Makake 0 Posted September 17, 2007 maybe also related to event init handlers (or whatever): I don't get any blood squirts or markers anymore. But since I have some issues with other mods, too, I won't complain. Seems there are some compatibility problems. Any estimate on a new update? Share this post Link to post Share on other sites
stingfish74 0 Posted September 17, 2007 crap, i just installed the latest and i too am not able to enjoy the tracers. i was on a previous version and used the arma effect AND was able to see the tracers but since i installed the latest 6th pack i lost the tracers. does anyone know what addons conflict with the lastest 6th pack? Share this post Link to post Share on other sites
Maddmatt 1 Posted September 18, 2007 crap, i just installed the latest and i too am not able to enjoy the tracers. i was on a previous version and used the arma effect AND was able to see the tracersbut since i installed the latest 6th pack i lost the tracers. does anyone know what addons conflict with the lastest 6th pack? Try swapping the order you have my mod and the tracers in the mod line. Or even putting them in the same mod folder. Also the tracers don't always work if you have just 1 unit in the editor. So if you're testing them that way then add another unit. What other mods have you got running? Share this post Link to post Share on other sites
sickboy 13 Posted September 18, 2007 Hopefully in the next days, work has kept me busy still but also some personal reasons have kept me from devving, it's all settling down atm. Share this post Link to post Share on other sites
stingfish74 0 Posted September 18, 2007 hey Maddmatt, thanks bro... i swapped the order of my mod folders and it worked, im back on the tracers and using your effects as well, no impacts. thanks guys. Share this post Link to post Share on other sites
sickboy 13 Posted September 22, 2007 For full changelog and Pack Info, check our renewed wiki at the BIKI http://community.bistudio.com/wiki/6thSense.eu:Pack1 v0.3update SIX_Misc Changes [*] Made the pack compatible with ExtendedInitEventhandlers by Solus, v1.01 included with the package. [*] Changed the Sides Array to use side objects instead of strings SIX_CRDS Changes [*] Cleaned up CRDS considerably, only starting certain scripts on units after they get hit, instead of spawning scripts at start that wait for conditions [*] Volume Tuning... AGAIN... SIX_Blood Changes [*] Slightly Tuned settings, but still need to figure out what is causing slowdowns on some computers Share this post Link to post Share on other sites
william1 0 Posted September 22, 2007 thanks sickboy , this is really a must have in Arma Share this post Link to post Share on other sites
Scrub 0 Posted September 22, 2007 Seconded. THANK YOU! Share this post Link to post Share on other sites
quiet_man 8 Posted September 22, 2007 hmmm ... sickboy: - posting allot at Bis forum -> yes - supporting other mods -> yes - making some own mods -> yes @sickboy: have you sold your bed??? thx for 0.3 QuietMan Share this post Link to post Share on other sites
sickboy 13 Posted September 22, 2007 @Quiet: Hehe I wish I could sell my job Detected an error after playing for hours 'n hours... When Blood and CRDS are enabled, there is double amount of health taken so you die very very quickly from bloodloss ... Sry... I have updated the package on the server, aswell as made a copy and added "f" to the rar, just to be sure so you dont get the old version from cache: http://dl2.6thsense.eu/arma/6thSense.eu-Pack1_v0.3f.rar (Only SIX_CRDS.pbo is updated) Share this post Link to post Share on other sites
william1 0 Posted September 23, 2007 Now the 6thsense pack and Hulk:oggplayer are compatible weeeeee !! Share this post Link to post Share on other sites
malick 0 Posted September 23, 2007 Thank you Sickboy ! Malick Share this post Link to post Share on other sites
ArmaVidz 0 Posted September 24, 2007 That's an insane amount of work. Can wait to try the new pack Sickboy Share this post Link to post Share on other sites
