Jump to content
Sign in to follow this  
sickboy

6thSense.eu Presents: Tracers (Beta)

Recommended Posts

<span style='font-size:11pt;line-height:100%'><span style='color:blue'>6thSense.eu Tracers v0.1RC6 (Release Candidate 6)</span></span>

This package is a product of of the CENT_Tracer Thread. It is meant as a replacement/upgrade.

Most is rewritten and rebuilt from the original, as such I would like to make a fresh start with fresh Thread. Possibly have the other one closed.

Readme

Quote[/b] ]6thSense.eu Presents: Tracers v0.1RC6. ArmA v1.08 Compatible. (By Sickboy)

--------------------------------------------------------------------------------

This Tracer Addon uses a tracer model instead of particle source.

We are still considering using a particle source at the bullet as ignition/light source.

FPS should be seriously increased compared to the hundreds/thousands of particles we used before ;-)

This tracer addon is based on many peoples addons, ideas, thoughts and other contributions.

Though the current state of the package; config wise, model wise and script wise is a nearly

completely rewritten and rebuild package, by Sickboy and Garlay.

Credits are found at the end of this Readme.

Installation:

* Place the Addon folder: @SIX_Tracers into your ArmA Installation Folder

* For SinglePlayer Configuration ability, do the same for the @SIX_TracersCfg_SP folder

* Edit your ArmA shortcut to include the mod, add: -mod=@SIX_Tracers

* For SinglePlayer Configuration ability, please use: -mod=@SIX_Tracers;@SIX_TracersCfg_SP

* or if you have multiple mods, per example: -mod=@ModWar;@MAP_Air;@SIX_Tracers

* Enjoy! Tracers are enabled on All Units and Vehicles

* If you want to manually configure tracer settings, please review SIX_TracersCfg.hpp

* Or manual configuration for SinglePlayer-only, please review @SIX_TracersCfg_SP\SIX_TracersCfg_SP.hpp

Demo Missions:

* Demo1: Incl. Day & Night Time Choice

* Demo2: Incl. Tracer Configuration on Mission Level, please review h\SIX_TracersCfg.hpp

Notes:

* The Mod disables default BIS Tracers, if you still see them you probably did not install the Addon right

* Or another mod is overwriting ours, please disable others systematicly to check.

* More Readme, Info, Screenshots, Demo Missions etc. etc. coming!

* One can make his mission permanent compatible with SIX_Tracers, even when there are all vehicles, units etc.

placed on the map that would have overwritten init eventhandlers, is to add to the mission init.sqf the following code:

{{{

private ["_tracerInit"];

_tracerInit=getText (configFile >> "SIX_Tracer_EventHandlers" >> "Init");

if(_tracerInit != "")then{call compile _tracerInit};

}}}

This is even compatible with servers or clients that don't have the addon!! There should be no error if there is no SIX_Tracers addon.

But when a client has it installed, it will be enabled

Variables (Though also setable through MissionConfigFile):

* SIX_TRACER_REFRESH - Number (Default 30): Refresh time in seconds, how long pause between checks if new units are on the battlefield

* SIX_TRACER_AUTO - Boolean (Default true): Decides if the automatic tracer enabling should be activated

Credits:

* BN880 - For his great tracers in OFP, which were a great inspiration

* Wolfbane - For his excellent tracers in OFP, which were used as a base for the work Centipede did

* Centipede & Kenbow - For their excellent conversion of WolfBane's Tracers: CENT Tracers.

* ThePredator - For his complete package of CENT Tracers bundled with his excellent config for disabling default BIS Tracers and adding Tracer Properties, aswell as lot's of input, testing, vids etc.

* Garlay - For his Tracer Models, Vector tryouts & findings, config tests, etc. etc.

* Simba - For his contributions at the BIS forums

* MadDogX - For his contributions at the BIS forums

* Anyone forgotten, please excuse me :| Thanks to all involved!

* BIS - Thanks, for their great Game and continued Support! Aswell as thanks to the Mod, Script & Missionmake Community!

Changes RC6

[*] Added SIX_TracersCfg_SP configuration class check; When Single Player mode is activated, you can now override tracer settings if you have the SIX_TracersCfg_SP Addon installed and the SIX_TracersCfg_SP.hpp file configured. NOTE: Mission Settings precede SP Configuration!

[*] Rifle tracers disabled by default, check SIX_TracersCfg_SP.hpp for re-enabling inside SP Missions, SIX_TracersCfg.hpp for re-enabling inside MP Missions or the Addon Configuration itself for Default Configuration (Any mod is welcome to use)

[*] Fixed Rifles that shouldn't get tracers

[*] Moved Documents and examples to Docs folder

Changes RC5

[*] Exchanged trCounter for usage of the 'mod' function, thanks to Garlay!

