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sickboy

6thSense.eu Presents: "Pack1"

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Hi. Great update: thank you!

Is there a way to eliminate the issued light on the ground by the tracers: the prev version don't have it.

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wow.. the tracers emit lights now. cool. just like americas army one. but i think the radius is to big i think. maybe you want people to notice it? either way its no hindrance for me.

cool effects thumbs-up.gif

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Hi !

Overall, good update. There wasn't much to fix, but everything is done correctly. I even seem to have a slight performance improvement with 1.09 now. All tracers are loaded without errors on my side.

Thank you !

Malick

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The light from the new tracers was a good surprise. Looks very good IMO.

Possibly overdone, but that doesn't bother me. Maybe someone could find a good quality video to show what it should really look like. Not much point adjusting it now when you don't know exactly what it should look like. It's not like it's incredibly bright. Looks fairly believable to me. smile_o.gif

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Hm. I don't know if mentioned yet - M136's and PG7's are red-tracerered. Don't know if it's wanted... at least I don't like this  wink_o.gif

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Hm. I don't know if mentioned yet - M136's and PG7's are red-tracerered. Don't know if it's wanted... at least I don't like this wink_o.gif

You will have to fight that out with NWD Ballistics.

He added the tracer properties in his ballistics addon to the m136 and rpg7 xmas_o.gif

Besides, if you don't like it, why not change it in the SP Configuration file or mission description.ext? smile_o.gif

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Hm. I don't know if mentioned yet - M136's and PG7's are red-tracerered. Don't know if it's wanted... at least I don't like this  wink_o.gif

You will have to fight that out with NWD Ballistics.

He added the tracer properties in his ballistics addon to the m136 and rpg7  xmas_o.gif

Besides, if you don't like it, why not change it in the SP Configuration file or mission description.ext? smile_o.gif

OMG, thanks for advice smile_o.gif

I used HPP's - no effects either for weapons and ammo.

EDIT: However, it doesn't bother me anymore smile_o.gif

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Hello sickboy

Good stuff

To be short i need help implementing the tracers on a new vehicle that im making.

it has a new weapon, new magazine and new ammo

what are the right procedures ? because i cant seem to apply them , ive tried a few things but no luck

Thanks in advance

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Quote[/b] ]I used HPP's - no effects either for weapons and ammo.
First you need to enable  the SP configuration by uncommenting the first define line in SIX_Tracers.hpp

The configuration will only work in Single Player. This means real Single Player Missions, Campaign, or SP Editor.

The file has no effect whatsoever on Multiplayer ingame server/editor, dedicated server or MP client.

If you want to make changes for MP, you will have to include SIX_TracersCfg.hpp (found in Docs folder) in mission description.ext and make your changes there.

Quote[/b] ]Good stuff

To be short i need help implementing the tracers on a new vehicle that im making.

Thanks!

All you gotto do:

[*] Keep your addon compatible with Extended EventHandlers by solus and killswitch. Basicly meaning that you may not set up init or fired eventhandlers on your new vehicle, unless you use the Extended Eventhandlers method

[*] Add to the ammo classes the following settings:

SIX_tracerEnable = 1; // 0 = false, 1=true;

SIX_tracerColor = "R"; // Tracer Color settings ("R" or "G")

SIX_tracerPer = 5; // Amount of Bullets before tracer

SIX_tracerSize = "Small"; // Size of the tracer ("Small", "Medium", "Big")

SIX_tracerLife = 0.697; // Lifetime tracer burns

[*] (optional) Add in weapons classes:

SIX_tracerDiff = 1; // 0 = false, 1=true; If true, the weapon is sensitive for the "Rifle Bullet Tracers" Difficulty settings in ArmA Options

SIX_tracerEnable = 1; // 0 = false, 1=true;

the tracerEnable on the weapon works as an override. So even if there is ammo in the weapon that was configured to have tracers, if the weapon has tracerEnable = 0, you will not find tracers when firing the weapon smile_o.gif

Hope this helps

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do i have to add any line in the vehicle config?

the ammo classes config that u mention is the one .h that goes in the Dta folder or the vehicles config?

also if i add a weapon in the config that goes in the dta how should i add the weapon? (it depends on the KPVT) how should it look like?

thanks

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Quote[/b] ]I used HPP's - no effects either for weapons and ammo.
First you need to enable  the SP configuration by uncommenting the first define line in SIX_Tracers.hpp

The configuration will only work in Single Player. This means real Single Player Missions, Campaign, or SP Editor.

The file has no effect whatsoever on Multiplayer ingame server/editor, dedicated server or MP client.

If you want to make changes for MP, you will have to include SIX_TracersCfg.hpp (found in Docs folder) in mission description.ext and make your changes there.

Quote[/b] ]Good stuff

To be short i need help implementing the tracers on a new vehicle that im making.

Thanks!

