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ThePredator
May 27 2007, 20:35
Please use this thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=64459) (it should be on this section, though)

canis lupus
May 27 2007, 21:06
I'm a little confused here, the readme sais the mod removes the tracers.
but this:
{[_x, 5,1,0,2] exec "\cent_tracer\cent_tracer.sqs"} ForEach thislist

was supposed to give them tracers right, I can't get it to work if I write this in:
[this,5] exec "\cent_tracer\cent_tracer.sqs";
it works perfect but its really anoying having to do it by every single unit

Kenbow
May 27 2007, 21:20
The...
{d=[_x, 5,0,1,2] execVM "\cent_tracer\cent_tracer.sqf"} ForEach thislist

command line goes into a TRIGGER that is placed via the mission editor.  The above exec line goes into the "On ACt." field of the trigger.  Also, make sure the trigger a,b range extends over all the units, and have the activation option set to "anybody."

The mod removes the vanilla tracers and replaces them with centipede's orb tracers (assuming the mission you play has the above mentioned trigger in it).


<edited: There are new ways to implement the tracers also; read Sickboy&#39;s post below>

Bonko the Sane
May 27 2007, 21:21
The...
{[_x, 5,1,0,2] exec "&#92;cent_tracer&#92;cent_tracer.sqs"} ForEach thislist

command line goes into a TRIGGER that is placed via the mission editor.  The above exec line goes into the "On ACt." field of the trigger.  Also, make sure the trigger X,Y range extends over all the units, and have the activation option set to "anybody."

The mod removes the vanilla tracers and replaces them with centipede&#39;s orb tracers (assuming the mission you play has the above mentioned trigger in it).
lol, i was about to quote you Kenbow, from the other tracers thread http://forums.bistudio.com/oldsmileys/smile_o.gif

canis lupus
May 27 2007, 21:23
I did put it in a trigger but no tracers...

Kenbow
May 27 2007, 21:37
Additional Info about Centipede Realism Tracers (NEW)...

In the "[_x,5,0,1,2]" part of the command line, here are what the # values mean....

1st # value (set as "5" above)[set as 1 thru 10]= this will determine which round is the tracer round inbetween regular rounds.  For example, the value above it set to "5", so every 5th round will be a tracer round.

2nd # value (set as "0" above)[***ALWAYS SET AT 0]=  
***Edited***- this vaule is for ricochet ON/OFF effects in an older version.  For this current version, you should ALWAYS have this set to "0".  And, the ricochet effects will still work.

3rd # value (set as "1" above)[either set as 1 or 0]=
1- means all weapons (rifes and machineguns) will fire the tracers;
0- means only machineguns fire tracers (infantry MGs and vehicle MGs), but rifles (i.e. M-4, M-16, M107) will NOT fire the tracer rounds.

4th # value (set as "2" above)[set as 1,2,3,4,5]=
This is the actual size of the tracer orb.  Size "1" seems to be the most realistic, but you may change it to fit your preference (1=smallest, 5=largest)

canis lupus
May 27 2007, 21:47
It wasn&#39;t me... its some kind of bug, the tracers are only visible when fired up in the air, if fired to close to the ground they disapear...

okay got it now, if I turn the ricochet effect off I can see them on the ground and the funny thing is the ricochet effect still works...

Kenbow
May 27 2007, 21:53
<edited> fixed

wolfbite
May 27 2007, 21:58
Is it possible to have a vid of the tracers?

canis lupus
May 27 2007, 22:01
yes everything works perfect now... it almost gives you a whole new game, not having green and red lines flying arround

ThePredator
May 27 2007, 22:42
We need to update the scripts, the GAU-8 30 mm cannon is not included http://forums.bistudio.com/oldsmileys/biggrin_o.gif

And I opt for a change in the script, so the tracer will start at the muzzle. If possible gradually increase the brightness to 100% for the first 100 m.

Which is the actual behaviour of a tracer. They are ignited with the muzzleflash.


I am unable to record a video, the tracers dissapear the moment I want to record, due to fps loss I assume.

Kenbow
May 27 2007, 23:03
<edited> bug fixed

ThePredator
May 27 2007, 23:08
Yeah, I know those guns are bugged, but the GAU-8 was not included (script is based on 1.05).

The blinding muzzleflash is a major problem with night vision goggles. I like it for the naked eye, if the muzzle flash was no 2D texture http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Anyway, if someone could figure out how to record tracers (I don&#39;t want to mess with the settings for that matter)...

andersson
May 27 2007, 23:09
And I opt for a change in the script, so the tracer will start at the muzzle. If possible gradually increase the brightness to 100% for the first 100 m.

Which is the actual behaviour of a tracer. They are ignited with the muzzleflash.
That would be very nice&#33;

Kenbow
May 27 2007, 23:10
<edited> feature added

ThePredator
May 27 2007, 23:15
I can add the weapon and ammo, but I don&#39;t know nothing about scripting.

For a easy way of communicating, Kenbow, do you have an instant messanger like AIM, ICQ or MSN?

Kenbow
May 27 2007, 23:22
<post deleted>

colligpip
May 28 2007, 00:18
for some reason i cant get this to work (i have followed everything), could somebody post an example misson perhpas

thanks

Kenbow
May 28 2007, 00:52
<cleared>

Mr_Centipede
May 28 2007, 00:52
hi... i have been lazing around lately... been working on the tracer, then decided to get a long vacation. seems u modified my tracer... no worry, i gave u permission to redesign and redistribute. anything good comes out of it, all the better for arma community

Kenbow
May 28 2007, 01:07
<edited: bug fixed>

Mr_Centipede
May 28 2007, 02:02
about 1.13 and 1.14, this still holds true. i prefer 1.13 over 1.14, without ricochet effect. i&#39;ll look into the gau problem later on, but i suspect it has something to do with rico effect on...

before i went MIA, i was working on 1.13a, to remove the option ricochet effect on/off. but gave up ultimately.

the difference between using rico effect on and off is that when rico is on, u actually call the getPos script every few miliseconds(maybe) and drop the particle effect every few miliseconds with time to live very short.

when using rico off, u only call getPos script once and drop the particle effect once with time to live around 4 seconds, so not so much script lag... and that&#39;s why u dont see the tracer when firing thru/near bush or trees or grass.

still, even rico is off, the tracer will ricochet if u fired it very near to u.

anyway, good job on disabling bis tracer. top notch http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Kenbow
May 28 2007, 05:45
<deleted>

Mr_Centipede
May 28 2007, 07:16
dont hold ur breath... it&#39;s just the same as 1.13, and thats where i stop before, if u need to understand the script i&#39;ll be glad to help. improving the script... i&#39;m just worn out. hehehe.

maybe later http://forums.bistudio.com/oldsmileys/smile_o.gif

Kenbow
May 28 2007, 07:34
<edited: bug fixed>

Kenbow
May 28 2007, 10:06
for some reason i cant get this to work (i have followed everything), could somebody post an example misson perhpas

thanks
Try this...

Turn off the ricochet value (set as 0). This for an older version of the mod, and the ricochet effect still works anyhow. trigger line should look like this...

[_x, 1,0,1,1]
meaning...
[_x, tracer every round, default 0, all weapons have tracers, size 1]

ThePredator
May 28 2007, 10:09
Alright, new version is up, see first post.

Added GAU-8 and the minigun fix.

Kenbow
May 28 2007, 10:11
<edited: version updated>

ThePredator
May 28 2007, 10:59
For me, tracers with ricos work (normally).

I updated the script to include the Vulcan (now v.021).

Asked sickboy if he could take a look into the script or create something new with less scriptload.

BTW: If you really want to see nice tracers, set them to [1,1,0,2] and fly at 0450 hours with the A-10 and a two second burst...This is awesome.

Sickboy
May 28 2007, 11:35
Have been looking at the script. After first view, my comments:
- All SQS scripts should be replaced by SQF, especially since there are SQS scripts currently used over and over and over
- Some optimizations here and there are possible inside the loops

If you want I can work on it for a while and see what I can do about it.

Törni
May 28 2007, 11:37
Stupid question: Is this a modification based on the "tennis ball" tracers that made an appearance on these forums a while ago?

Plus the script part now disables the default tracers.

or

An entirely new tracer addon?

ThePredator
May 28 2007, 11:50
@<hidden>: would be great, well I still hope BIS will add the VBS 2 tracers, but any tracer not the vanilla is better anyway.

@<hidden>¶rni: The mod disables the tracers, it would look stupid to have laser traces with the glowball tracers, if those are the tennisball tracers, don&#39;t know, I joined the project with the config, because I hate the vanilla beams (they only look realistic in some situations)

Stewy
May 28 2007, 12:14
Looks great mate - a great mod http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Törni
May 28 2007, 12:17
I guess the tracer shape can be customized too. Using either a billboard style presentation (where you use a texture+transparency on a polygon) or with a full 3D-model.

EDIT: An ideal would not be a perfect ball or disk, but a strecthed out sphere or a teardrop shape.

Bonko the Sane
May 28 2007, 12:27
looking better and better, fantastic job to all involved, congrats&#33; 1000% better than vanilla
now...is there a way to edit the diameter glow parameter of the orbs, i.e: the area around the orbs that get iluminated?


http://www.youtube.com/watch?v=c4a1bcyN8Ks

canis lupus
May 28 2007, 14:40
A little tip, instead of writing anybody in the trigger, make two different triggers on for each opponent with different settings in it, so that they are not all just as fast and big, it gives a great realistic feeling to the battle

ThePredator
May 28 2007, 14:44
For this matter, you could assign different groups, like AAA or crew-served MGs.

