LBpilot1 0 Posted November 19, 2007 the tracers rarely work in evolution. I was wondering if you guys where going to fix this? Share this post Link to post Share on other sites
mr.g-c 6 Posted November 22, 2007 will there be any bisign files? I cannot connect on most hacker-free servers anymore because of using your package - but i need it to play because of the cool effects. Another question: I want to permanently disable the black-out thing when wounded, the dying thing when not healing and the big-small Medikit option. How-to? Share this post Link to post Share on other sites
Winters1807 0 Posted November 24, 2007 Hello I know you are really busy sick boy, but i need some help. I have recently taking a liking to the RHS opfor weapons, however, the tracers are the default star wars style ones. It would be a little rude of me to ask you to do it for me, but i assume that it is a matter of changing a few values to make them compatible with your tracers, could you please post a little readme so i can fiddle with the addon to get some decent tracers with the RHS weapons? Cheers Winters *Edit* Been doing some fiddling and i have totally failed so i am a bit stuck atm, help would be appreciated Share this post Link to post Share on other sites
kroky 1 Posted November 25, 2007 @sickboy What I really dont like in the CRDS module is the fact that when a unit (player) is injured, for a moment all sounds are stopped to hear you breathing. This happens all 10-15 seconds and is really annoying. Hope you will change this in the next version. Share this post Link to post Share on other sites
andersson 285 Posted November 25, 2007 @sickboyWhat I really dont like in the CRDS module is the fact that when a unit (player) is injured, for a moment all sounds are stopped to hear you breathing. This happens all 10-15 seconds and is really annoying. Hope you will change this in the next version. I like that, you can loose your hearing for a while when youre in pain. F.ex I squeezed my wris hard the last week, I mean hard.. My eyesight was coming and going and the feeling was that I had cotton in my ears. For a while I couldnt hear anything. I guess its because there is not enought bloodpressure in the head (lay down and elevate your legs ). The thing that annoyed me with CRDS in the start was that you still scream and have pain after you healed. But now I like that. Even if you are "healed" (stopped dying) I guess you still have pain. Good work! Share this post Link to post Share on other sites
Rocco 0 Posted November 25, 2007 How can i get rid of the markers? i disabled them in addon/dta folder but they are still ingame. Share this post Link to post Share on other sites
Törni 0 Posted December 2, 2007 There seems to be some kind of conflict between extented event handlers and tracers. If we use Madmatt's effect mod or the AI mod requiring these the tracers disappear. Any info about this? Share this post Link to post Share on other sites
Maddmatt 1 Posted December 2, 2007 There seems to be some kind of conflict between extented event handlers and tracers. If we use Madmatt's effect mod or the AI mod requiring these the tracers disappear. Any info about this? Because you're using an old version of the tracers. Get the latest version. They use the extended eventhandlers now. I play with these tracers, my mod, and some others without problems. Share this post Link to post Share on other sites
impi 0 Posted December 5, 2007 Hi Is it just me, but when I play single player missions using this mod. I can't control my AI soldiers. IF I tell a couple of my soldiers to go to a postion on a map say to outflank an enemy, only one will go and then he will come back.I find it incredibly annoying as this just about deystroys any tactical situations. Is there a fix to this? Impi Share this post Link to post Share on other sites
dmarkwick 261 Posted December 6, 2007 Hi Is it just me, but when I play single player missions using this mod. I can't control my AI soldiers. IF I tell a couple of my soldiers to go to a postion on a map say to outflank an enemy, only one will go and then he will come back.I find it incredibly annoying as this just about deystroys any tactical situations. Is there a fix to this? Impi You using VFAI? That has that behavior. You need to either disable that addon, or give a "stop" command when units reach their destination. Share this post Link to post Share on other sites
impi 0 Posted December 7, 2007 i've checked in the Mod add on folders and it does not use VFAI, so that is not the source of the problem. I wonder if sickboy could help me out with this one? Impi Share this post Link to post Share on other sites
Maddmatt 1 Posted December 7, 2007 i've checked in the Mod add on folders and it does not use VFAI, so that is not the source of the problem. I wonder if sickboy could help me out with this one?Impi I doubt it has anything to do with 6thsense.eu stuff. Nothing in this mod effects AI. You not using any mods that effect AI? Something is having a weird effect on AI on your PC. Suppression mod or anything similar? Share this post Link to post Share on other sites
