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sickboy

6thSense.eu Presents: "Pack1"

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The lagging can simply not be caused by the tracers.

They are about as optimized as it can get.

The Blood or CRDS addon on the other hand could be your problem, especially the blood addon, still some weird problems on some systems noted with this smile_o.gif

@thy_raven: I'll look into it!

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Hi sickboy this is a semi offtopic post... hope u forgive me..

I prefer here instead by pvt hehehe learn by try :P

I've your tracert installed and I really like they.

I ask u a question, about kegetys spectating script, I've modified an evolution, and I use the admin script feature, so I can call the spectating everywhere, with also the client addon.

All works but the 3d bullet path is not show as youtube video example, I also ask in the main thread of spectating script w/o answer so I ask you because I think u are expert and gentleman.

Did u try to use the spectating script and set enabled the AI Tag, and got the 3dbullet tracer path correctly displayed on the 3d scene ?

I got only the path on the map, like colored lines..

There is some config to edit, or the 3d bullet path could not works with Six Tracert ?

I hope that u can understand my question, cause not good english.

thank you

Rubber

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Hey Rubby;

have you tried executing the spectator like this:

[player, player, "null"] execVM "spect\specta.sqf";

?

I use it like that, when player dies. I have respawn type set to "Base" and I move the players into a boat far far away from shore.

I use this method to overcome some problems with Join in Progress / Crashing Players etc.

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

if ((name player) in _admins) then

{

_trgobj2 = createTrigger ["EmptyDetector", position player ];

_trgobj2 setTriggerText "Admin Spectate";

_trgobj2 setTriggerActivation ["INDIA", "PRESENT", true];

_trgobj2 setTriggerStatements ["this", "aspec = [player,0,10,1] execVM 'spect\specta.sqf'", ""];

_trgobj4 = createTrigger ["EmptyDetector", position player ];

_trgobj4 setTriggerActivation ["NONE", "PRESENT", true];

_trgobj4 setTriggerStatements ["cfound != ''", "hint format['%1 Attempted to use a cheat\n',cfound];cfound = ''", ""];

};

_pos = position player;

player setpos [_pos select 0,_pos select 1,0];

This is the admin condition for use radio and call script everywhere in the map...

I have some Jip problem or other, more with Revive script than spectating one, only the bullet 3d path is not showed!!!

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Sir Sickboy,

Thanks for your reply on the Weaponpack thread - removing the True_CroshairVeteran Addon brought my crosshair back without any adverse effects sofar. smile_o.gif

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Problem solved,

Evolution Spectating code that find spectating addon is commented, I leave the comment and the addon client features are enabled..

Now I hope than this don't blow up the server / missions.

Now I'm sure, SiX tracer and spectating script works well togheter

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so another try)

to sickboy

hi) thanx for atantion)

can u give me some help?

1 question:

How to make check on that what the player has "NVG's turn on" and then  increase tracer's halo depending on the tracer's size ?

Could you write script line and where i can to add them?

2 q:

it's possible disable tracer's ricochets or chang tracer's rico  models to simple small light  point ?... so.... when tracer hit - then delete model and drop light point with ricochet traectory....

sorry my engliz)

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so another try)

to sickboy

hi) thanx for atantion)

can u give me some help?

1 question:

How to make check on that what the player has "NVG's turn on" and then  increase tracer's halo depending on the tracer's size ?

Could you write script line and where i can to add them?

2 q:

it's possible disable tracer's ricochets or chang tracer's rico  models to simple small light  point ?... so.... when tracer hit - then delete model and drop light point with ricochet traectory....

sorry my engliz)

Thanks for using the thread :-)

1. Should be easy done, but don't know nvGoggles check, at least night check is possible tounge2.gif I will look into it soon

2. Yes, I am updating the tracers to accomplish this, basicly; fly tracer model, ricochette, tracer becomes particles

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to sickboy

Quote[/b] ]I will look into it soon

2. Yes, I am updating the tracers to accomplish this, basicly; fly tracer model, ricochette, tracer becomes particles

yay.gif thanx for reply)

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first sorry for my bad english!

Now my Question: How can i change the team- members in a team because the T-Key is block for the menu?

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first sorry for my bad english!

Now my Question: How can i change the team- members in a team because the T-Key is block for the menu?

There is no Menu in "Pack1".

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I think Dwarden spoke to you yesterday about the Evolution problem i encountered, sickboy.

Do other people have the same problem, too?

Once you respawn you dont have any tracers on your own rifles anymore. Other players firing their rifles still get the correct tracer effect.

Also if you fire a mounted machinegun or the gun of a vehicle it also shows them correctly.

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I think Dwarden spoke to you yesterday about the Evolution problem i encountered, sickboy.

Do other people have the same problem, too?

Once you respawn you dont have any tracers on your own rifles anymore. Other players firing their rifles still get the correct tracer effect.

Also if you fire a mounted machinegun or the gun of a vehicle it also shows them correctly.