Aircraft should fire more tracers in a burst, individuals less.

Don&#39;t ask me about triggers, I am not the right person to ask.

Sickboy
May 28 2007, 15:24
Here we go boys n girls, let me know what ye think:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Updated Version by Sickboy &#40;sb_at_6thSense.eu&#41;&#58;
* Optimized Loops
* Converted all scripts to SQF
* Removed unnececairy Code
* Exchanged some if&#39;s with case&#39;s
* Added Automatic Trigger creation which can be used for automaticly adding units to the trigger script.
* Added Settings Variables
* Added Gamelogics
* Added Demo Missions
* Various Other Tweaks

New Variables&#58;
* CENT_UNIT_ARRAY2 - Array. Used for only placing the units in without their parameters, for easy index searching etc.
* CENT_UNIT_ARRAY3 - Array. Used for exclusion units, units inside this array will not get tracers, used by the Auto Trigger, gamelogics etc will automaticly be excluded.
* CENT_REFRESH - Number. Default&#58; 30. Used for the Trigger loop, Put somewhere in your init.sqf before initializing the script&#58; CENT_REFRESH=20; to make the loop sleep 20 seconds
* CENT_AUTO - Boolean. Default&#58; false. Used for the Trigger loop. Put somewhere in your init.sqf before initializing the script&#58; CENT_AUTO=true; to enable the loop
* CENT_PATH - String. Default&#58; &#34;&#92;cent_tracer&#92;&#34;. Put in your init.sqf before initializing the script to for instance use the scripts from within side a mission folder instead of the addon.

* Default Settings used, you can overwrite these values as you wish. These values are taken when using Auto Trigger, and if you do not specify any tracer settings when adding a unit manually
* CENT_SETT_TRACERSETTING = 3;
* CENT_SETT_SIZEMOD = 1;
* CENT_SETT_RICO = 0;
* CENT_SETT_TRACER = 1;

Demo Missions&#58;
* Legacy - Displays how to manually add units to the script
* Modern - Displays how to manually add units to the script while making use of a gamelogic and as such being able to use spawn instead of execVM
* Auto - Displays how to automaticly add units to the script.
* ScriptsInside - Displays how to make it possible to run the scripts from inside Mission folder
* Demo - Couple of East vs West Fighting &#58;-&#41;

New Gamelogics&#58;
* AUTO - Enables the Automatic addition of units to the trigger script
* INIT - Simply enables the Tracer Backengine

Call line for Manual Addition&#58;
&#91;unitname,&#40;tracer settings&#41;&#93; execVM &#34;&#92;cent_tracer&#92;cent_tracer.sqf&#34;;
The Tracer backengine will automaticly initialize if it wasn&#39;t yet.
If you have placed any Tracer Gamelogic on the map, please use the following syntax&#58;
d=&#91;unitname,&#40;tracer settings&#41;&#93; spawn CENT_tracer;


Call line for Automatic Addition &#40;Though it&#39;s easier to just place the Auto Gamelogic on the map &#58;D&#41;&#58;
CENT_AUTO=true; // Enable loop
CENT_REFRESH=30; // Sleep time
CENT_PATH=&#34;&#92;cent_tracer&#92;&#34;; // Path to take the script from, change to &#34;&#34; if you have the script inside your mission folder

&#91;&#93; execVM &#40;CENT_PATH+&#34;cent_tracer-Init.sqf&#34;&#41;;
[/QUOTE]

Download Link:
6thSense.eu (http://www.6thsense.eu/tmp/CENT_Tracer_v1.5-Sickboy-Edition.rar)

Performance wise it should be better, especially when you use one of the gamelogics and SPAWN methods (e.g; d=[_unit,(tracer settings)] spawn CENT_tracer;)

Spokesperson
May 28 2007, 15:42
Why doesn&#39;t BIS just include their VBS2 tracers into ArmA? It&#39;s the same engine after all.

456820
May 28 2007, 15:46
Quote[/b] ]Why doesn&#39;t BIS just include their VBS2 tracers into ArmA?

BIS did not make VBS, BIA made VBS. Sure its practically the same engine but its illegal to import things from VBS into OFP/ArmA but not the other way around I think.

Im not too sure on the whole VBS/ArmA/BIS/BIS matter so i might be wrong.


But are there any plans in including the tracers as default via the config? So the trigger doesnt have to be placed down on every mission?


Edit - Is there any chance of adding a bit of a tail on to these tracers? I think it would make them look much nicer and slightly more realistic.

Also how do these perform in MP? Do the tracers show for every person or just the person who shot the weapon?

ThePredator
May 28 2007, 15:58
@<hidden> Awesome, works like a charm, however, how do I change the mix of ball/tracer? The old value does not seem to work anymore.

Did I make something wrong? Used the gamelogic and spawn method. I have tracers ever...well 5 rounds? but like to have tracers only.

Kay
May 28 2007, 16:07
Nice video. The tracers look awesome; however, I&#39;m confused. Will these tracers work anywhere as long as it&#39;s in the addon&#39;s folder, or does the mission have to specifically have a line in it to enable this addon for it to work?

dob
May 28 2007, 16:23
nice addons http://forums.bistudio.com/oldsmileys/smile_o.gif but how remove the message about who use tracer ? plz

Sickboy
May 28 2007, 16:39
@<hidden> Awesome, works like a charm, however, how do I change the mix of ball/tracer? The old value does not seem to work anymore.

Did I make something wrong? Used the gamelogic and spawn method. I have tracers ever...well 5 rounds? but like to have tracers only.
Heya, NP http://forums.bistudio.com/oldsmileys/smile_o.gif

I have updated the package on the download site...
6thSense.eu (http://www.6thsense.eu/tmp/CENT_Tracer_v1.5-Sickboy-Edition.rar)

Added 4 global variables:
* Default Settings used, you can overwrite these values as you wish. These values are taken when using Auto Trigger, and if you do not specify any tracer settings when adding a unit manually
* CENT_SETT_TRACERSETTING = 3;
* CENT_SETT_SIZEMOD = 1;
* CENT_SETT_RICO = 0;
* CENT_SETT_TRACER = 1;

You can use these values to tell the script which values it should take by default when automaticly adding units to the script. It also is used when you manually add units to the script, but you can override those values through the normal method: [unitname, 3, 1, 0, 1] spawn CENT_tracer;

I updated the demo missions aswell:
* Legacy - Displays how to manually add units to the script
* Modern - Displays how to manually add units to the script while making use of a gamelogic and as such being able to use spawn instead of execVM
* Auto - Displays how to automaticly add units to the script.
* ScriptsInside - Displays how to make it possible to run the scripts from inside Mission folder
* Demo - Couple of East vs West Fighting :-)


Quote[/b] ]Edit - Is there any chance of adding a bit of a tail on to these tracers? I think it would make them look much nicer and slightly more realistic.If anyone wishes to implement this that would be cool, but particles etc. is not my street http://forums.bistudio.com/oldsmileys/wink_o.gif


Quote[/b] ]Also how do these perform in MP? Do the tracers show for every person or just the person who shot the weapon?Works fine atm. Tested in MP and looked good, though not tested it for too long; Please let me know how it goes http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]nice addons http://forums.bistudio.com/oldsmileys/smile_o.gif but how remove the message about who use tracer ? plz Remove the debug spawn loop from init.sqf (it&#39;s just a demo mission thing)


Quote[/b] ]I&#39;m confused. Will these tracers work anywhere as long as it&#39;s in the addon&#39;s folder, or does the mission have to specifically have a line in it to enable this addon for it to work?If you only place the tracer addon in your addons folder, you will have no tracers at all.
If you wish to use these tracers inside a mission you must follow the steps from the Updated Readme to fire it up either by manual scripting, manual trigger placing or by placing a gamelogic on the map.

It&#39;s possible to create an addon that will add eventhandlers to all your units so that it&#39;s even not nececairy to place any gamelogic on the map, but i&#39;ll leave that up to someone else http://forums.bistudio.com/oldsmileys/smile_o.gif


There are probably some more optimizations left to be done, an example would be to use setVariable and getVariable to store the values of weapon, how many times fired, tracer settings for this unit etc. etc. directly into the object instead of in a huge array..

Kenbow
May 28 2007, 17:36
[quote] Arma player: I&#39;m confused.  Will these tracers work anywhere as long as it&#39;s in the addon&#39;s folder, or does the mission have to specifically have a line in it to enable this addon for it to work?

Sickboy: It&#39;s possible to create an addon that will add eventhandlers to all your units so that it&#39;s even not nececairy to place any gamelogic on the map, but i&#39;ll leave that up to someone else http://forums.bistudio.com/oldsmileys/smile_o.gif
I&#39;m not sure if anyone else will be able to create this better than you, Sickboy.

If you could upgrade this Add-on to where it self-executed, and did not depend on the mission to incorporate it (via game logic or trigger), then that would be IDEAL AND INCREDIBLE &#33;&#33;&#33; That would be the kind of addon the Arma community is hoping for.

If upgraded, players could jump on any server & misison they wanted and still have the tracer effects.

Will you please give doing this project a second thought, Sickboy?
http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif

BroK3n
May 28 2007, 17:41
Yes, sickboy. Do find a way to have the tracers work as a mod the same way sound mods are done. I think the community needs this. Just imagine the CQBs at night&#33;

Godspeed, sickboy.

