FriZY_SK 9 Posted November 20, 2008 Yes i am absolutely sure that i fired bullets. I saw exposions if i hit something. I used RHS model, RHS texture and RHS cfgammo but it works with same issue. Quote[/b] ]Maybe you could try replace your bullet class temporarily with some BIS rocket class and shoot those out of the gun. If you see them, you have something wrong in your bullet class Yes i must find out where is problem this way. Share this post Link to post Share on other sites
eble 3 Posted November 20, 2008 I honestly think the only way you are going to get the 'effect' that you are after is to use the machines gunes on the wings. And then use th rockets as the connon theu the prop. You will have to resize the standard BIS FFAR and rename it it etc and increase the weapon count/fire rate, but at least you will get exactly what you want. No other way round it I'm afraid, you are at the limit of what the arma engine can do. Southy Share this post Link to post Share on other sites
FriZY_SK 9 Posted November 22, 2008 Today i have tried modify FFAR but without success. I cannot  modify model of tracer (bullet). that model = "\FFS_bf109\FFS_15mm"; doesnt works. If somebody know how works parameter | model = "....." |in cfgAmmo plz let me know That will be very fun if i define model of car than i will shoot from my gun CARS. LOL !!! ... but it doesnt works this way. If i define simulation="shotBullet"; than i shoot from memorypointgun bullets not from memoryPointRocket. if somebody tried modified cfgAmmo with success (FFAR >>> bullet) plz could u paste it there???  Share this post Link to post Share on other sites
sakura_chan 9 Posted November 28, 2008 You can't see the tracer round/new model because arma won't show ultra high speed projectiles. It will show slow moving projectiles like grenades, but things like tank rounds won't display. This wasn't the case in ofp if I remember correctly. sux. Share this post Link to post Share on other sites
.kju 3245 Posted November 28, 2008 hey Sakura-chan how are you. Send me a mail again once you have time. Sickboy's tracer addon has a tracer for sabot rounds as well. Not sure if the tracer is as fast as the actual round though. Share this post Link to post Share on other sites
sakura_chan 9 Posted November 29, 2008 Yo Q! Actually tracer scripts don't use a moving tracer model, rather they quickly position a tracer model by constantly getting the round's position. Share this post Link to post Share on other sites
.kju 3245 Posted November 29, 2008 Yeah. You are right. It was a misunderstanding. It is possible this way at least. Share this post Link to post Share on other sites
Aqu 0 Posted December 1, 2008 Hey Frizy. Did you get your system working? I used some time to think the muzzle flash problem for multiple gun types (I think this was your problem?). I got it working so that I have them in all 4 MGs and one cannon and when you fire one type it is shown only for the correct gun(s). And it needs no rockets. But if you got it working I can save my breath. Share this post Link to post Share on other sites
FriZY_SK 9 Posted December 2, 2008 Hey Frizy. Did you get your system working?I used some time to think the muzzle flash problem for multiple gun types (I think this was your problem?). I got it working so that I have them in all 4 MGs and one cannon and when you fire one type it is shown only for the correct gun(s). And it needs no rockets. But if you got it working I can save my breath.  No i didnt.  I tried eveything but i really dont know how.I was disapointed and I rather worked on desert texture.http://www.flashpoint1985.com/cgi-bin....st=3075 you are dabhand  could u please describe how u get working 4 MGs + 1 cannon and correct muzzle flash? plz   Share this post Link to post Share on other sites
Aqu 0 Posted December 2, 2008 Ok, I list all what I did. Hopefully I remember everything... Requirements: - You have both MGs and cannon classed as Mgs/cannons (not rockets) 1) add the zasleh proxy for each and all guns (both MG and the cannon) ("\ca\weapons\zasleh1_proxy") 2) Group all of them and name them together as "zasleh". This far it is same as compared to 1 gun case. 3) Group the MG proxys only and name the selection as "zasleh_mg" or something like that. 4) Same as 3 for the cannon and name it e.g. "zasleh_cannon". 5) List the "zasleh_mg" and "zasleh_cannon" in the skeleton bones. And "zasleh" in the named sections in model. 6) Make animation (in the model/animations)... