HGuderian 0 Posted January 8, 2008 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. Share this post Link to post Share on other sites
mr_centipede 31 Posted January 9, 2008 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 Share this post Link to post Share on other sites
malick 0 Posted January 9, 2008 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 Share this post Link to post Share on other sites
Maddmatt 1 Posted January 9, 2008 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. Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 10, 2008 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  Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2008 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 You will have to fight that out with NWD Ballistics. He added the tracer properties in his ballistics addon to the m136 and rpg7 Besides, if you don't like it, why not change it in the SP Configuration file or mission description.ext? Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 10, 2008 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  You will have to fight that out with NWD Ballistics. He added the tracer properties in his ballistics addon to the m136 and rpg7  Besides, if you don't like it, why not change it in the SP Configuration file or mission description.ext? OMG, thanks for advice I used HPP's - no effects either for weapons and ammo. EDIT: However, it doesn't bother me anymore Share this post Link to post Share on other sites
Lynce 0 Posted January 10, 2008 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 Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2008 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.hppThe 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 stuffTo 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 Hope this helps Share this post Link to post Share on other sites
Lynce 0 Posted January 10, 2008 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 Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 10, 2008 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.hppThe 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 stuffTo 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 Hope this helps Thanks so much Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2008 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. Share this post Link to post Share on other sites
Hack3r 0 Posted January 10, 2008 Hello sickboy i got some problems with your new tracers if i use the sight adjustment addon.They don't work but only @ the rifles (m249,m4,...) so i need help Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2008 Hello sickboyi got some problems with your new tracers if i use the sight adjustment addon.They don't work but only @ the rifles (m249,m4,...) so i need help 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. Share this post Link to post Share on other sites
Hack3r 0 Posted January 10, 2008 mh i download the new sightadjustment autoinit but the tracers don't work (the tracers only work at the tanks) Share this post Link to post Share on other sites
Q1184 0 Posted January 10, 2008 mh i download the new sightadjustment autoinit but the tracers don't work   (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. Share this post Link to post Share on other sites
sickboy 13 Posted January 10, 2008 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 Share this post Link to post Share on other sites
Dwarden 1125 Posted January 10, 2008 i suggest you use XEH config.cpp which was posted by Killswitch to replace GMS_SA one http://ofp-zeus.com/tmp/slx/GMJ_SightAdjustment_XEH-config.cpp this way You don't need autoinit at all and it should works fine Share this post Link to post Share on other sites
Lynce 0 Posted January 10, 2008 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? Share this post Link to post Share on other sites
Lynce 0 Posted January 11, 2008 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 Share this post Link to post Share on other sites
sickboy 13 Posted January 11, 2008 ... 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. Share this post Link to post Share on other sites
Makake 0 Posted January 12, 2008 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) Share this post Link to post Share on other sites
fabiantronc 0 Posted January 12, 2008 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) http://img108.imageshack.us/img108....MG] Cheers http://forums.bistudio.com/oldsmileys/smile_o.gif' alt='smile_o.gif'> Share this post Link to post Share on other sites
sickboy 13 Posted January 12, 2008 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 Share this post Link to post Share on other sites
fabiantronc 0 Posted January 12, 2008 whoww, you rock man I just deleted the SIX_UI.pbo and I see the command very well. Thanks you very much Share this post Link to post Share on other sites