4 IN 1
May 28 2007, 17:48
it looks great but....something is still missing http://forums.bistudio.com/oldsmileys/confused_o.gif
(sorry i know its not easy to do but dear god, the vbs2 tracers have burned its mark in my brain) http://forums.bistudio.com/oldsmileys/sad_o.gif

ThePredator
May 28 2007, 18:03
http://img258.imageshack.us/img258/7358/tracerkw4.th.jpg (http://img258.imageshack.us/my.php?image=tracerkw4.jpg)

Well, I could add them to my config mod later, if I know how http://forums.bistudio.com/oldsmileys/biggrin_o.gif

456820
May 28 2007, 18:53
Also is it me or do many weapons and vehicles still have the original BIS tracers as well?

the M240B does, the PK and all tanks appear to have them. Including the shilka and there was a video which showed the shilka not have them?

I&#39;m guessing this is on my end but why? http://forums.bistudio.com/oldsmileys/confused_o.gif
Used it the original mod folder way.

ThePredator
May 28 2007, 19:00
On the ArmA.de Forums is another with the exact same issue. Don&#39;t know what the difference to all the other users is.

It *should* remove every BIS tracer but somehow, you guys still see them. So my guess is, that something is overriding the mod config...

Sickboy
May 28 2007, 19:01
I will supply ThePredator the details possibly tonight but probably tomorrow.
In the meantime i&#39;ve sucesfully implemented it also in my 6thSenseMod, including automatic activation and configuration through the Mod&#39;s scripting framework.

456820
May 28 2007, 19:13
Quote[/b] ]On the ArmA.de Forums is another with the exact same issue. Don&#39;t know what the difference to all the other users is.

It *should* remove every BIS tracer but somehow, you guys still see them. So my guess is, that something is overriding the mod config...

Well I am still having several weapons tracers being disabled such as the M249 and the M4 and all small caliber weapons. It only seems to be the higher caliber that aren&#39;t replaced. I&#39;m also running the mod folder last.

I will try disabling all other mod folders and then try it.

Kenbow
May 28 2007, 20:12
Quote[/b] ]On the ArmA.de Forums is another with the exact same issue. Don&#39;t know what the difference to all the other users is.

It *should* remove every BIS tracer but somehow, you guys still see them. So my guess is, that something is overriding the mod config...

Well I am still having several weapons tracers being disabled such as the M249 and the M4 and all small caliber weapons. It only seems to be the higher caliber that aren&#39;t replaced. I&#39;m also running the mod folder last.

I will try disabling all other mod folders and then try it.
A way to test the mod (or use) is to place the cent_tracer.pbo file directly in your Arma/Beta/Addons folder. This should disable all the vanilla tracers in the game. If it works this way, but not in -mod= mode, then its a issue with the mod setup, but at least you know the addon works.

The cent_tracer.pbo file should be the ony file from the download that goes in the Addon folder.

The rest of the files are for mission editing and demo missions.

canis lupus
May 28 2007, 20:12
could someone make a video of the vsb2 tracers I would like to see them...

Kenbow
May 28 2007, 20:16
could someone make a video of the vsb2 tracers I would like to see them...
http://www.vbs2.com/site/downloads.html

canis lupus
May 28 2007, 20:29
@<hidden>

did you make sure that the small calibres were set to "on" in the script code?

it need to look like this:
{[_x, 5,0,1,2] exec "&#92;cent_tracer&#92;cent_tracer.sqs"} ForEach thislist

Sickboy
May 28 2007, 20:30
OK, I have sent ThePredator methods to implement the changes to enable the Tracers always, into his sound/config mod. If there are any questions or problems, please let me know.

In the meantime please report bugs and other feedback, I will optimize and fix as much as possible.

binkster
May 28 2007, 20:31
It can be done like FFur, replacement tracers, or you can have an addon that will make you new units by an eventhandler kinda like this

TracerWSoldier : Wsoldier {};
class EventHandlers {Put tracer commands here };

and now you can use normal soldiers or tracer soldiers??
I havent tested out the addon yet so im not sure if something like this would work

Spokesperson
May 28 2007, 20:44
I think the diff between VBS2 tracers and these is that VBS2 tracers are much smaller, and maybe not that "spherical", but rather conical or cylindrical.

Kenbow
May 28 2007, 21:11
@<hidden>

did you make sure that the small calibres were set to "on" in the script code?

it need to look like this:
{[_x, 5,0,1,2] exec "&#92;cent_tracer&#92;cent_tracer.sqs"} ForEach thislist
With the newest version, if you enable the tracers with a trigger in the mission, the "On Act." field should actually now look like this...

{d=[_x,3,0,1,1] execVM "&#92;cent_tracer&#92;cent_tracer.sqf"} forEach ThisList

ThePredator
May 28 2007, 21:40
Figured out the tank cannons do not have tracers, can anybody confirm this?

ENTI
May 28 2007, 21:47
OK very confusing what do we type in the init field to get them to work?http://forums.bistudio.com/oldsmileys/huh.gif?

ThePredator
May 28 2007, 22:25
We should describe the tracers once and for all. This threat is getting irritating by the minute.

In the editor place one of the two cent_tracer game logics (which suits your needs).

If you selected the auto add logic, you won&#39;t need anything else, the default tracer config will be loaded automaticaly.

If you chose the init logic, create a trigger, activated by anybody, large enough to include every unit you want to use tracers and type in the "on activation" field the following:

{d=[_x,3,0,1,1] spawn cent_tracer} forEach ThisList

or write

{d=[this,3,0,1,1] spawn cent_tracer};

in the init line of the unit.

canis lupus
May 28 2007, 22:36
the tank cannon has tracer by me&#33;

NeilReed101
May 28 2007, 23:02
great work guys , its good to be rid of the lasers , but how do i get rid of these messages ?http://img406.imageshack.us/img406/7087/texthi1.th.jpg (http://img406.imageshack.us/my.php?image=texthi1.jpg)

ThePredator
May 28 2007, 23:13
This is the demo mission script debugger http://forums.bistudio.com/oldsmileys/biggrin_o.gif

NeilReed101
May 28 2007, 23:22
Doh&#33; thanks mate..... : http://forums.bistudio.com/oldsmileys/tounge2.gif

Grim_Fandango
May 28 2007, 23:30
Great initiative. As it says in the readme, it would be nice if BIS themselves would try a bit harder than those "Star Wars" tracers.

Personally though, I always preferred the Bn880 ones, just looked cooler to me, whatever happened to those?

CJ
May 28 2007, 23:47
Does this work with the Beta?

fireship4
May 28 2007, 23:49
Can someone post a video if they get a chance... and yes it would be nice to have the different tracers by bn880 and wolfbane (?).

Could the script be expanded to add sparks/more realistic gunflashes to guns?

Uziyahu--IDF
May 29 2007, 01:47
Does the Avenger on an A-10 even use tracers? Seems like all necessary targeting would be in the cockpit.

Mr_Centipede
May 29 2007, 04:03
wow.. things looking good here, does this version still lag so much when in a huge firefight? (like 100 vs 100 men). i know my last version was...

would love to try and download, but at work atm and my pendrive just died on me (possibly drowned when i was walking in the rain... poor soul) plus my company provided house dont have internet access... poor me. time to replace my pendrive.

good job people http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Kenbow
May 29 2007, 05:06
Does this work with the Beta?
Yes, it was designed to work with 1.07beta(hotfix2). Has not been extensively tested on older versions.

Kenbow
May 29 2007, 05:10
Can someone post a video if they get a chance... and yes it would be nice to have the different tracers by bn880 and wolfbane (?).

Could the script be expanded to add sparks/more realistic gunflashes to guns?
Realism Tracer Demo (http://www.youtube.com/watch?v=c4a1bcyN8Ks)

GrassyKnollington
May 29 2007, 05:33
Hello

Morning Kenbow. The video doesn&#39;t want to play. Stops (as it starts).

Rgds Tom

Sickboy
May 29 2007, 06:51
wow.. things looking good here, does this version still lag so much when in a huge firefight? (like 100 vs 100 men). i know my last version was...
Heya http://forums.bistudio.com/oldsmileys/smile_o.gif I tried optimizing it in such way that it shouldn&#39;t have too much performance impact. We would need to hear about testing results of the people to come to final conclussions.

There still is a little room for improvement in the script logic, i&#39;ll be taking a look at it in the upcoming days.

It also seems that we can do away with the ricochete handler as ArmA has ricochetes on it&#39;s own, while the tracer keeps following the bullet.


Quote[/b] ]and yes it would be nice to have the different tracers by bn880 and wolfbane (?). Could the script be expanded to add sparks/more realistic gunflashes to guns?This is very well possible. I&#39;ll snoop around for tracer setting-templates. About the gunflashes; someone will need to create the effects, when they&#39;re created they can be added to the pack without much hassle.

LandrosRadick
May 29 2007, 06:59
Is there a place in the currecode to specify what kind of object it uses to make the &#39;tracer&#39;?

If so, can this object be included in the pbo? Cause I can make the tracer graphic, but I don&#39;t know enough about the coding to include it...

Looks good so far but man we HAVE to get away from that blob&#33;

Sickboy
May 29 2007, 07:05
Is there a place in the currecode to specify what kind of object it uses to make the &#39;tracer&#39;?