All you gotto do:

[*] Keep your addon compatible with Extended EventHandlers by solus and killswitch. Basicly meaning that you may not set up init or fired eventhandlers on your new vehicle, unless you use the Extended Eventhandlers method

[*] Add to the ammo classes the following settings:

SIX_tracerEnable = 1; // 0 = false, 1=true;

SIX_tracerColor = "R"; // Tracer Color settings ("R" or "G")

SIX_tracerPer = 5; // Amount of Bullets before tracer

SIX_tracerSize = "Small"; // Size of the tracer ("Small", "Medium", "Big")

SIX_tracerLife = 0.697; // Lifetime tracer burns

[*] (optional) Add in weapons classes:

SIX_tracerDiff = 1; // 0 = false, 1=true; If true, the weapon is sensitive for the "Rifle Bullet Tracers" Difficulty settings in ArmA Options

SIX_tracerEnable = 1; // 0 = false, 1=true;

the tracerEnable on the weapon works as an override. So even if there is ammo in the weapon that was configured to have tracers, if the weapon has tracerEnable = 0, you will not find tracers when firing the weapon smile_o.gif

Hope this helps

Thanks so much smile_o.gif

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do i have to add any line in the vehicle config?

the ammo classes config that u mention is the one .h that goes in the Dta folder or the vehicles config?

also if i add a weapon in the config that goes in the dta how should i add the weapon? (it depends on the KPVT) how should it look like?

thanks

Yes. You should add the parameters and values as described above into your own Ammo and Weapon classes of your addon's config.

Note: Adding this configuration data to your addon, will NOT make the addon require SIX_Tracers. It just means that IF SIX_Tracers is installed on the machine, it will read the configuration from your addon.

The dta\SIX_Tracers.hpp file is only an user override for default configuration read from SIX_Tracers.pbo config (for BIS default vehicles and weapons), or from addon configurations (like your own vehicle)

If it's not your addon, you can still decide to edit it as previously explained, or you will have to edit the SIX_Tracers.hpp file (works only for SP), or edit missions and add the description.ext six_tracerscfg.hpp file (From docs folder) and configure it there.

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Hello sickboy

i got some problems with your new tracers if i use the sight adjustment addon.They don't work sad_o.gif but only @ the rifles (m249,m4,...) so i need help confused_o.gif

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Hello sickboy

i got some problems with your new tracers if i use the sight adjustment addon.They don't work sad_o.gif but only @ the rifles (m249,m4,...) so i need help confused_o.gif

Get the fixed SightAdjustments Plugin. You can find it somewhere in the posts in the new Extended Eventhandler (XEH) Thread by solus, they mentioned some problems and fixes iirc.

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mh i download the new sightadjustment autoinit but the tracers don't work sad_o.gif (the tracers only work at the tanks)

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mh i download the new sightadjustment autoinit but the tracers don't work sad_o.gif     (the tracers only work at the tanks)

That only confirms there's a problem in either sightadjustment autoinit or the new XEH addon. Either way, it's not this pack's problem.

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That only confirms there's a problem in either sightadjustment autoinit or the new XEH addon. Either way, it's not this pack's problem.

I'm pretty sure the XEH release of the Extended Eventhandlers is working just perfect. It should be an issue with the SightAdjustments somehow. I don't use it, so no idea smile_o.gif

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i still dont get any tracers after what you have told me to do

i have added the folowing lines in ammo config and weapon config of vehicle addon :

ammo> SIX_tracerEnable = 1;

SIX_tracerColor = "R";

SIX_tracerPer = 1;

SIX_tracerSize = "Big";

SIX_tracerLife = 1.345;

weapon> SIX_tracerEnable = 1;

SIX_TRACER_DELAY = 0.005;

SIX_tracerDiff = 0;

cleared any other addons that might conflict but nothing , no tracers

is there a line that i should put in the init?

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still in the shadow here

small bump to see if i see some light otherwise ill have to stick with your previous tracers (1.5) althought these are way bettter... *sigh*

thanks for trying to help anyway

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... really no need to bump while your last message was just about 12 hours ago lol.

Please share your config on www.pastebin.ca and send me the link to that pastebin.

Sounds like your vehicle has overwritten fired or init eventhandlers, and/or wrong inheritance setup, as addon vehicles should simply work without special consideration apart from no overwriting of init/fired eventhandlers and IF custom weapons/ammo is used, those ammo+weapon classes should include TRACER settings.

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errm, I did not find anything that said about it. Is it just me and my faulty ArmA installation or did the newest version delete tracers from AH1, AH6 and AH10 (the ones I tested yet, maybe more air vehicles / miniguns changed) huh.gif

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Hi.

The mod its amazing but only I have one trouble.

Before than I install this mod, I saw the options commands in-game very well, but now I can't see completely all the commands because the resolution of my screen has been changes.

I have a CRT monitor 14'' and I am playing ArmA with 1024x780, its very difficult because I don't see the commands of a vehicle very well.

See the right down side, the commands dont show completely. (higher resolution than 800x600)

p><p><a  href=http://img108.imageshack.us/img108....MG]

Cheers http://forums.bistudio.com/oldsmileys/smile_o.gif' alt='smile_o.gif'>

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You might want to look at SIX_UI.hpp in dta folder and see if any of the settings help you or remove SIX_UI.pbo to see if it helps. If it does, please let me know, ill have a look

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whoww, you rock man notworthy.gif

I just deleted the SIX_UI.pbo and I see the command very well.

Thanks you very much smile_o.gifwink_o.gif

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