sickboy 13 Posted January 13, 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) Will be looking into this one. For starters, make sure you have only 1 version of the Extended_Eventhandlers.pbo (and no other Extended***Eventhandler.pbo's) installed (the one included, or newer version from XEH when available). Also AH6 might be related to an older version of SDP_Vehicles, do you have it installed possibly? Update: Seems to be working just fine. Testing scenario: ArmA v1.09beta, SIX_Pack1 v0.4 (incl ExtendedEventhandlers by Solus and Killswitch (XEH)). Editor, place 1 AH6, start, fire machine guns --> tracers. (same goes for place a man as player, ah6 empty, start, get in, fire mg. SP and MP editor) Something else, I worked out a CRDS update that will work lot's better in respawn (for player) situations, and might solve some unexplained sudden deaths/spawn as seagull situations. When I get some feedback from the patch in 6thSenseMod, I will port this one over to Pack1 soon. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted January 13, 2008 Just curious if anyone has gotten the new tracers to work with the latest XAM successfully? I couldn't but when I just test it on its own, I gotta say I love the new tracers. Share this post Link to post Share on other sites
dave317 0 Posted January 13, 2008 With this mod are you supposed to loose your ammo count in the top left of the screen? Its a really cool mod but i really miss the ammo count. Share this post Link to post Share on other sites
sickboy 13 Posted January 13, 2008 With this mod are you supposed to loose your ammo count in the top left of the screen? Its a really cool mod but i really miss the ammo count. Remove SIX_Ui.pbo and yeh shall find peace mate Share this post Link to post Share on other sites
dave317 0 Posted January 13, 2008 Awesome thanks mate, all working perfectly. Share this post Link to post Share on other sites
Lynce 0 Posted January 13, 2008 @sickboy solved all problems i had found out how to work with extended eventhandlers everything is working fine now thx m8 Share this post Link to post Share on other sites
sickboy 13 Posted January 14, 2008 @sickboysolved all problems i had found out how to work with extended eventhandlers everything is working fine now thx m8 Good to hear Lance! I didn't receive PM back yet so I was wondering :P I hope you also take my other Config suggestions to heart, proper class inheritance is important for addon cohesion and solves a lot of potential problems. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted January 14, 2008 Hey just a quickie question, when I'm firing like for example the M249 or if I'm shooting from the AH-1Z that I get the glowing effects from the tracers, but not all the time. Like a few shots I'll see it on the ground or on a building if it passes by, but then it suddenly stops (the glow effects, not the tracers themselves) and starts again after shooting again. Is it something I'm running with it or is it a setting that could be edited? Just curious. Share this post Link to post Share on other sites
sickboy 13 Posted January 14, 2008 Good question. There is nothing in my code that I can think of that would be the cause of this issue. I'm thinking about the following possibilities: [*] ArmA bug [*] Too many lightsources at once, ArmA might limit this either based on performance or simply a hard limit I will investigate while playing next time Code for the light: http://trac.6thsense.eu/arma....?rev=20 If ur okay at editing you could try the current optimized method (though i would not know a reason why it should work different for your problem): http://trac.6thsense.eu/arma....ife.sqf http://trac.6thsense.eu/arma....red.sqf Share this post Link to post Share on other sites
PTV-Jobo 820 Posted January 14, 2008 Thanks bro. It's not too much of a problem, I mean heck the main thing is it works...and it does just that and looks great. I'll give your suggestions a try and see if anything changes. Thanks again, much appreciated. Share this post Link to post Share on other sites
Lynce 0 Posted January 14, 2008 @sickboy actually i did send you 2 pm´s with some troubles that i had with event handlers but they existed because i did not know how to use them properly i am using the optimized config that u sent and it works great thx again my trouble seems to be SQF versus SQS, im running into @condition problems that i cant overcome heres the link when you have some time to help http://www.pastebin.ca/855131 cheers Share this post Link to post Share on other sites