If so, can this object be included in the pbo? Cause I can make the tracer graphic, but I don&#39;t know enough about the coding to include it...

Looks good so far but man we HAVE to get away from that blob&#33;
They are setable inside the cent_tracer addon: scripts&#92;cent_tracer_effect.sqf
(You can test around by taking the "ScriptsInside" demo mission)

I am looking into using the new particle options of ArmA as it seems we can optimize there aswell http://forums.bistudio.com/oldsmileys/smile_o.gif

heliosjet
May 29 2007, 07:43
if you guys are able to reproduce the VBS2 tracers, you just saved the game...

Keep up the good work, gentlemen

ArmaVidz
May 29 2007, 08:41
Is there a place in the currecode to specify what kind of object it uses to make the &#39;tracer&#39;?

If so, can this object be included in the pbo? Cause I can make the  tracer graphic, but I don&#39;t know enough about the coding to include it...

Looks good so far but man we HAVE to get away from that blob&#33;
They are setable inside the cent_tracer addon: scripts&#92;cent_tracer_effect.sqf
(You can test around by taking the "ScriptsInside" demo mission)

I am looking into using the new particle options of ArmA as it seems we can optimize there aswell http://forums.bistudio.com/oldsmileys/smile_o.gif
Sickboy, I&#39;ve been using these tracers for about a month and after you released the "optimized" code, they run alot better.

A question: Are the "cent_rico.sqf" and "cent_effect.sqf" running at the same time? Because when you tweak one file&#39;s _drag to a higher value, in-game you can see two distinct sets of tracers. Makes me wonder if the cent_rico.sqf can be delayed to run to further optimize the effect, or be done away with altogether.

http://forums.bistudio.com/oldsmileys/smile_o.gif



Is there a place in the currecode to specify what kind of object it uses to make the &#39;tracer&#39;?

If so, can this object be included in the pbo? Cause I can make the  tracer graphic, but I don&#39;t know enough about the coding to include it...

Looks good so far but man we HAVE to get away from that blob&#33;
They are setable inside the cent_tracer addon: scripts&#92;cent_tracer_effect.sqf
(You can test around by taking the "ScriptsInside" demo mission)

I am looking into using the new particle options of ArmA as it seems we can optimize there aswell http://forums.bistudio.com/oldsmileys/smile_o.gif
The tracer graphic is the .paa file? The problem seems to be the model, and not the texture, as I&#39;ve already tried tweaking the .paa to "shape" it when it gets wrapped around the ball, but it didn&#39;t really help.

At this point, if I&#39;m correct in any of my assumptions (I know, I&#39;m new to ARMA, please excuse the lack of knowledge) I think the problem is the bulb, it needs to be cylindrical instead of round.

Reply to below post by Sickboy http://forums.bistudio.com/oldsmileys/smile_o.gif

Sure thing heh. Good stuff, thanks.

Edit: Also, you can completely remove the KouleSvetlo.p3d model reference and just use the Halflight.p3d texture by itself. The effect is that the texture appears to travel through objects whereas the model (koulesvetlo) collides with objects. Maybe that&#39;ll give ya some ideas. As well, I just noticed the rotationalVelocity parameter in the link you posted...that sounds fun heh

http://forums.bistudio.com/oldsmileys/huh.gif   http://forums.bistudio.com/oldsmileys/wink_o.gif

Sickboy
May 29 2007, 08:56
Hehe, can I suggest to edit your posts instead of adding 2 after eachother? Saves us a few pages at the end of the week :PP

I have only worked on the scripting-logic, I haven&#39;t touched the effects themselves. I&#39;m a scripter, not a particle-enthusiast http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I can however find out for you how it works though I rather leave this up to you guys http://forums.bistudio.com/oldsmileys/smile_o.gif

Just Checked http://community.bistudio.com/wiki/ParticleArray
So it are actually models and not textures http://forums.bistudio.com/oldsmileys/smile_o.gif


About the Ricochete, the no_rico script indeed loads the ricochet effect and the Tracer Effect. I don&#39;t know why it was setup this way. Might recode those parts soon with new Particle settings and Vector calculations.

456820
May 29 2007, 09:24
Well I think I&#39;ve sorted out my problem. I was also running nonamed mod which also disables the tracers and I presume when these two mods ran together must conflict or something. But I disabled nonamed mod and the problem is fixed.

Looks like I&#39;ll have to incorporate the FOV values into this mod. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

dob
May 29 2007, 10:15
realy great quality addons, i v setting like that and find you&#39;r work wonderfull : "CENT_SETT_TRACERSETTING = 1; CENT_SETT_SIZEMOD = 1; CENT_SETT_RICO = 1; CENT_SETT_TRACER = 1;"

http://forums.bistudio.com/oldsmileys/inlove.gif

Kenbow
May 29 2007, 10:37
Hello

Morning Kenbow. The video doesn&#39;t want to play. Stops (as it starts).

Rgds Tom
It still works for me. Make sure your internet explorer isnt blocking the page from opening.

Kenbow
May 29 2007, 10:44
Sickboy,

I found what may be a bug in the SixthSenseMod application of the tracers.

If you place a SixthSense Logic (name it Server) and a Sixsense M1A1 abrams on a map, you will get a script error repeatedly everytime the Abrams fires its gunner machinegun. This happens whether its an AI firing or you manually get in the tank and fire the gunner MG. Plus, you dont see any tracers coming from the M1A1 MG.

If you place a regular M1A1 and the Cent Tracer Logic on the map (when the SixthSense mod is NOT active), then the tracers for the M1A1 work fine.

I have seemed to isolate the bug to the SixthSense Logic while you have the SixthSense Mod active, and it appears to have the script error only for the M1A1 as far as I can tell.

ThePredator
May 29 2007, 10:50
Updated the first post with the final 1.15 and simple instructions inside.

And please keep this thread clean, edit your former posts and try to avoid double posting, you can always edit a old reply at anytime. If possible check the thread for double postings, edit the first of the two and report the old to a mod, so he can delete them, this will save some space and won&#39;t get the readers irritated.

Mr_Centipede
May 29 2007, 11:42
About the Ricochete, the no_rico script indeed loads the ricochet effect and the Tracer Effect. I don&#39;t know why it was setup this way. Might recode those parts soon with new Particle settings and Vector calculations.
it was setup that way because: if i dont load the rico script - the tracer sometimes will come out over the barrel of your weapon. usually happens when firing below the horizon (ground)

so to overcome this, i use the rico script to execute the drop particle thing in a few seconds for a limited time before the tracer_effect kicks in.

hope that explains it

ENTI
May 29 2007, 16:18
are we able to make tracers for the 105mm tank rounds at all?

zootia
May 29 2007, 18:54
found out how to fix it

alpha125rbf
May 29 2007, 19:57
This is cool&#33;

But SNIPER RIFLE (M24) WITH TRACERS??? Is this a bug? <
No sniper will survive this sh..t.

Keep up the good work.

zootia
May 29 2007, 20:06
I had to uninstall because many of the weapons what should have had tracers didn&#39;t. Also, the tracers look like magic fire balls or something. I know ArmA&#39;s stock tracers suck, but these tracers were even weirder.

I&#39;m gonna wait until the mod matures more. Lots of room for improvement.

ThePredator
May 29 2007, 21:19
Check if you use MG only option. This is a bug BIS is responsible for, M24 uses "grunt" 7.62x51mm rounds instead of no tracer match grade ammunition.

If you enable the mg only option (3rd number has to be 0), only support weapons and vehicle weapons will have tracers.

VaiHalen
May 29 2007, 21:20
Sorry for answer this but how do I do this?:

Method 1 - Easy & Automatic Enabling of the Tracers:

* Place the CENT_Tracer "Tracer Auto Add" Gamelogic on the Map. That&#39;s all&#33;

Can someone explain in more detail? Thanks.

ThePredator
May 29 2007, 21:32
Launch the editor, place a unit, select game logic instead and place the "tracer auto add" logic from the "cent_tracer" selection.

Nothing fancy, really.

doofy3210
May 29 2007, 21:45
[QUOTE]Sorry for answer this but how do I do this?:[QUOTE]

You can replace the ammos by weapons names in the "cent_west/east_small_arms_tracers_array" line in "cent_tracer_setup". You should have that:


CENT_WEST_SMALL_ARMS_TRACER_ARRAY= ["M249","M240", "minigun", "M240_veh" ];
and:
CENT_EAST_SMALL_ARMS_TRACER_ARRAY= ["PK","B_762x54_Ball", "PKT" ];
You could replace the other lines in the same way but it&#39;s useless in this case.

Then, open "cent_tracer_fired" and replace ammo by weapon in:

if (_ammo in CENT_WEST_SMALL_ARMS_TRACER_ARRAY) then { _tracercolor = "red"; _tracersize=0.4};

if (_weapon in CENT_EAST_SMALL_ARMS_TRACER_ARRAY) then { _tracercolor = "green"; _tracersize=0.4};

Now the mg&#39;s have tracers but not the snipers and assault rifles.

ThePredator
May 29 2007, 21:57
Why so complicated, there is an option to simply disable tracers for all small arms...

All you have to do is read the documentation and you have all the options you could need.

VaiHalen
May 29 2007, 23:03
Launch the editor, place a unit, select game logic instead and place the "tracer auto add" logic from the "cent_tracer" selection.

Nothing fancy, really.
I cant see the "cent_tracer" selection. Only Misc logic init, Misc logic hit FX and Air weapons logic in unit.

