Jump to content
Sign in to follow this  
Batstat

How can I set infinite bullet alive time

Recommended Posts

How can I set (config) one of the gatling's guns bullet with tracers to infinite bullet time. With that I want to be able to locate the tracer light (ergo the bullet) after the bullet has came to it's ballistic rest, and possibly after the same bullet ricocheting one or several times.

I have newer done any config editing so this is total unknown territory for me. :bounce3:

Share this post


Link to post
Share on other sites

I don't know about infinite, but in the cfgAmmo file there is a variable called "timeToLive=n" with n being the time in seconds the projectile is in the game world. Set it to some ridiculous number (6000 or so). I don't know about tracer burnout time though.

Share this post


Link to post
Share on other sites

Thank you very much Apocal I will explore your advise.

If any know about tracer burnout time I will like your advice too. Inifinite or 6000 sec bullet time, don't give any meaning if I'm not able to visualize the result. :bounce3:

Share this post


Link to post
Share on other sites

Hi all

If all you want to do is track the bullet to where it fell; why not just use a script to follow or map the ballistic path of the bullet?

http://community.bistudio.com/wiki/ArmA:_Event_Handlers#Fired

Here is an example bullet cam script that was written for BIS's OFP Resistance but it should be simple to convert to ArmA II it will give you an idea what you want to do.

http://www.ofpec.com/ed_depot/index.php?action=details&id=252&game=ArmA

Kind Regards walker

Edited by walker

Share this post


Link to post
Share on other sites
How can I set (config) one of the gatling's guns bullet with tracers to infinite bullet time. With that I want to be able to locate the tracer light (ergo the bullet) after the bullet has came to it's ballistic rest, and possibly after the same bullet ricocheting one or several times.

I have newer done any config editing so this is total unknown territory for me. :bounce3:

That won't work because once the round impacts something it gets destroyed. You might be able to change this behaviour (perhaps look at the 40mm grenades), or you might not. Certain simulation types can do certain things that others can't.

Share this post


Link to post
Share on other sites

I get your message Big Dawg KS. Maybe I should find another approch.

The objective is to generate a huge amount of objects, witch do not tax the cpu or gpu to much. I want to test out what 64bit, huge amount of memory and use of /LAA count for versus 32bit XP. Running mission until the game freeze (crash) for out of virtual adress space. Hopefully "running" to the crash and not crawling.

If the result could been presentet in a fraps video on youtube, then the result would stand more out, but thats not very important. For the readout of the carsh I would needet to supply the video with fotage form my digital camera.

Firing enough gatlings gun at the same time up in the air would do. Anyway I need to find somthing that tax virtual adress space, that may not be bullets at all :). Could be my request was slightly premature. Requesting before thinking and reading hmm...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×