share this post Link to post Share on other sites
Daniel 0 Posted November 26, 2006 Awesome. That reminds me of that popular minigun-tracer video. Hehe, I'm thinking of the bit in Star Wars where the laser blasts all round that sewage compactor for ages. Â Share this post Link to post Share on other sites
feersum.endjinn 6 Posted November 26, 2006 Daniel @ Nov. 26 2006,02:38)]Awesome. That reminds me of that popular minigun-tracer video. Guess where I got my inspiration for that video Share this post Link to post Share on other sites
Daniel 0 Posted November 26, 2006 Yeah, isn't surprising then. Â It'll be cool to see some good tracer addons in ArmA - some of the shots in that mentioned video look as though the choppers are spewing molten lava. Share this post Link to post Share on other sites
stingfish74 0 Posted November 26, 2006 great find feersum.endjinn. would you mind posting details on how you did that so that i can do it as well? if we cant post snippets yet or anything like that then just PM it to me please. great find, that looks very fun. Share this post Link to post Share on other sites
feersum.endjinn 6 Posted November 26, 2006 1) Un-raP the config.bin from weapons.pbo 2) edit BulletBase class and set deflecting = 90; 3) pack config.cpp with pboname "weapons.pbo" and prefix "tuuba" (prefix can be anything but prefix used in Arma, maybe pbo name doesn't matter either but haven't tested it) 4) put that pbo into yourmod\addons 5) start ArmA with -mod=yourmod parameter 6) profit! and optionally 7) get kicked out of MP games for being a cheater I also set tracer alpha (last value in tracer color array) to 1.0 for maximum brightness. Share this post Link to post Share on other sites
dm 9 Posted November 26, 2006 Nice find Feer, always good to have a poke around in the files to see what you can get. Have you had any luck with the "tracersEvery = X;" entry? Or even tried changing it for that matter? Would be AWESOME if it worked, finally we could get rid of the uber-tracers-every-round loadouts that everyone seems to have Share this post Link to post Share on other sites
feersum.endjinn 6 Posted November 26, 2006 Have you had any luck with the "tracersEvery = X;" entry? Or even tried changing it for that matter?Would be AWESOME if it worked, finally we could get rid of the uber-tracers-every-round loadouts that everyone seems to have No such entry exists by default under cfgAmmo or in whole config.bin in weapons.pbo for that matter. I tried adding it under cfgAmmo but it didn't help. Maybe it works for cfgMagazines or cfgWeapon, do you know where it is supposed to be? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted November 26, 2006 Have you had any luck with the "tracersEvery = X;" entry? Or even tried changing it for that matter?Would be AWESOME if it worked, finally we could get rid of the uber-tracers-every-round loadouts that everyone seems to have No such entry exists by default under cfgAmmo or in whole config.bin in weapons.pbo for that matter. I tried adding it under cfgAmmo but it didn't help. Maybe it works for cfgMagazines or cfgWeapon, do you know where it is supposed to be? CfgMagazines. I'm not sure does it actually work, but I saw it in the GC Press Kit .hpp files. Here is a piece of the CfgMagazines i found it at: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMagazines { class Default { scope= 0; value = 2; type = WeaponNoSlot; simulation = ProxyMagazines; //Might be needed for count and other magazine specific values. model=""; picture=""; ammo=""; count=1; tracersEvery= 1; //Tracers at each shot magazineColour[]= {0,0,0,0}; //RGBA values, displayed as tape on magazines for fast identification displayName=""; nameSound=""; weight = 0; maxLeadSpeed=50; // max estimated speed km/h initSpeed = 100; reloadAction = ""; useAction = false; useActionTitle = ""; modelSpecial = ""; class InventoryPlacements {}; class Library { libTextDesc = ""; }; }; Altough, it could be something not yet implemented or something dropped from the final game. Share this post Link to post Share on other sites
dm 9 Posted November 26, 2006 I'm not really sure I just remember someone who had a preview copy from Leipzig mentioned that they saw the "TracersEvery" entry in a config that they were messing about with. Edit: There ya go, thanks Sniper Here's hopeing that its something that will either "work" or will be patched to work soon! Share this post Link to post Share on other sites
feersum.endjinn 6 Posted November 26, 2006 No such thing. I tried adding it and it doesn't seem to work either. Share this post Link to post Share on other sites
Dallas 9 Posted November 26, 2006 Nice video. Reminds me of an warm summer evening in 1993 where we were allowed to load up our M42s will full tracers, because the DIs were bored. Ofcause we ended up having to put out fires all over the range. Share this post Link to post Share on other sites
NeMeSiS 11 Posted November 26, 2006 1) Un-raP the config.bin from weapons.pbo Where can i find un-rap? Google started talking about french rap.. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted November 26, 2006 1) Un-raP the config.bin from weapons.pbo Where can i find un-rap? Google started talking about french rap.. Search for Eliteness on OFPEC. Or feersum's ArmA UnBin. Share this post Link to post Share on other sites
NeMeSiS 11 Posted November 26, 2006 1) Un-raP the config.bin from weapons.pbo Where can i find un-rap? Google started talking about french rap.. Search for Eliteness on OFPEC. Or feersum's ArmA UnBin. Thanks, never knew that eliteness could open .bin files Share this post Link to post Share on other sites
kavoven 4 Posted November 26, 2006 Daniel @ Nov. 26 2006,01:38)]Hehe, I'm thinking of the bit in Star Wars where the laser blasts all round that sewage compactor for ages. I just thought that too... woho, great possibilities are in sight ^^ Share this post Link to post Share on other sites
Col. Faulkner 0 Posted November 29, 2006 Sorry to drift off-topic, but I like the "darkness" of the night in that video. The nights in Op. Flashpoint were usually never very "dark". Share this post Link to post Share on other sites
max power 21 Posted November 29, 2006 Too much gamma... haha, cheater. Share this post Link to post Share on other sites
hamis 0 Posted December 2, 2006 Well,is there a way to change size of tracers for bigger weapons(12.7,25,30 mm)? Share this post Link to post Share on other sites
stisoas 0 Posted December 2, 2006 i unraPed the config.bin to config.pbo. 1) how can i disable ALL riffle and pistol tracert ?. 2) wich tool must i use for re-binarized an cpp file for arma ? edit: i erase all 7.62/5.45/5.56 tracer color string. the SD ammo dont have any color specified, so i presume if i delete them from standard ammo , i will disable tracer stay tuned ... Share this post Link to post Share on other sites
Kirq 0 Posted December 2, 2006 I hope there is a way to completly rebuild tracers, even rifle tracers are bigger than those we have already. Now they are to thin and to long. Tracers should look like very fast moving thick sparkle not a thin line from muzzle to point of bullet impact. Share this post Link to post Share on other sites
stisoas 0 Posted December 2, 2006 yes definitly ! i rebuild all my weapons folder, 244MB so , and i put in a @notracer\addons sub folder. i start the game with -mod=@notracer but i got error message about several stuff "not an array" and i cant enter in 3D world. Share this post Link to post Share on other sites
Kirq 0 Posted December 2, 2006 Im glad to hear there are ppl that plan to work on it and make ArmA better game. I dont know anything about programing so i cant help them, all i can do is providing advices and youtube vids vid1 vid2 Share this post Link to post Share on other sites
Pierrot 0 Posted December 3, 2006 Some people who have already played ArmA told that bullets are deflected on grounds, walls of buildings and a surface of the ocean in ArmA. I am glad to hear that and want to know what about on surfaces of armed vehicles? Are bullets deflected on the surface of armed vehicles or just vanished just like in OFP? Share this post Link to post Share on other sites