In class only MAP logic and Objects. I put @<hidden> in the Arma icon.

Edit: I tried in the 1.05 version and it works&#33;

simba
May 29 2007, 23:26
2 things need to be done for these tracers to be perfect :

- they are going too fast, isn&#39;t it possible to give
the drop particle the bullet velocity and direction
at the beginning, but after that they would have
their own trajectory depending on the
drop properties (mass, weight,volume,...)

- the drop used isn&#39;t appropriate,
it looks ok most of time seen from the back,
but from the side it should appear longer,
that&#39;s why I think you should make a model
similar to what has been done before,
2 perpendicular plans, one is for back view,
the other one is for side view,
just define it as shining and it should work.

Now new O2 has maybe new glowing/shining properties
but with hex editor it should&#39;nt be a problem.

MessiahUA
May 29 2007, 23:43
Tried automatic enabling and everything is fine, but I can&#39;t get "manual" to work.

I place gamelogic "Tracer Init". Place player automatic rifleman and write in his init: "d=[this, 3, 1, 1, 1] spawn CENT_tracer;", but there is no tracers.

Sickboy
May 30 2007, 06:53
Tried automatic enabling and everything is fine, but I can&#39;t get "manual" to work.

I place gamelogic "Tracer Init". Place player automatic rifleman and write in his init: "d=[this, 3, 1, 1, 1] spawn CENT_tracer;", but there is no tracers.
The init-line method can be a problem in case that the gamelogic activates later than the unit you are trying to add to it, try the legacy method in this case:
d=[this, 3, 1, 1, 1] execVM "&#92;cent_tracer&#92;cent_tracer.sqf";

This problem will be gone if someone implements the script in a config mod that will enable the tracers by default.



Simba;
If anyone wants to supply the right tracer settings, that would be wicked... At this time they&#39;re simply Wolfbane&#39;s, edited by Centipede afaik. If noone supplies it i&#39;ll have a look around in the upcoming weekend but I have little experience with drops and the particle functions of ArmA.

simba
May 30 2007, 07:53
I&#39;ll see what I can do then.

pvt.pile
May 30 2007, 14:55
I get this error message when i try to add the command line to each soldiers initialization line i have the tracer addon in my ArmA addon folder can anyone tell me what i am doing wrong plz?

http://i20.photobucket.com/albums/b212/craigk98/ArmA/arma2007-05-3015-49-44-40.jpg

456820
May 30 2007, 15:01
Thats because you are missing &#39;this&#39; before the init line

this exec "&#92;cent_tracer&#92;cent_tracer.sqs";

MessiahUA
May 30 2007, 15:10
The init-line method can be a problem in case that the gamelogic activates later than the unit you are trying to add to it, try the legacy method in this case.
Thanks, it is working for sure.

pvt.pile
May 30 2007, 15:13
I am a idiot ty mate, btw can you use these tracers online or are they offline only?

Sickboy
May 30 2007, 15:44
I just looked at BN880&#39;s tracers, he modeled his own.
I&#39;m asking him for permission to use (abuse http://forums.bistudio.com/oldsmileys/tounge2.gif) them, so at the very least we have a choice of Tracers.

Simba; Thanks for taking a look at it, looking forward in hearing from you http://forums.bistudio.com/oldsmileys/smile_o.gif


About the vector etc... "Too fast" etc. etc. I&#39;m checking it.

456820
May 30 2007, 15:52
They are only online if the mission you are playing also uses these tracers. But apart from that there offline.

ck-claw
May 30 2007, 18:26
Hi guys, was using the cents original addon pbo,with the init line in a trigger to make all troops fire the tracers and worked a treat&#33;
Now im propably missing something here,btw read sickboys read-me but ,just got confused? http://forums.bistudio.com/oldsmileys/smile_o.gif
Now using sickboys updated version by using the game logic method&#33; and all still works fine&#33;

Just wanted to know if theres any way to adjust the tracer round frequency using the Game Logic method?

Thanks

ck

Grim_Fandango
May 30 2007, 18:30
I just looked at BN880&#39;s tracers, he modeled his own.
I&#39;m asking him for permission to use (abuse http://forums.bistudio.com/oldsmileys/tounge2.gif) them, so at the very least we have a choice of Tracers.

Simba; Thanks for taking a look at it, looking forward in hearing from you http://forums.bistudio.com/oldsmileys/smile_o.gif


About the vector etc... "Too fast" etc. etc. I&#39;m checking it.
That sounds really awesome, I&#39;ve missed those.

ThePredator
May 30 2007, 18:31
Use the Init Game Logic and place a trigger with

{d=[_x, 3, 1, 1, 1] spawn CENT_tracer} forEach thislist

trigger must include every unit you want to have tracers, activated by anybody.

ck-claw
May 30 2007, 18:41
Just tested &#33; thats excellent thanks Predator&#33;

I&#39;m assuming first number is per round,last is size of tracer?

ThePredator
May 30 2007, 19:05
Yes, read the readme for that matter http://forums.bistudio.com/oldsmileys/biggrin_o.gif

ck-claw
May 30 2007, 19:09
Always do matey&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
Just that one spun me out abit&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif
Not enough cider me thinks&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Spokesperson
May 31 2007, 09:59
The tracers are too thick.

Sickboy
May 31 2007, 10:40
Got the permission to do anything we want with the BN880 tracers http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Not sure if the models will work in ArmA before converted, will check soon.

Last night been toying around with the particle stuff, still don&#39;t get the hang of it but it&#39;s been only a couple of minutes. If anyone knows how to create tracer-alike effects with the setParticleParams function etc; please let me know http://forums.bistudio.com/oldsmileys/smile_o.gif

Bonko the Sane
May 31 2007, 14:20
DING DONG&#33;
Colonel SandersLite and Mandoble are required on this thread http://forums.bistudio.com/oldsmileys/tounge2.gif

CameronMcDonald
May 31 2007, 14:26
Let me know how you go, Sickboy... I&#39;ve been a long time fan of the ole BN880 tracers.

simba
May 31 2007, 19:52
setting the _drag value to 1 gives good results for light weapons.

for the tail it&#39;s gonna be complicated, Bn880 defined his tracer model as a car, wish give him the possibility to set the right direction to tracer.

If you simply replace to model in the drop command, the particle direction will be random.

http://img123.imageshack.us/img123/6433/tacerpiccu1.jpg

using camcreate like Bn880 did would be a solution but size, color,... won&#39;t be handled as easily as before.

Sickboy
May 31 2007, 20:09
setting the _drag value to 1 gives good results for light weapons.

for the tail it&#39;s gonna be complicated, Bn880 defined his tracer model as a car, wish give him the possibility to set the right direction to tracer.

If you simply replace to model in the drop command, the particle direction will be random.

using camcreate like Bn880 did would be a solution but size, color,... won&#39;t be handled as easily as before.
Thanks Simba&#33;

So it seems we need to toy a little around with it.

Shouldn&#39;t we be able to attach the tracer to the projectile, looking at the setParticleParams: http://community.bistudio.com/wiki/setParticleParams

For the camcreate, the color isn&#39;t really the problem through setObjTexture etc, as bn did, but size indeed... we would need multiple model sizes in such case.

simba
May 31 2007, 20:29
you can modify the tracer size with the res lods,
but the best would be either to have a tracer that appears always in the same orientation or a tracer that can strech only in one good direction.
I think drop command is less laggy than camcreating the whole thing with it&#39;s axis, res lods...

don&#39;t know about the setparticleParams.

Sickboy
Jun 2 2007, 15:59
Roger Simba. I can play a little around with particleParams etc. etc. but this will be in the coarse of upcoming weeks. If anyone in the meantime would wish to look around and supply better effects; I would be grateful.

Another subject;
As we can now read values from the config by scripting, we can add tracer properties to the respective ammo types.
Before I experiment with this to check for instance the performance, I would like to know what you guys think about the idea.

Basicly, it means that we would not have to work with arrays that define which Ammo should get what kind of tracer settings but instead we would insert these values directly into the ammo classes.

E.g:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class B_145x115_AP &#58; BulletBase
{
tracerColor&#91;&#93; = {0, 0, 0, 0}; // Disable BIS Tracer Effects
tracerColorR&#91;&#93; = {0, 0, 0, 0}; // Disable BIS Tracer Effects
cent_tracerEnable=1; // 0 = false, 1=true;
cent_tracerColor&#91;&#93;={ {1,0.1,0.1,1}, {1,0,0,1}, {1,0,0,1} }; // Tracer Color settings
cent_tracerPer=3; // Amount of Bullets before tracer
cent_tracerSize=1; // Size of the tracer
};[/QUOTE]


We could then read the values:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ammo=&#34;B_145x115_AP&#34;; // For example
_tracer=getNumber &#40;configFile &#62;&#62; &#34;CfgAmmo&#34; &#62;&#62; _ammo &#62;&#62; &#34;cent_tracerEnable&#34;&#41;; // Will result in _tracer=0.67 if the class doesn&#39;t exist
if&#40;_tracer==1&#41;then
{
_tracerColor=getArray &#40;configFile &#62;&#62; &#34;CfgAmmo&#34; &#62;&#62; _ammo &#62;&#62; &#34;cent_tracerColor&#34;&#41;;
_tracerPer=getNumber &#40;configFile &#62;&#62; &#34;CfgAmmo&#34; &#62;&#62; _ammo &#62;&#62; &#34;cent_tracerPer&#34;&#41;;
_tracerSize=getNumber &#40;configFile &#62;&#62; &#34;CfgAmmo&#34; &#62;&#62; _ammo &#62;&#62; &#34;cent_tracerSize&#34;&#41;;
// Call the tracer effect
};[/QUOTE]etc. etc.