[*] Added Posibility to specify per-weapon: Tracer Enable/Disable, Tracer-only for Last xx bullets of magazine

* Configuration system edited to accomodate for this option. Please check SIX_TracersCfg.hpp

[*] Order of Tracer Enable Check:

* SIX_TracersCfg - Ammo, SIX_tracerEnable

* Addon Config - Ammo, SIX_tracerEnable

[*] Order of Tracer Disable Check:

* SIX_TracersCfg - Ammo, SIX_tracerEnable

* Addon Config - Ammo, SIX_tracerEnable

* SIX_TracersCfg - Weapons, SIX_tracerEnable

* Addon Config - Weapons, SIX_tracerEnable

[*] Order of Tracer Per Last Bullets of Magazines check:

* SIX_TracersCfg - Weapons, SIX_tracerLast

* Addon Config - Weapons, SIX_tracerLast

[*] Removed SIX_TRACER_EXCL_WEAP array, you can now specify: SIX_tracerEnable = 0; for weapons inside SIX_TracersCfg.hpp

Changes RC4

[*] Added ability to override Tracer Settings from within Mission description.ext class

[*] If you want to manually configure tracer settings, please review SIX_TracersCfg.hpp

[*] The config works transparantly, if there is no config, or no configuration for a specific ammo or setting

It will take the default settings from the Addon Config. More info findable in the Cfg file.

[*] Demo2: Incl. Tracer Configuration on Mission Level, please review h\SIX_TracersCfg.hpp

[*] Cleaned Config, Removed Yellow for now, sometime proper yellow for Vickers etc will be made

[*] Added a Client(player) check, does not fire the scripts on Servers, though does on ingame servers with Player

[*] Fixed "No Tracers when starting inside 1 manned vehicle"

Changes RC3

[*] Better Center, Tracers appear closer to the barrel

[*] Should have no more bug with "firing out of head"

[*] Split configs into hpp's as all 6thSense.eu Addons

[*] Gave all Ammo that is used in Weapons with Multipliers (Shilka, AH6 etc. etc.) a tracerPer=1, to accomodate for the multiplier smile_o.gif

[*] Fixed bug where switching weapons inside vehicles could result in no more tracers

Changes RC2

[*] Fixed Addon Dependencies (Now Air units work)

[*] Fixed Units Inside Vehicles have no tracers for 30 seconds when getting outside of vehicle

[*] Removed some obsolete code

Changes RC1:

[*] Smaller Tracers

[*] Tracers are Centerred

[*] No more scripted configuration; All done by properties in the ammo classes inside cfgAmmo

[*] Functions and scripts optimized!

[*] Tracers are automaticly Enabled in EVERY mission

[*] Added Tracer Lifetime; Tracers now die after X-amount of time (depending on AmmoType)

[*] You can now exclude a certain weapon by adding the weapon as string to the SIX_TRACER_EXCL_WEAP array

6thSense.eu Tracers v0.1RC6

[*] SIX_TracersCfg.hpp "Default Config" Pastebin

[*] SIX_TracersCfg.hpp "Enable Rifle Tracers" Pastebin

[*] SIX_TracersCfg_SP.hpp "Enable Rifle Tracers" Pastebin

Please do not use together with CENT_tracer addon/demos

<span style='font-size:19pt;line-height:100%'>ENJOY</span>

Videos RC2:

[*] ArmAVidZ Video and HighRes Version

[*] Rahmadi LightShow "Sickboy"-style

Share this post


Link to post
Share on other sites

Nevermind..

Didn't read, "Tracers at this time are only working in the Demo missions with this addon present." smile_o.gif

Share this post


Link to post
Share on other sites
Nevermind..

Didn't read, "Tracers at this time are only working in the Demo missions with this addon present." smile_o.gif

Reuploaded package, should be resolved. Ty for report.

It's actually mainly effect in mission2 that will only work with that specific code smile_o.gif (Also the aim will be to add the tracers in all missions smile_o.gif)

goodnight.gif

Share this post


Link to post
Share on other sites

Hey Sickboy,

I've been beta testing your new tracer effect and I must say that I'm impressed  wink_o.gif

I really like the second tracer mission the best, the first seems a little too much like a laser effect to me.  

If there is a way to increase the distance the tracer effect begins, that would be great.  Say about ten feet from the time the round is fired before the tracer is seen.

I've also noticed if you are standing to close to an object and shoot it this happens.

Anyway keep up the great work and I look foward to the next release. biggrin_o.gif

Share this post


Link to post
Share on other sites

ArmA Tracers BETA4 is my favorite so far.

Now it look's like kind of Star Wars. confused_o.gif

Share this post


Link to post
Share on other sites
ArmA Tracers BETA4 is my favorite so far.