impi 0 Posted December 7, 2007 All I am using is the eu mod. I just use the short cut which was installed by the exe to get into the game. So in short all I am using is the Eu Mod with nothing else added or taken away cheers, Impi Share this post Link to post Share on other sites
impi 0 Posted December 11, 2007 Hi Dmarkwick, you were right all along. I just checked my normal add on folder and I did have the VFAI add on in that folder. I deleted it and the AI is now working fine. Thanks for the info Impi Share this post Link to post Share on other sites
ArmaVidz 0 Posted January 6, 2008 Anyone get Pack1 working with the 1.09 Beta? I can't seem to get the tracers working. I've put the .cpp's into the beta folder's dta folder to see if that would help...notta Share this post Link to post Share on other sites
Maddmatt 1 Posted January 6, 2008 Anyone get Pack1 working with the 1.09 Beta? I can't seem to get the tracers working. I've put the .cpp's into the beta folder's dta folder to see if that would help...notta Working fine here. I didn't move any files around. Your shortcut should be something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -mod=beta;@SIX_Pack1 -nosplash Note that it points to the exe in the beta folder, and uses the beta modfolder. The shortcut line is the only thing that needs changing. Share this post Link to post Share on other sites
ArmaVidz 0 Posted January 6, 2008 <s>Hmm, that's strange. Must be somethin I am doing wrong.</s> My shortcut: Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -nosplash -mod=beta;DBE1;EntryTools;SWAT;@NWD_Ballistics;6thSense;UH60M;Flashlight;TrueRangeAi;CSM;Effectsv5 DUH Â <span style='color:navy'>Gah. My bad.</span> I had a duplicate folder. One that was a straight unpack if I am not mistaken. It has the folders @SIX_Misc & @SIX_Tracers which 'then' have addon folders in them. Whereas the working folder is named Six_Pack1 with an addon folder directly inside the Six_Pack1 folder which contains all the 6thSense .pbo's. Works great now. Lamen's Terms: Make sure all your pbo's are in a folder called 'addons' in the @SIX_Pack1 folder. Share this post Link to post Share on other sites
HGuderian 0 Posted January 6, 2008 Me too as MadMatt, but with Kegetys Launcher. SixPack remove tracers from AH6 guns (also to minigun of UH60)...have you a solution? Regards Share this post Link to post Share on other sites
sickboy 13 Posted January 7, 2008 Been a while.... so here a little update: 6thSense.eu "Pack1" v0.4 ftp://dl4.6thsense.eu/arma/6thSense.eu-Pack1_v0.4.rar Don't forget the <span style='color:red'>WiKi</span>: http://community.bistudio.com/wiki/6thSense.eu:Pack1 Changelog [*] Included biSign and Key files for Server Operators and Players (Each pbo is signed twice, oncee with the Global SIX_Pack1_04 key, and once with individual keys, for maximum flexibility) [*] Overall performance and other small improvements [*] Updated Tracer Materials. Especially green should be better visible at day time. [*] Moved a lot of "Additional Functionality" from SIX_Misc into SIX_Tools. Basicly making SIX_Misc a true base of functions, scripts and variables, nothing more, nothing less. [*] Updated to latest ExtendedEventhandlers by Solus & Killswitch Notes Anyone with problems of missing tracers in certain situations or certain vehicles etc. etc: [*] Make sure you have the latest Extended Eventhandlers version by Solus and KillSwitch (called XEH) *Included in v0.4* [*] Make sure you do not have any addons installed that overwrite Init or Fired eventhandlers on parent classes nor unit classes. All your addons should be "ExtendedEventhandler Compatible", if they are not, you will find yourself missing tracers on one thing or the other Share this post Link to post Share on other sites
VictorFarbau 0 Posted January 7, 2008 Very nice tracers, adds a lot to gameplay indeed! Cheers, VictorFarbau Share this post Link to post Share on other sites
Guest Posted January 7, 2008 Frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=1486 Excellent work, Sickboy. I hope I have some time soon to use this pack again Share this post Link to post Share on other sites
PuH 0 Posted January 7, 2008 I might be blind or something but i cant find the editorupdate in 0.4, im guessing it hasnt changed from 0.3 so its ok to use the key from 0.4 with it? Share this post Link to post Share on other sites
sickboy 13 Posted January 7, 2008 I might be blind or something but i cant find the editorupdate in 0.4, im guessing it hasnt changed from 0.3 so its ok to use the key from 0.4 with it? Good Point . SIX_Editorupdate.pbo has not been updated since last release, so its okay to use v0.3. Reuploaded the package to include the editorUpdate Share this post Link to post Share on other sites