loyalguard 15 Posted September 26, 2007 I am encountering a problem using with v0.3 Tracers  (both the original and “f†versions) on some servers that is puzzling me.  For background, I followed the install instructions to the letter, left all .pbo’s in place and have not edited any .hpp files, all of my difficulty settings are on default, and I disabled all other mods.  I also repeated the install process several times. I tried to use v.03 on four different dedicated multiplayer servers in a variety of missions and tracers worked fine on two of them but not at all on the other two.  I attempted to use tracers on rifles, MGs, and vehicles to make sure the problem wasn’t contained to a certain class of weapons.  When tracers did work, sometimes rifles didn’t (which I assumed was because the server config had rifle tracers disabled) but otherwise it was all or nothing with v.03.  Here is the kicker: when I did a complete fresh reinstall of the v.02, tracers worked fine on ALL of the servers (and I had no problems before using v.02) On the primary server I play on, I know at least two other people for whom v.03 tracers do not work but v.02 do so I am assuming that it is not just me.  My initial thought is that there is some other server specific setting that is inhibiting tracers (since it worked on some but not on others).  Is this possible or is there something else to consider?  I am happy to enter this in the bug tracker but I wanted to make sure there wasn’t something simple I was missing first.  Thanks! BTW, the new Blood and CRDS aspects seem to be working great…I continue to love this mod! Share this post Link to post Share on other sites
Zander 0 Posted September 26, 2007 I don't like the green tracers, how can i get them yellow ? Share this post Link to post Share on other sites
Figadas 0 Posted September 28, 2007 Hi guys, Since I updated to v0.3/v0.3f I'm having problems with my game's sounds (music and FX). Older versions were running flawless, it could be this ExtendedINIT thing? thanks Btw, I'm using Chammy's Sound Mod also and never had problem with the Sound Mod and older 6thSense versions. Share this post Link to post Share on other sites
Figadas 0 Posted September 29, 2007 Never mind.... all fixed now.. tried so many things that I'm not sure what was causing and neither what solved the problem... Great job again sickboy! Thanks guys. Share this post Link to post Share on other sites
sickboy 13 Posted September 29, 2007 @loyalguard, I will try to look into it asap. @Figadas, nice that you resolved ur issues @Zander, you would need to unpbo SIX_Tracers.pbo, and edit the green.paa texture to become yellow, and repack the pbo Share this post Link to post Share on other sites
Panda-PL- 0 Posted September 29, 2007 @Zander, you would need to unpbo SIX_Tracers.pbo, and edit the green.paa texture to become yellow, and repack the pbo You could also use the cfgmaterial color settings, if you know how... That's what was done in StarWars mod. Share this post Link to post Share on other sites
Zander 0 Posted September 29, 2007 @loyalguard, I will try to look into it asap.@Figadas, nice that you resolved ur issues @Zander, you would need to unpbo SIX_Tracers.pbo, and edit the green.paa texture to become yellow, and repack the pbo ok thanks if anyone did it already, please share. Share this post Link to post Share on other sites
Zander 0 Posted September 29, 2007 @ Sep. 29 2007,14:08)]@Zander, you would need to unpbo SIX_Tracers.pbo, and edit the green.paa texture to become yellow, and repack the pbo You could also use the cfgmaterial color settings, if you know how... That's what was done in StarWars mod. where is it located ? Share this post Link to post Share on other sites
william1 0 Posted September 29, 2007 in the folder called "t" , green .paa Share this post Link to post Share on other sites
Zander 0 Posted September 29, 2007 ok thanks i did the modification, i prefere it now. can i post the modified pbo sickboy ? Share this post Link to post Share on other sites
sickboy 13 Posted September 29, 2007 Don't see any reason why. But you can post the modified texture so others could integrate it if they like it. As the project is being developped on every few weeks its not handy to have multiple textured versions available :P Share this post Link to post Share on other sites
Zander 0 Posted September 29, 2007 because if guys prefere them this way, i will not have to do any modification next time http://rapidshare.com/files/59082809/green.paa.html Share this post Link to post Share on other sites