The problem seems to be related to XEH. It seems the eh's are not readded after respawn. According to the BIKI, eventHandlers should automaticly be re-added after respawn, so either the biki is wrong, or there is a bug / problem with xeh smile_o.gif

I will investigate soon when I get some more time.

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That would rock smile_o.gif

I hit enemies without tracers, too. But sometimes they would be really helpfull biggrin_o.gif

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Sorry if this has already been brought up, but this thread is a monster.

The tracers are absolutely awesome, definitely the best I've seen since the old BN880's, but I'm having some strange issues with certain other addons.

I'm using the AK's from the RHS Russian Federation pack, and unlike a lot of the other weapons, when I switch on rifle tracers through the difficulty settings, they decide to use the laser-crap original vanilla ones.

It's really weird, since when I turn off the tracers via the difficulty options, there are no lasers going off, so it's not like the ones in the RACS pack, that you simply can't rid of no matter what you do.

So basically, is there some way to call the tracers manually, with the option in the difficulty settings set to "Disabled", like in the old mods? You mention an override in the wiki which sounds something like what I might be looking for.

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Heya,

Did you try loading the SIX ModFolder as last?

Also, I heard the RHS guys about making their ammo compatible with Tracers, maybe you just need to update to their latest versions?

If RHS uses custom bullets based on bulletBase etc, while the tracer properties for SIX were not included, you will have to edit their config to add tracer properties.

You should be able to use a mission description.ext override config or use the single player tracers config as included in the documentation to add the rhs weapon classes.

This will still give you issues with the Rifle Tracers Options probably.

I guess you have to experiment a little, or petition for my tracer's support in other's addons :P

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I have modified my RHS weapons (have a look at the RHS_Mag.pbo) to make use of the 6thsense tracers plus have updated the ammo/magazine ballistics to NWD's specifications. Dont know if the RHS guys would allow me to upload my modified RHS_Mag.pbo but anyway its a relatively easy thing to do...

Unpbo said RHS_Mag.pbo and open the config file (if its still .bin then save it to .cpp form using Laza's program), then under the config_ammo part search for tracer colour and set all values to 0.0, 0.0, 0.0 etc., then in order to make use of 6thsense tracers add the corresponding lines...

For example:

class RHS_545x39_Bullet : RHS_Bullet

{

hit = 8;

indirectHit = 0;

indirectHitRange = 0;

tracerColor[] = {0.000000, 0.000000, 0.000000, 0.000000};

tracerColorR[] = {0.000000, 0.000000, 0.000000, 0.000000};

visibleFire = 18;

audibleFire = 18;

visibleFireTime = 3;

airFriction = -0.001400;

typicalSpeed = 750;

SIX_tracerEnable = 1;

SIX_tracerColor = "G";

SIX_tracerPer = 5;

SIX_tracerSize = "Small";

SIX_tracerLife = 0.697;

};

Hope this helped you!

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Thanks a million Karaya, exactly what I was looking for. It would be so nice to get a project going where everybody shared some basic definitions just like in the JAM days, it would lead to a lot less work for us bumpkins tounge2.gif

I guess you have to experiment a little, or petition for my tracer's support in other's addons :P

Haha, sign me up!

Best tracers out there, great work.

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The addon is great i like the tracers a lot. But why the M16 and M4 have the tracers? And with there is no tracers on the UH60 mini?

Best regards and thank you for your great work those tracers looks awesome at night, they are realistic.

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tnx!

Quote[/b] ]But why the M16 and M4 have the tracers?
Why not? Check readme for options.
Quote[/b] ]And with there is no tracers on the UH60 mini?
Guess a bug. Using latest XEH? v1.7

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Did anybody already find a fix for the missing tracers on these:

UH60 minguns

AH6 miniguns

Mi17 MG

KA50 cannon

AH1 cannon

!?

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Tracers on these vehicles works very well so there is not a bug in the six tracer, you can have a conflict with some addons.

for example, HWM Air Huey use an incompatible EH sintax that block some addons of the air classes.

so try to use only Six tracer and check adding one new addons for time, so u can find the conflict.

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I even tried to use only SIX_Tracers (without all the other SIX Addons) plus XEH 1.7 but it didnt work out for me, too.

No tracers on several things like the M60, AH1, Ka 50, AH6...

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@sickboy: Are you still working on further optimizations to the tracers? smile_o.gif

They are really great and imho one of the most important addons to make playing ArmA the joy it should be. thumbs-up.gif

But there are still some aspects which might be further optimized:

1. When watching distant firefights with tracers from a side, the line of tracers does not look too good. It shows the typical movie effect, where one can't tell whether tracers are actually going back or forth. The reason is probably, that tracers are too fast for the engine to show a real smooth motion, and so get drawn in intervalls only. My FPS are quite ok (30-50).

I tried to smooth that by putting a random factor to the initial tracer delay, but this does not seem to work well.

2. Sometimes when tracers / bullets ricochet with rather small velocity after the first ground impact, the length of the tracer models seems too big, and the effect looks a bit weird. I was thinking about using tracer models with different length, and switching to shorter models, when the bullet velocity drops below a certain limit?

Thanks a lot!

A.

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