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class zasleh_mg { type = "translationZ"; sourceAddress = "clamp"; source = "user"; selection = "zasleh_mg"; memory = 0; axis = ""; minValue = 0; maxValue = 1.5; offset0 = 0; offset1 = 1.5; }; class zasleh_cannon : zasleh_mg { selection = "zasleh_cannon"; }; 7) Add following kind of entries into the Vehicle class <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class AnimationSources { class zasleh_mg { source = "user"; animPeriod = 0.0001; initPhase=0; }; class zasleh_cannon { source = "user"; animPeriod = 0.0001; initPhase=1; }; }; 8) Use the old familiar script (this is in sqf so that normal people can read it)... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0; _gun = _this select 1; if(_gun == "Browning_M53x4") then { Â _ammoCount = _unit ammo _gun; Â _bullet = nearestObject [_unit, _this select 4]; Â if( !(isNull _bullet) ) then { Â Â Â _n = (_ammoCount mod 4); Â Â Â _offset = [0,0,0]; Â Â Â switch ( _n ) do { Â Â Â Â case 0: { _offset = [ 0.190, 3.2, 0.398]; }; Â Â Â Â case 1: { _offset = [-0.190, 3.2, 0.398]; }; Â Â Â Â case 2: { _offset = [ 0.110, 3.2, 0.528]; }; Â Â Â Â case 3: { _offset = [-0.110, 3.2, 0.528]; }; Â Â Â }; Â Â Â _wpos = _unit modelToWorld _offset; Â Â Â _bullet setpos _wpos; Â }; Â _unit animate ["zasleh_mg",1.5]; Â _unit animate ["zasleh_cannon",0]; } else { Â _unit animate ["zasleh_cannon",1.5]; Â _unit animate ["zasleh_mg",0]; }; Need to add this to the event handlers naturally... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> fired = "_this execVM ""\Aqu_p38\script\fired.sqf"""; 9) This works so that it hides the not used flashes inside the fuselage and brings the used ones back to the normal place. So fine tuning is required that the unused ones are totally hidden. The direction and how much you need to move them is shown in the the animations (in my case 1.5m in Z direction) and the distance also in the script (the animate command). Ok, it is bit hacky, but works and imho lot less hacky than some rocket doadahicky. Also bullets are bullets under the same base class. Not rockets which would violate one of the fundamental principles of object programming. Share this post Link to post Share on other sites
FriZY_SK 9 Posted December 6, 2008 So i tried it like u described. That is good idea with animated muzzle flash  Its work great!!! Thanks u Aqu. ... but this dont resolve my problem with multiple guns. MG 151 Cannon works good (1xtracer / from memoryPointGun)but when i shoot from MG 17 than bullets went from both MG barrels and from cannon. That looks that shoots from MGs and cannon at same time (3xtracers / from memoryPointGun and offsets case 0 ,1) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0; _gun = _this select 1; if(_gun == "FFS_7_92mmGun") then {  _ammoCount = _unit ammo _gun;  _bullet = nearestObject [_unit, _this select 4];  if( !(isNull _bullet) ) then {   _n = (_ammoCount mod 2);   _offset = [0,0,0];   switch ( _n ) do {     case 0: { _offset = [ 0.2, 3.3, 0.53]; };     case 1: { _offset = [-0.2, 3.3, 0.53]; };   };   _wpos = _unit modelToWorld _offset;   _bullet setpos _wpos;  };  _unit animate ["zasleh_mg",0.5];  _unit animate ["zasleh_cannon",0]; } else {  _unit animate ["zasleh_cannon",1.5];  _unit animate ["zasleh_mg",0]; }; Do u have a same issue with this??? Share this post Link to post Share on other sites
Aqu 0 Posted December 6, 2008 Now that you said....yes. I think it is that the script cannot catch the bullet fast enough when it is fired and it seems to fly c. 10m for me. After that the tracer disappears from the centerline (where the cannon is). I guess that's when the script moves it into one of the MG lines. I don't think there is a way to fix that, but at least I cannot see it from the cockpit and even from outside I have to look really closely. Share this post Link to post Share on other sites
FriZY_SK 9 Posted December 6, 2008 Hmmmm you are right. Now i know how it works. I dont understood why i still shooted from memoryPointGun. Cause of this is that script works little bit slower than tracer. This only appears about as i shoot from 3 MG barrels. We talking about that 1 month When i moved memorypointgun 15m behind plane than i dont saw 3 tracers but only 2.(3th was behind and than disappear) So i have multiple guns and muzzle flashs as well. Its works best we can do. (i think so  ) Thanks aqu and all who help me.   Best regards FriZY Share this post Link to post Share on other sites