What do you guys think?

My own thoughts:
- True per-ammo setting without the need of having a load of different arrays
- No more need to run through the different arrays to determine IF and what kind of tracer

Considerations:
- Performance. If I use logic, I would say that reading a config value of an object that is already loaded ingame, is faster than checking multiple arrays for the ammo occurance. Must still be tested.
- Flexibility. The current setup is configurable from the Mission Maker, while a config setup would require editing on the Addon level.

Possible Optimizations:
- Only get the details once from the config, then create a variable: cent_ammotype as array that contains the data for this ammo. we can do a simple check with: if(isNil format["cent_%1",_ammo]) and fetch the data from the config if there is no such variable available. This can be done aswell in the current setup.

MATRA
Jun 2 2007, 16:27
DING DONG&#33;
Colonel SandersLite and Mandoble are required on this thread http://forums.bistudio.com/oldsmileys/tounge2.gif
Yep as soon as all tracers work as they should, we need a replacement.

Or maybe a beta before http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Sickboy
Jun 2 2007, 16:32
ATM testing implementation of setVariable and getVariable on the unit objects to store and retrieve the tracer settings, which will cut out:
- 3 Arrays
- Many array operations (finding the position of unit in array, getting the details, saving details etc)

Aswell as a tryout with saving the settings of the ammo in a variable instead of looking it up everytime a bullet is fired.

I might post a beta version later for y&#39;all to test the performance etc&#33;



DING DONG&#33;
Colonel SandersLite and Mandoble are required on this thread http://forums.bistudio.com/oldsmileys/tounge2.gif
Yep as soon as all tracers work as they should, we need a replacement.

Or maybe a beta before http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Beta good idea sure. Tracers work fine for me though, what are you referring to?

If you mean the speed etc. of the Tracer, the changes needed will depend on what will be supplied to us.
If someone comes up with a drop, or particleParams or camCreate method; in all 3 cases we need a different approach.

As i&#39;ve little time ATM, I as such would be happy with a proper new effect in any of the 3 methods, though as Simba states, the camCreate method requires a lot more and as such might not be as optimized as the drop or particleSource/Params methods.

MadDogX
Jun 2 2007, 21:40
Have you guys tried adding a light source to the projectiles? I&#39;ve been playing around with this and got some quite nice results. Here&#39;s my code:

<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;
_ammo = _this select 4;

_bullet = nearestObject &#91;_unit, _ammo&#93;;

if &#33;&#40;_bullet isKindOf &#34;BulletCore&#34;&#41; exitWith {};

_tracerColor = getArray &#40;configFile &#62;&#62; &#34;CfgAmmo&#34; &#62;&#62; _ammo &#62;&#62; &#34;tracerColor&#34;&#41;;

_light = &#34;#lightpoint&#34; createVehicleLocal &#40;position _bullet&#41;;
_light setLightBrightness &#40;_tracerColor select 3&#41;/5;
_light setLightAmbient&#91;&#40;_tracerColor select 0&#41;, &#40;_tracerColor select 1&#41;, &#40;_tracerColor select 2&#41;&#93;;
_light setLightColor&#91;&#40;_tracerColor select 0&#41;/10, &#40;_tracerColor select 1&#41;/10, &#40;_tracerColor select 2&#41;/10&#93;;
_light lightAttachObject &#91;_bullet, &#91;0,0,0&#93;&#93;;

waitUntil {&#33;&#40;alive _bullet&#41;};

deleteVehicle _light;
[/QUOTE]



It gives you a really cool effect when bullets fly close to buidlings and stuff because they actually glow.

Bonko the Sane
Jun 2 2007, 22:30
i mentioned Col.SandersLite and Mandoble just because they did some work on particles and stuff, no harm intended, i cant praise enough the work you guys are doing http://forums.bistudio.com/oldsmileys/notworthy.gif

BTW: MadDogX, about the glow in the tracers, something i mentioned a few pages back and i feel it will be a very nice feature, were in the scripts do we copy&#92;paste those lines?

Sickboy
Jun 2 2007, 22:35
i mentioned Col.SandersLite and Mandoble just because they did some work on particles and stuff, no harm intended, i cant praise enough the work you guys are doing http://forums.bistudio.com/oldsmileys/notworthy.gif

BTW: MadDogX, about the glow in the tracers, something i mentioned a few pages back and i feel it will be a very nice feature, were in the scripts do we copy&#92;paste those lines?
None taken mate.

And thanks MadDog for the lightsource snippet.

About the optimizations, I&#39;ll post a beta tomorrow; Preliminary tests show even better performance.

MadDogX
Jun 2 2007, 22:49
Hey there. I optimaized the lighting snippet a bit, so that the glow is more apparent but not unrealistic.

<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;
_ammo = _this select 4;

_bullet = nearestObject &#91;_unit, _ammo&#93;;

if &#33;&#40;_bullet isKindOf &#34;BulletCore&#34;&#41; exitWith {};

_tracerColor = getArray &#40;configFile &#62;&#62; &#34;CfgAmmo&#34; &#62;&#62; _ammo &#62;&#62; &#34;tracerColor&#34;&#41;;

_light = &#34;#lightpoint&#34; createVehicleLocal &#40;position _bullet&#41;;
_light lightAttachObject &#91;_bullet, &#91;0,0,0&#93;&#93;;
_light setLightBrightness &#40;_tracerColor select 3&#41;/2;
_light setLightAmbient&#91;&#40;_tracerColor select 0&#41;/3, &#40;_tracerColor select 1&#41;/3, &#40;_tracerColor select 2&#41;/3&#93;;
_light setLightColor&#91;&#40;_tracerColor select 0&#41;/10, &#40;_tracerColor select 1&#41;/10, &#40;_tracerColor select 2&#41;/10&#93;;

waitUntil {&#33;&#40;alive _bullet&#41;};

deleteVehicle _light;
[/QUOTE]



@<hidden>: The code isn&#39;t designed to be directly incorporated into the Realistic tracers script, it was just something small I wrote for my own testing.

Sickboy
Jun 2 2007, 22:55
Thanks MD&#33; Looking forward to having a look at them tomorrow.
If you guys want i&#39;ll include it as an optional feature in the beta I will upload. So all can try and see.

Richieb0y
Jun 3 2007, 12:16
those traceers looking great only a bit hard 2 see in the dark
but whit NVG i get a nice show on the BF:)
i wish there where brighter in the dark whit out NVG

great job guys http://forums.bistudio.com/oldsmileys/notworthy.gif

rcspikee
Jun 3 2007, 13:30
Quote[/b] ]I as such would be happy with a proper new effect in any of the 3 methods

Agreed&#33;&#33; Cant wait to use them, when you realise a beta http://forums.bistudio.com/oldsmileys/notworthy.gif by the pic they look loads better then the green sprites that im using now http://forums.bistudio.com/oldsmileys/crazy_o.gif

Great work Guys http://forums.bistudio.com/oldsmileys/notworthy.gif sickboy http://forums.bistudio.com/oldsmileys/notworthy.gif
Keep it up http://forums.bistudio.com/oldsmileys/biggrin_o.gif

-=anders=-
Jun 3 2007, 13:33
Have tried the mod, but no tracers at all are shown...
Not on MGs including M2 .50cal gun, or the vulcan. Wich damn guns would it be intedended to work with?

Sickboy
Jun 3 2007, 14:06
MadDogX:
The lightsource looks and works fine... My only problem was that when I left the waitUntil{&#33;alive blabla}; deleteVehicle _light; in the code, I would start missing tracers after a certain moment and then they suddenly start working again. It seems there are too many script instances running and waiting for bullet death, at least when firing the Shilka&#39;s while some armies are fighting eachother http://forums.bistudio.com/oldsmileys/smile_o.gif)

I wrote a temporary workaround by adding the lightsources to an array and delete + remove the first entries when it goes over 150 lightsources. Still looking around for different solutions.

As Promised:
http://www.6thsense.eu/tmp/CENT_TRACER_BETA_NEEDS_FEEDBACK.rar
(These are only missions, you will need the CENT_Tracer.pbo as usual)

From the Readme:
Changes:
- Removed the Unit Arrays, replaced with system that sets and gets Variables directly from the unit objects saving quite a lot
- Added a system that will save the tracer setting for all Ammotypes so that the settings only have to be checked once per session
and then it will be taken from the saved settings in every instance of the script.
- Removed the Ricochet scripts as ArmA has it&#39;s own handeling
- Numerious other small code tweaks
- Added LightSource Snippet by MadDogX, available in the DemoTest2 and DemoTest3 mission

For comparison I included 4 missions:
Demo - Uses the CENT_Tracer from release
DemoTest - Uses new methods as described above at Changes
DemoTest2 - Adds the MadDogX Lightsource effects
DemoTest3 - Adds the MadDogX Lightsource effects but disables the old glow effect


Questions:
- How is FPS in the Test missions compared to the normal Demo mission
- What do you think about the Lightsource effect (any ideas on improvement?)
- Which setting you like best, the one from Test2 or Test3

Richieb0y
Jun 3 2007, 14:14
euh sickboy i want 2 help u but where do i put the files and if its a script how do i use it i doont know alot about command lines

thx http://forums.bistudio.com/oldsmileys/wink_o.gif


oke i got the demo too work and im testing now sry

Universel
Jun 3 2007, 14:16
Ok, forgot the cent addon http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Sickboy
Jun 3 2007, 14:18
Updated the Beta Package with mission pbo files and updated the readme on how to look into the missions.
So Redownload it from my previous post

You must already have the CENT_Tracer addon installed as described in the package you can download from the first post.