Now it look's like kind of Star Wars. confused_o.gif

Hi Sickboy,

I've been taking a look at these tracers and the performance issues have been resolved. I can clearly see the potential for "truly" realistic tracers with this version. While the Beta4's were cool and very possibly tweakable, their use is not practical. Large engagements create PC load and then they don't work. PC Load is unpredictable...

<span style='color:blue'>I was thinking the following points might be something to toil over:</span>

-Drag increased

-Size of course. Need to be a bit smaller.

-Severe drag on ricochet

-illumination: There is flicker in all light. Is it possible to have multiple illuminations and different points of the projectile life? One to start, then fades/ends, one mid-point then fades/ends, then one on ricochet....maybe if the illumination is low-light enough it might give a "flicker" effect of real light being affected by surroundings.

Here are some videos I found to further give ideas of what to look for with my thoughts

<span style='color:blue'>You can see that velocity would "shape" the illumination backwards, over the bullet, to create a rounded, cylindrical type "shape." Stationary produces this "Cone" type of illimination.</span>

GoogleVideo: Burning a tracer round in the vice

<span style='color:blue'>Clearly, Beta4's were pretty close to the real thing for "some" types of tracer rounds. I think as the velocity increases, so does the "lack" of "laser" look(?)</span>

Actually, I think what we're really missing is a "dispersion" effect at impact. Characteristic of impact on high velocity weapons (?)

<span style='color:blue'>Also, I am not sure if these are bugs or not, so I'll list them:</span>

-General lifetime of tracer/projectile too long.

-Sometimes after ricochet the tracer gains altitude, while staying perfectly horizontal to the ground.

-Tracers are massive in Demo Mission 2 - In the Readme

Edit: The one time I don't read the Readme icon_rolleyes.gif    wink_o.gif

Lastly, I was gonna ask, how the heck do you change the date and time in the demo missions?  rofl.gif   I even edited the mission.sqm but it wouldn't change the date/time LOL.

Once I can change the time/date and figure out a couple things for soldier control in the editor I'll make a vid for these as well. Awesome stuff.  notworthy.gif

pistols.gif

ARMAVIDZ smile_o.gif

Share this post


Link to post
Share on other sites

Added WIP Shots from Beta2 to first post.

ArmA Tracers BETA4 is my favorite so far.

Now it look's like kind of Star Wars. confused_o.gif

I know, please read the purpose of this Release, and it's potential. We will work our way up to creating similair effects of CENT Beta4 but completely without the performance issues smile_o.gif

ArmAVidZ: Hehe wink_o.gif Cool input ty!

Quote[/b] ]Lastly, I was gonna ask, how the heck do you change the date and time in the demo missions? rofl.gif I even edited the mission.sqm but it wouldn't change the date/time LOL.
Remove: Skiptime 12; from init.sqf smile_o.gif
Quote[/b] ]Man-Sized
Thats mission 2 :P As also findable in the readme:
Quote[/b] ] * Demo1: Showing Small Tracers (too small atm tounge2.gif)

* Demo2: Showing Bigger Tracers (too big atm tounge2.gif)

smile_o.gif

Share this post


Link to post
Share on other sites

Download Link

SIX_Tracers Beta2

Beta2 ChangeLog:

* More Sizes, Colors available (Though Sizes certainly still needs tweaking smile_o.gif)

* Cleaned up some code

* experimenting with a halo (Though this doesn't work yet as wished)

Share this post


Link to post
Share on other sites

An interesting start, thats for sure.

As has already been noted, the current models most certainly have a "StarWars" laser look about them.

From my humble modellers point of view, the model would look much better as a sphere for the tip of the tracer, with a conical tail (constructed much the same way the current tracers are) leading off from the tracer. Something like O>- (excuse the rather basic ascii representation, I havent really got time to mock something up)

Something like that should match real world tracers much more accurately.

Share this post


Link to post
Share on other sites

no random glowing orbs here

I havent seen any green tracer rounds before, so maybe sickboy, you should make all of them red

*edit* These are supposedly green, but they look cool and may b able 2 help any way

This also may b able to help as it shows how a tracer works

Share this post


Link to post
Share on other sites

no random glowing orbs here

I havent seen any green tracer rounds before, so maybe sickboy, you should make all of them red

If you look up tracers on the wikipedia, you will find that NATO uses Red, and RUS/China uses Green.

All will be adjusted and read directly from ammo config properties instead of script configuration, incl. automatic enabling of the tracers without need of missions scripts/logic smile_o.gif

v0.1 Final is set for Release at the end of upcoming Weekend smile_o.gif

"random glowing", I don't see those on our tracers either mate, Screenshot?

@DeadMeat:

Thanks mate, will look into it and report.

Share this post


Link to post
Share on other sites
An interesting start, thats for sure.

