Jimmy7685 0 Posted November 26, 2008 the only thing in SIX_Tracers.hpp for me is // This class is only used when playing Single Player Missions and enabled above // Under all other conditions the default addon configuration is used // // If a missionmaker has configured the Tracers inside his mission, then those settings will be used! class SIX_TracersCfg_SP { class Configuration { SIX_TRACER_AUTO = 1; // Enable Automatic Addition Loop. 0=false, 1=true SIX_TRACER_DELAY = 0.01; // Delay time in seconds, how long pause between projectile coming out of the barrel and tracer ignition }; class cfgWeapons { // When configured from SIX_TracersCfg_SP, you will have to add all weapons you wish to change class M16A2 { SIX_tracerEnable = 0; // 0 = false, 1=true; Disables Tracers on Weapon }; class M16A2GL: M16A2 {}; class m16a4: M16A2 {}; class m16a4_gl: m16a4 {}; class m16a4_acg: M16a4 {}; class m16a4_acg_gl: m16a4_acg {}; class M4: M16A2 {}; class M4Aim: M4 {}; class M4GL: M4 {}; class M4A1: M4 {}; class M4A1GL: M4 {}; class G36a: M4 {}; class G36K: G36a {}; class G36C: G36a {}; class AK74: M16A2 {}; class AK74GL: AK74 {}; class AKS74U: AK74 {}; class aks74pso: AK74 {}; // Etc etc }; class cfgAmmo { }; }; #endif the line your talking about is in the cfgAmmo.hpp for me Share this post Link to post Share on other sites
ck-claw 1 Posted November 26, 2008 Mine is as above like Jimmy's  But i do not have any probs. Share this post Link to post Share on other sites
hamis 0 Posted November 26, 2008 Quote[/b] ]the only thing in SIX_Tracers.hpp for me is Why don't you read what i write?It is:"SIX_TracersCfg.hpp".You don't talk about same file! Share this post Link to post Share on other sites
ck-claw 1 Posted November 26, 2008 Quote[/b] ]the only thing in SIX_Tracers.hpp for me is Why don't you read what i write?It is:"SIX_TracersCfg.hpp".You don't talk about same file! I think then what he's saying is where is this other file located? Cause i dont see that file either? Share this post Link to post Share on other sites
hamis 0 Posted November 26, 2008 Quote[/b] ]I think then what he's saying is where is this other file located? They should both be in same place,Arma/Dta. Share this post Link to post Share on other sites
ck-claw 1 Posted November 26, 2008 Quote[/b] ]I think then what he's saying is where is this other file located? They should both be in same place,Arma/Dta. Hmm prehaps different versions then? I only have 'six_tracers.pbo' in addons and 'six_tracers.hpp' file in Dta. I did re d/load the pack to check. Share this post Link to post Share on other sites
hamis 0 Posted November 27, 2008 Well,i think i have some older version. Share this post Link to post Share on other sites
Jimmy7685 0 Posted November 30, 2008 im just trying to figure outwhy after editing the tracers pbo they stop working after a respawn Share this post Link to post Share on other sites
dmarkwick 261 Posted May 5, 2009 I'd like to bump this thread in the hope that someone at Sixth Sense can fix the injured unit not bleeding over time issue :) Share this post Link to post Share on other sites
_BARNS_ 0 Posted May 23, 2010 Hello m8s, again i am playing the old Arma 1 mod 6thsense 1.24 and i am bored by the reason that you can not run very far without getting out of breath or black out ... Can somebody give me a helping hand and tell me how to deaktivate this effekt, maybe by deactivating CRDS or what but how to do that? PLZ help. thx alot! Share this post Link to post Share on other sites
reconteam 19 Posted June 7, 2010 Is there any relatively simple way to get new vehicles and guns added via mods to use the 6th tracer mod? For example I downloaded a F/A-18 Super Hornet pack and the M61A2 Vulcan doesn't use the tracers. And other addons use the default BIS lines. Share this post Link to post Share on other sites
hamis 0 Posted June 9, 2010 Yep,you have to find ammo class for hornet and add it to ammo.hpp in the tracer addon,like this example: class B_20mm_AP: BulletBase { tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; SIX_tracerEnable = 1; SIX_tracerColor = "R"; SIX_tracerPer = 1; SIX_tracerSize = "Big"; SIX_tracerLife = 1.345; }; Share this post Link to post Share on other sites
reconteam 19 Posted June 9, 2010 (edited) Thanks a ton, I presume red and green are the only colors? Turns out I had to use a PBO unpacker, edit it, then repack the file. So it works, but it appears I got the name of the ammo class wrong, I guess the author of the Super Hornet didn't list it in the readme. Searching through the .pbos I have found the name of the weapon itself and magazine, but not the ammo. Edited June 9, 2010 by ReconTeam Share this post Link to post Share on other sites
_BARNS_ 0 Posted June 11, 2010 i ve installed the 6thsense Mod 1.24 and now i got a error message at the startup of Arma saying ... "SIX_Islands requires slx_desert_islands" how to fix this problem??? Share this post Link to post Share on other sites
hamis 0 Posted June 12, 2010 @ Reconteam Maybe it's using default 20mm ammo(harrier?) @_BARNS_ Download SLX desert islands addon. Share this post Link to post Share on other sites
reconteam 19 Posted June 12, 2010 No matter what I can do I can't seem to get the tracers working for the Franze's F/A-18E/F Super Hornet mod. I also can't seem to get the tracers working for the HWM AH-64A Apache, but that is due to being unable to find the ammo class and where to configure the tracers within ACE mod. Share this post Link to post Share on other sites