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Found 7 results

  1. Hi all \o/ I would like to know how to create the ModuleTracers_F module from a script. I tried various things with createVehicle and setVariable functions in order to create the module then set its parameters Min/Max/Side... but with no success at this time. Not even sure if it's possible (I guess it is ^^), I should be missing something... My goal is to create some tracers at a given position to give the feeling of a war zone. As all these AOs will be dynamically created, I can't put them by hand from 3den... so, scripts! Any help or direction will be greatly appreciated as I'm out of ideas and can't find any solution on the internet.
  2. A replacement mesh for vanilla small arms tracers (so no changes for big boi tank shells, those are fine IMHO). It's pretty much just vanilla tracers, but a bit more THICC. They are more visible, but still retain the overall shape and textures of the normal Arma 3 tracer. This is just a cosmetic addon that can be run purely clientside. No plans for RHS, they have their own tracers. DOWNLOAD: https://steamcommunity.com/workshop/filedetails/?id=2523193223 PATCH FOR CUP: https://steamcommunity.com/sharedfiles/filedetails/?id=2523203854
  3. Hello everyone. I have very limited knowledge on editing and I was wondering how to add tracers as well as add more damage to the Dragunov. I know I have to edit a onfig file but as to which one and how to t it accordingly to add tracers and boost the damage I am lost. Can anyone be some ight on this?
  4. Hello everyone. I was wondering how to add tracers as well as boost the damage of the Dragunov Marksmen rifle and I know that I must edit a config file somewhere but which one I do not know nor do I know what to change it to in order to boost the damage and make the tracers appear. Any help would be appreciated.
  5. Hi all, Please bear with me I was wondering if there: 1. was a scripted way of force lets say a "arifle_MX_F" to fire yellow or green traces... (depending on the side of the unit firing it.) 2. or indeed, my real desire to dynamically change the tracer colour to whatever I want.... I know there are 'replaceAmmoWithTracers' scripts out there in this forum...and I've used @7erra's and DasAttorney's code snippets. - the issue I have found and what has prompted my question here is that the magazines[] array for a "arifle_MX_F" only contains magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag_Tracer"}; and when you look at the "30Rnd_65x39_caseless_mag_Tracer" it says it's red - (and nowhere can I find where the tracer colour is defined....) However, there are 4 different "30Rnd_65x39_caseless_XXXX" types defined. in CfgAmmo "30Rnd_65x39_caseless_green" "30Rnd_65x39_caseless_green_mag_Tracer" "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag_Tracer" (colour: red) now the "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag_Tracer" (colour: red) both say their ammo is ammo = "B_65x39_Caseless"; but for the "30Rnd_65x39_caseless_green" "30Rnd_65x39_caseless_green_mag_Tracer" their ammo is ammo = "B_65x39_Caseless_green"; Now looking in CfgAmmo the ammo "B_65x39_Caseless"; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerColor[] = {0.7,0.7,0.5,0.04}; tracerColorR[] = {0.7,0.7,0.5,0.04}; that's for both magazines "30Rnd_65x39_caseless_mag" "30Rnd_65x39_caseless_mag_Tracer" (colour: red) so it seems to depend on the lastRoundsTracer = 4; (or 30 for the tracer mag) tracersEvery = 0; (30 in the tracer mag) in the CfgMagazines….. You see I'm confused now... Without having to resource to defining my own class of magazine *for every gun out there* (can I do that? - I think I've seen that in PistolFied's mod and others...) Can I either 1. Force a gun to use another magazine? - ie add another magazine to the array for "arifle_MX_F" eg "30Rnd_65x39_caseless_green_mag_Tracer" or 2. repack a magazine with ammo I want? or 3. somehow manipulate the colour of the tracer? I realise there are mods out there to do this and I may be asking a damn fool question but I am a bit confused.... Atmo
  6. I'd like to announce to the community the release of my bullet-time/slow-motion mod. This mod is a spinoff of a slow-mo feature that I included in my "The Dude's Fantastic Paintball Adventure" mission; my friends and I enjoyed the feature it so much that I figured others would too. This mod features the following: When in bullet-time, the player gets a temporary health boost. Damage taken while in bullet-time does not impact the player when the effect ends (unless player killed in bullet-time). Player moves faster (relative to all other AI, players, objects) in bullet-time. Bullet-time ability regulated by "recharge delay". "Tracer-vision" feature (optional): Friendlies and enemies fire tracer rounds while in slow-motion (tracer colours are team-specific). AI bullets also travel slower for increased immersion and reaction time. Auto-react feature (optional): Player automatically "reacts" and enter bullet-time when caught unaware by enemy fire. Link to the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=930993237 Latest version (with "tracer-vision"): Previous version (still demonstrates the slow-mo feature nicely): I hope you folks enjoy! Bandpass
  7. VolvoJocke1337:s Tracer Mod TL;DR Makes (almost) all standard A3 weapons fire tracer rounds! :D UPDATE 20161201: V0.2 Added APEX and RHS: Escalation versions UPDATE 20170128: ACE version in steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=850254057 version 0.2 For vanilla Arma 3, DLC:s and APEX: >>>>DOWNLOAD <<<< RHS: AFRF version 0.1: >>>>DOWNLOAD<<<< RHS: USAF version 0.1: >>>>DOWNLOAD<<<< Also available on Steam Workshop Overview: So back in 2009 a similar mod was released for Arma 2 by "Pistolfied" and I really enjoyed it. AFAIK nobody made a mod like this for Arma 3, so I thought I'd share my own creation. This mod will make all (I hope) rifles, carbines and machineguns fire nothing but tracer rounds. Note that I have left out vehicle ammo, sniper rifles, and pistols. These are the magazines that are effected by this mod: 5.56mm 30rnd STANAG Mag 6.5mm 30Rnd STANAG Mag 6.5mm 30Rnd Caseless Mag 6.5mm 100Rnd Belt Case 6.5mm 200Rnd Belt 6.5mm 200Rnd Belt Case 7.62(x51)mm 150Rnd Box 7.62(x54)mm 150Rnd Box .338 NM 130Rnd Belt 9.3mm 150Rnd Belt 9mm 30Rnd Mag 9mm 16Rnd Mag .45 ACP 30Rnd Vermin Mag 20161201: APEX mags added. Added some mags I missed Might have forgotten some but whatever :P This may not be realistic but it is a lot of fun! Not tested in MP. Not really tested in SP either, just enjoyed. The mod is signed though. Changelog: v0.1: - first release v0.2: - Added APEX support - Added some mags I had missed Credits: The author is me VolvoJocke1337. Many thanks to Pistolfied for his ArmA 2 tracer mod that inspired this one. QA by Joel. And thanks mom, you are great. License: I am publishing this under the APL-SA license. You can read about it here if you're into that kind of stuff: https://www.bistudio.com/community/licenses MISC I have never uploaded an addon so if I messed something up please let me know :)
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