As has already been noted, the current models most certainly have a "StarWars" laser look about them.

From my humble modellers point of view, the model would look much better as a sphere for the tip of the tracer, with a conical tail (constructed much the same way the current tracers are) leading off from the tracer. Something like O>- (excuse the rather basic ascii representation, I havent really got time to mock something up)

Something like that should match real world tracers much more accurately.

I don't want to get into discussion but I think the current approach is closer to IRL picture.

The shining thing at the front of tracer is a result of seeing it via NVG, it won't appear on normnal cameras and (AFAIK) human eye.

Share this post


Link to post
Share on other sites

One more thing, rifle tracer in reality doesn't look so much as "lines", that is only the effect of slow camera fps. I always found it weird in OFP that the tracers looked like lines.

Larges arms fire such as the mounted guns does tend to look like lines, though, as the velocity is much faster.

Share this post


Link to post
Share on other sites

no random glowing orbs here

Ever seen tracers in real life?

The reason they look like beams on all these videos is because the sensor can only pick up so much light, therefore it has to expose for longer, meaning the bullet travels a longer distance, producing the "beam" effect. (You can see a similar effect in some of my long-exposure night time traffic pictures in the photography thread)

In real life the tracer is more like a point light source, but because it is travelling at speed (usually anywhere between 700 and 900 m/s) the eye suffers from similar effects as the camera - only not as bad. Therefore, the tracer model sickboy should use should look more like a ball/orb with a tail.

To get a close approximation, get some sparklers and have someone stand a few m away from you and move it is a fairly fast straight line. You'll notice that the actual sparkler will appear as a bright source, and will leave a trail behind it that gradually fades out. Thus my suggestion which you so eloquently dismissed would most likely provide an accurate representation of tracer as they would be viewed in the real world. Ta smile_o.gif

Share this post


Link to post
Share on other sites

no i havent seen a tracer in real life, i was just going on what i saw in the videos, as you have seen i am quite capable to admit to being wrong, but when you respond in quite a rude manner i find it offensive.

Share this post


Link to post
Share on other sites

I agree with winters, you could of told us instead of correcting us in such a way that you come off rude, this is the first time I've ever seen a post by you, and as my first impression of you, i don't see a very nice guy.

Also, not all of us have access to the resources to fire a real gun loaded with tracer rounds to see this in real life.

Share this post


Link to post
Share on other sites

Yeah, well. Sorry for that. Long day, little sleep and having to answer the same questions over and over (not specifically aimed at you) does that to a man.

Anyho, possible missreadings into the last line of my post aside, the technical reasons still stand true as to the reason the tracers shouldnt be "beams".

Share this post


Link to post
Share on other sites

In my experience, they are lines, due to their constuction and the physics involved they can't build up any "orb" structure.

They are brighter at the front, that's why people see coronas.

Due to the speed, the phosphor leaves the projectile with 700-1000 m/s, there can't be any orb at all. And burn out times are another factor. 800 m for 7,62x51 mm rounds and approx 460 meters for 5,56x45 mm.

The afterburner of an jet engine does not create a orb either biggrin_o.gif

Shooting tracers is different then watching. We have an anti-air unit near the coast (Gepard AAA) and watching the tracers in the air is really a line.

Share this post


Link to post
Share on other sites

point taken, apology accepted, but to be fair, i have limited knowledge on this, so the more peoples eye witness accounts we have of actualy tracers being fired, the better it will be for all of us when this addon is released.

Share this post


Link to post
Share on other sites
In my experience, they are lines, due to their constuction and the physics involved they can't build up any "orb" structure.

They are brighter at the front, that's why people see coronas.

Due to the speed, the phosphor leaves the projectile with 700-1000 m/s, there can't be any orb at all. And burn out times are another factor. 800 m for 7,62x51 mm rounds and approx 460 meters for 5,56x45 mm.

The afterburner of an jet engine does not create a orb either biggrin_o.gif

Shooting tracers is different then watching. We have an anti-air unit near the coast (Gepard AAA) and watching the tracers in the air is really a line.

Well yes, I dont really mean that there should be some football sized orb at the front of the tracer. What I mean is that it should be brightest at the front, trailing off towards the end. Since it will not be a constant light emmission along the length of the tracer's path.

Repeat for clarity: The light will be brighest at the current point of the tracer/bullet, and will fade off in some sort of linear function (just a guess, could be any function) back along the tracer/bullet's flightpath. Hence the cone shaped tracer approximation.

I would certainly agree with your last statement too - since you are looking down the path of the tracer the light is travelling back to you along a fairly straight path (give or take for ballistics) so it should appear as a "line" but should be broken depending on the RoF and the tracer load. Again, the cone shaped tracer model should provide a reasonable approximation, as they will "stack" in your view.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×