It is a beta test, At least some basic OFP/ArmA-knowledge is required.

Universel
Jun 3 2007, 14:21
offtopic, but what s the difference between the pbo and the directory ? Besides name.
I mean, I put the dirs in Mission dir and they work fine.

Universel
Jun 3 2007, 14:25
edited

Sickboy
Jun 3 2007, 14:45
I wasnt sure if the folders worked from within the missions folders, if im not mistaken this didnt work in OFP but I can be wrong.
Anyway, having pbo&#39;s around is cleaner than a bunch of mission folders to my opinion http://forums.bistudio.com/oldsmileys/smile_o.gif

Universel
Jun 3 2007, 14:48
Ok I tried the missions.
I think the 3rd (of 4 - aka Test2) one is the coolest (when the tracer lights the surrounding terrain). No noticeable performance hit (all details max).
But your implementation looks bugged compared to cent&#39;s. Tracers fall way before bullets do and seem slower.

And another bug : tracers "light up" the surrounding terrain of their impact. Fire at the ground and you ll light it.

ck-claw
Jun 3 2007, 14:49
@<hidden> sickboy dunno if its just me but the original cent_tracer, if you had it-you would see the tracer effect&#33;

Now i updated one of our SAS missions with your edited tracer-and everyone gets kicked off our server.
Seems now that it has became a &#39;dependable&#39; addon and i had to upload the pbo to the server addons&#33;


edit:-

Well either way nice work&#33;

Richieb0y
Jun 3 2007, 14:49
sickboy nice work u have done i realy like demo 3&4 between those 2 i cant choose but in one of those 2 i find that if i shoot on the ground the orb keeps giveing light off

im back in game now thx SB http://forums.bistudio.com/oldsmileys/tounge2.gif

froggyluv
Jun 3 2007, 14:58
hmm. I&#39;m getting that "cant play/edit mission dependable download blah blah blah" error on a fresh 1.06 install with only cent&#39;s addon in my addon&#39;s folder.

PBO&#39;s are in mission folder. Is this for use only with 1.07 beta&#39;s?

Sickboy
Jun 3 2007, 15:03
@<hidden> sickboy dunno if its just me but the original cent_tracer, if you had it-you would see the tracer effect&#33;

Now i updated one of our SAS missions with your edited tracer-and everyone gets kicked off our server.
Seems now that it has became a &#39;dependable&#39; addon and i had to upload the pbo to the server addons&#33;


edit:-

Well either way nice work&#33;
1. There was no way to automatically enable the tracers before, afaik. Only manually by trigger or manually running tracers on every unit. I did however sent thePredator a system to enable the Tracers in a config-mod, enabling them Automaticly.
6thSenseMod has them enabled by default.

2. If you don&#39;t want it to be Addon dependable, then simply don&#39;t use the gamelogic methods but the ScriptsInside Method or the Legacy method. I see there&#39;s a bug in the Legacy mission, open mission.sqm and remove CENT_Tracer from the addons list.

Froggy; tested with 1.07, do not remember results from 1.06.

ck-claw
Jun 3 2007, 15:08
Ah that explains it mate -used the gamelogic method&#33;
Not a problem,just spun me out when everyone was getting kicked&#33;
No big deal to upload a 16kb addon to the server&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks alot anyway&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

Sickboy
Jun 3 2007, 15:16
NP http://forums.bistudio.com/oldsmileys/smile_o.gif

Richie & Universal, thanks for the feedback, will be taking a look http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Winters1807
Jun 3 2007, 15:57
this is really good, but, when fighting in day, the tracers arent very noticible, and i have noted in a few videos that the tracers are generally easy to see in the daylight, perhaps they should be made more visible

http://www.youtube.com/watch?v=FBXD0F0PbNw

Sickboy
Jun 3 2007, 16:49
Beta2 Needs Feedback&#33; (http://www.6thsense.eu/tmp/CENT_TRACER_BETA2_NEEDS_FEEDBACK.rar)

Changelog, Readme Updated:
- Light_array system replaced back to system suggested by MadDogX (waituntil{&#33;alive _projectile};deleteVehicle _light).
Switching from spawn to call in the EventHandler solved it
- Added 2 Mi17 chopper groups to fire at with the added Shilka in the Test Demo missions

Let me know how it goes now, these should fix the problems:
- Lights dont go out when hitting the ground or when bullet is already gone otherwise
- Tracers should follow the bullets more correct now

Awaiting your feedback&#33;



Thanks for the video, I will use those as reference when I research the different tracer options (camcreate, particle source with particleparams, drop). In the meantime maybe they are good reference for anyone who would like to supply me better tracer effects http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Universel
Jun 3 2007, 18:09
Tracers still not follow bullets.
I quickly tested mission 3 (Test2), with the M4, when you fire the 3rd round the terrain illumination DOES follow the bullet, but the orb itself goes completely wrong AND is slower.

I think you should use a bit of camera.sqs to see it better.

Sickboy
Jun 3 2007, 18:17
Tracers still not follow bullets.
I quickly tested mission 3 (Test2), with the M4, when you fire the 3rd round the terrain illumination DOES follow the bullet, but the orb itself goes completely wrong AND is slower.

I think you should use a bit of camera.sqs to see it better.
Thanks for the hint, will experiment some more in the next days, mostly done script optimization and enhancements and the performance seems great atm.

Darn effect and tracer-stickyness tuning lol http://forums.bistudio.com/oldsmileys/smile_o.gif

Universel
Jun 3 2007, 18:29
Actually just jump in the shilka, turn 180° to aim the airfield, zoom max and fire horizontally (try to hit the jeep on the far side). You ll see that the tracer, the light and the bullet split pretty quickly.
This is for the configuration.

About the effects, you could find inspiration in the VBS2 trailer, in case you already didnt http://forums.bistudio.com/oldsmileys/smile_o.gif
http://video.google.ca/videoplay?docid=-8253724260569242420&q=vbs2 the first 2 minutes (the hires must be near too)

SNKMAN
Jun 3 2007, 18:42
Hey Sickboy,

nice to see guy&#39;s trying to optimize the Tracer effects and pretty nice Example missions you made there http://forums.bistudio.com/oldsmileys/smile_o.gif

Well just one thing about the look of the tracers:

To me they look too round they should have a tail after a bullet was fiered and then if they hit something they should be round.

I don&#39;t know if and how to do this but it would be very cool.

But so far good job. http://forums.bistudio.com/oldsmileys/wink_o.gif

SNKMAN
Jun 3 2007, 18:45
Sorry plz delete

PaveQ
Jun 4 2007, 08:24
One question, which might have been asked before, can I extract the pbo, and put files inside my mission, or is addon required for everyone? Seems that theres only few scripts...

Oh, and "Tracer color based on side: BLUFOR fire red tracer OPFOR will fire green" doesn&#39;t sound very realistic. http://forums.bistudio.com/oldsmileys/huh.gif

Sickboy
Jun 4 2007, 08:26
One question, which might have been asked before, can I extract the pbo, and put files inside my mission, or is addon required for everyone? Seems that theres only few scripts...

Oh, and "Tracer color based on side: BLUFOR fire red tracer OPFOR will fire green" doesn&#39;t sound very realistic. http://forums.bistudio.com/oldsmileys/huh.gifIf you don&#39;t include the addon there will be default BIS-tracers still visible. But other than that, simply use the ScriptsInside demo, package of the first post.

Tracer Colors: If it doesn&#39;t sound very realistic, how about you supply us with the very realistic colors/settings then? http://forums.bistudio.com/oldsmileys/smile_o.gif
Mind you though, the colors are based on the ammo types, ammo belonging to West is tracer-red, ammo belonging to East is tracer-green.

PaveQ
Jun 4 2007, 08:37
Theres least three versions of this, centipede&#39;s, sickboy&#39;s and predator&#39;s? Which one should I use?

Mainly looking for some effects to anti-air. I dunno if small arms should have any tracers at all. Friend of mine told tracer bullets are quite expensive, and not normally used.

Sickboy
Jun 4 2007, 08:46
Theres least three versions of this, centipede&#39;s, sickboy&#39;s and predator&#39;s? Which one should I use?
First post package is only 1 package.

Centipede came out with the tracers converted from Wolfbane&#39;s OFP versions. ThePredator released this together with a no-bis-tracers mod. I rewrote nearly the whole script and that&#39;s the package available in Predator&#39;s post.

In the past 2 pages I released 2 beta versions of the upcoming version, if you would like to beta test them and comment ur very welcome http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]Mainly looking for some effects to anti-air. I dunno if small arms should have any tracers at all. Friend of mine told tracer bullets are quite expensive, and not normally used.Use the ScriptsInside demo and edit the cent_tracer_setup.sqf, remove all the ammo you don&#39;t want to have tracers, and put the ammo in you want to have tracers.