beukem 0 Posted January 14, 2008 @Sickboy I think your MOD is superb. I only want the sounds back for the different team commands for example "return to formation" etc, etc. What pbo do I have to delete or modify? Greetingz Beukem Share this post Link to post Share on other sites
sickboy 13 Posted January 14, 2008 @Beukem: Please check SIX_Tools.hpp inside your ArmA\@6thSenseMod folder @Lynce: [*] You can remove the exit at the end, incase of sqf [*] You should put all private script variables in a private array at the start of the script. (eg: private ["_unit", "_weap", "_shell"] (etc etc)) [*] You must either spawn or execVM (exec incase of sqs) the script. You can not call this script directly from an eventhandler, because you use waitUntil and sleep, which is impossible when called from eventhandlers or other close to the engine areas Share this post Link to post Share on other sites
osjules 0 Posted January 15, 2008 Great mod sickboy, I've been using it since the start and it's a great addition to arma. I'm getting an unusual error with your latest version, however. In both missions and the editor, weapons on vehicles have tracers while rifles and MGs carried by infantry do not. I'm using GMJ_sightadjustment and have tried the alternate config posted a couple pages back, and tried on both 1.08 and 1.09, and nothing I do seems to fix it. Any ideas? Share this post Link to post Share on other sites
Lynce 0 Posted January 15, 2008 @sickboy the problem is i need to put a @(condition) in a line and waituntil doesnt work the code doesnt know that it should wait until certain conditions are met and bursts too soon any ideas? Share this post Link to post Share on other sites
Lynce 0 Posted January 15, 2008 nm fixed and its working whoowoo it worked like this waituntil {insert all conditions here}; Share this post Link to post Share on other sites
sickboy 13 Posted January 16, 2008 @Lance, May I suggest: http://community.bistudio.com ? f.i: http://community.bistudio.com/wiki/waitUntil Share this post Link to post Share on other sites
fabiantronc 0 Posted January 18, 2008 Hi Again. Its possible to reduce the reloading time of a TOW missile, because the reloading time of that weapon it's so much compared with the default by ArmA. Bye. Share this post Link to post Share on other sites
sickboy 13 Posted January 18, 2008 Hi Again.Its possible to reduce the reloading time of a TOW missile, because the reloading time of that weapon it's so much compared with the default by ArmA. Bye. Im sorry but I have no clue what you are saying, or what you mean... Share this post Link to post Share on other sites
fabiantronc 0 Posted January 18, 2008 well, When I play Evolution V2 and take the HMMWV TOW and fired a missile TOW the reloading time of this weapon it's so much (about 30 seconds to reload the next missile) and before the reloading time were about 5 or 10 seconds and I dont know if it caused by the 6Th pack1 or the Evolution V2. did you understand what I try to say? regards Share this post Link to post Share on other sites
sickboy 13 Posted January 19, 2008 This was more clear indeed, Thanks. None of the 6thSense.eu "Packs" change the reloadtime of tow etc. Especially not Pack1, as this doesn't change values, just adds effects. Maybe it's one of the ArmA patches, or possibly another mod/addon you got installed? Share this post Link to post Share on other sites
fabiantronc 0 Posted January 19, 2008 Thanks. maybe it's other mod, I will check my addon folder, thanks anyway. bye. Share this post Link to post Share on other sites
Ike_fin 0 Posted January 19, 2008 I love the CRDS wound effects but is it intentional that you can still run even you get shot to legs? Share this post Link to post Share on other sites
sickboy 13 Posted January 19, 2008 I love the CRDS wound effects but is it intentional that you can still run even you get shot to legs? I havent worked on such features as of yet. But it's a nice idea, i'll think about and look into it. Share this post Link to post Share on other sites
Makake 0 Posted February 4, 2008 Partly already posted in the HWM thread: SIX Tracers did not work with following addons installed on my system. Please verify, if you like - HWM_air.pbo (Hellenic Warfare Mod) - Murdock_ufo (4 addons, needed for an UFO MP map) - ufobb.pbo (also needed for this UFO MP map) Share this post Link to post Share on other sites