MeNeZ
Jun 4 2007, 10:10
Hi,

Just a quick question...I started reading and got 2 page 5 and I&#39;m at work and dont have time lol http://forums.bistudio.com/oldsmileys/whistle.gif

...Just want to know if this has to be run from the mission editor or already made map...will it work in MP if I just extract the pbos into my addon folder? Will it replace the current tracers??

TX http://forums.bistudio.com/oldsmileys/notworthy.gif

Sickboy
Jun 4 2007, 10:23
Hi,

Just a quick question...I started reading and got 2 page 5 and I&#39;m at work and dont have time lol http://forums.bistudio.com/oldsmileys/whistle.gif

...Just want to know if this has to be run from the mission editor or already made map...will it work in MP if I just extract the pbos into my addon folder? Will it replace the current tracers??

TX http://forums.bistudio.com/oldsmileys/notworthy.gif
Hi,

Take a look at the Demo missions when ur home, it will all come to you http://forums.bistudio.com/oldsmileys/smile_o.gif

A person that doesn&#39;t have the CENT_tracer addon installed will still have the BIS tracer effects. While our effects are added.
If you use the gamelogic method then the addon is a requirement on every computer that wants to run the mission. If you use the ScriptsInside method, you don&#39;t need the CENT_tracer addon itself but you would need to disable tracers in the difficulty settings, aswell as on the server.

DMarkwick
Jun 4 2007, 11:49
I just tried this out for the first time a few minutes ago. I didn&#39;t get a real feel for the differences between the tracer types but I did notice that tracers seem to pass though targets instead of hitting them (in that I never saw a tracer round disappear), is this the case?

Sickboy
Jun 4 2007, 15:53
For the beta release a page back
Found the damn "Tracer disappears lot slower than bullet" problem&#33;&#33;

edit CENT_TRACER_Effect.sqf

change:
_drag = 1;
to:
_drag = 0.042;

and you will be amazed again http://forums.bistudio.com/oldsmileys/smile_o.gif Still working on better effects and methods.

Simba: I thought you explained the drag to be the length of the tracer, giving it a &#39;dragging&#39; effect. But Drag is actually rubbing... http://forums.bistudio.com/oldsmileys/smile_o.gif

Rubbing - Float number without dimension which determines the impact of the density of the environment on this particle. 0 - no impact (vacuum).

DarthRazorback
Jun 4 2007, 16:19
I really want to use this mod... but after trying to figure out how to get it to work, and reading this thread, I will just wait for a more streamlined process.

Sickboy
Jun 4 2007, 16:32
I really want to use this mod... but after trying to figure out how to get it to work, and reading this thread, I will just wait for a more streamlined process.
Or simply take one of the demo missions and customize it to your needs mate?

HGuderian
Jun 4 2007, 17:14
@<hidden>
Hi. Wich values might be change to have more lenghtened tracers?
Thanks

simba
Jun 4 2007, 17:59
^ not possible in this version


Quote[/b] ]Simba: I thought you explained the drag to be the length of the tracer, giving it a &#39;dragging&#39; effect. But Drag is actually rubbing... http://forums.bistudio.com/oldsmileys/smile_o.gif


@<hidden>

yes you right but I changed drag value to make tracers stay longer in the sky , and to simulate the quicker slow down of the tracers compared to normal bullets.

I&#39;ve tested the last version

http://img502.imageshack.us/img502/3245/tracerslm9.jpg

adding a source light does not make
the particle cast any light as you can see on the image,
it&#39;s just a simple half transparent cone wish has a
shining property, when you look through
it seems to lighten the surrounding but in fact it doesn&#39;t.

I think you should move onto the script of Bn880,
you gonna have better results,
I&#39;d like to help for the scripting but
I&#39;m a dick at it so if you need a modeler or texturer (eventually config) I&#39;m your man &#33;

p.s try to use setaperture = 0.12 or 0.07 makes the tracers much more visible for quick testing.

Sickboy
Jun 4 2007, 18:31
Thanks Simba&#33;&#33;

The apperture, great idea&#33;

Well, it&#39;s exactly not scripts that I have issues with, it&#39;s one of my speciallities, models, textures and particles on the otherhand are near to unknown to me...
Sounds like we can form a nice team ^^

But now I have found something I didn&#39;t expect&#33;&#33; I think the effect pretty much simulates the VBS2 tracers and I think with the right tweaking of:
- Size
- Interval
- Lifetime
we might have something nice on our hands now... though performance wise it might not be the best solution but lets test&#33;

BETA3 Needs Feedback (http://www.6thsense.eu/tmp/CENT_TRACER_BETA3_NEEDS_FEEDBACK.rar)

Especially check the Vulcan to the East, it will open up on the choppers, pretty neat sight&#33; Even at daytime tracers are properly visible

http://www.6thsense.eu/tmp/tracers_tn.jpg (http://www.6thsense.eu/tmp/tracers.jpg)
Click for bigger

DarthRazorback
Jun 4 2007, 20:37
I really want to use this mod... but after trying to figure out how to get it to work, and reading this thread, I will just wait for a more streamlined process.
Or simply take one of the demo missions and customize it to your needs mate?
I just want to plug it in and play. The readme is written as if the reader knows exactly what you are talking about. As someone who has written a share of technical papers for consumption by different levels of users, I have to say that the directions feel deliberately confusing:

New Variables:
* CENT_UNIT_ARRAY2 - Array. Used for only placing the units in without their parameters, for easy index searching etc.

Etc? Easy index searching? What?

Is this meant only for hardcore script writers to include in future missions? After trying many different ways to execute this mod, I have not been successful. So, I will wait for someone to write up a readme that is meant to be understood by all levels of users, or for a more streamlined mod to be delivered.

I am sure it will happen.

MATRA
Jun 4 2007, 20:37
Great Job Sickboy, I love it.

I just tested for any performance issues, it runs smooth and sweet for me, I didnt notice any fps drops.

DarthRazorback
Jun 4 2007, 20:53
Actually, after discounting everything written in the readme, I figured it out. I suppose this has something to do with multiple people writing these things, but there were 3 different naming conventions for the mod (using @<hidden>, -, and _ at different parts). I just renamed the mod folders and my shortcut, and now it all works.

This mod needs to be streamlined for less sophisticated users.

simba
Jun 4 2007, 21:14
Quote[/b] ]This mod needs to be streamlined for less sophisticated users.

this is only beta, you are at the source my friend &#33;

Beautifull work sickboy, I love them but I&#39;m afraid they are too laggy.
it&#39;s as simple as that :
when I play without any tracers and open fire with my m134 in a ah6 I have 30fps, with your tracers I&#39;m at 20 &#33;

still I love them that&#39;s why I suggest you
to improve those things :


- only one particle should remain after ricochets. (might be different for vehicles, a velocity comparison would be interesting )

- trail should disappear after 2 or 3 hundred meters, tracers after 500. (again shilka&#39;s tracers should be visible after more than 1 km)

- fine tuning the setDropInterval : 0.0001 gives good results and 0.001 is a lil fustrating, I suggest 0.0005 , for this value I have 24fps instead of 20,21 &#33;


edit :

would it be possible to create a multiple particles sources like this ?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_pos=getpos _projectile;

_particle = &#34;#particlesource&#34; createVehicleLocal _pos;
_particle setDropInterval 0.0001;
_particle setParticleParams &#91;&#34;&#92;Ca&#92;Data&#92;kouleSvetlo&#34;, &#34;&#34;, &#34;Billboard&#34;, 1, 0.05, &#91;0,0,0&#93;, &#91;0, 0, 0&#93;, 1, _weight, _volume, _rubbing, _size, _color, &#91;0,1&#93;, 1, 1, &#34;&#34;, &#34;&#34;, _projectile&#93;;

_pos2=getpos &#91;_projectile select 0,_projectile select 1,&#40;_projectile select 2&#41; +5 ;


_particle2 = &#34;#particlesource&#34; createVehicleLocal _pos2;
_particle2 setDropInterval 0.0001;
_particle2 setParticleParams &#91;&#34;&#92;Ca&#92;Data&#92;kouleSvetlo&#34;, &#34;&#34;, &#34;Billboard&#34;, 1, 0.05, &#91;0,0,0&#93;, &#91;0, 0, 0&#93;, 1, _weight, _volume, _rubbing, _size, _color, &#91;0,1&#93;, 1, 1, &#34;&#34;, &#34;&#34;, _projectile&#93;;
[/QUOTE]

Winters1807
Jun 4 2007, 21:21
Mind blowing sickboy, they rock, look just like the real thing, now u gotta get them all simplified for people like me http://forums.bistudio.com/oldsmileys/tounge2.gif

Mr Reality
Jun 4 2007, 21:29
Just ran the test mission and i get great results. No slowdown at all.
Superb effects, although even though every third round is a tracer, it looks more like every fifth round. Also to me the tracer starts to burn just a little too far from the weapon. Maybe its just my eyes though so ignore my noobisness.

Sickboy
Jun 4 2007, 21:49
Just ran the test mission and i get great results. No slowdown at all.
Superb effects, although even though every third round is a tracer, it looks more like every fifth round. Also to me the tracer starts to burn just a little too far from the weapon. Maybe its just my eyes though so ignore my noobisness.
Hey Thanks Mate, all of you, I was rather pleased myself aswell..

I think this one makes it complete:
- Smaller Tracers (were too big, though might still need tweaking, hard one cause too small makes them appear worse at daytime http://forums.bistudio.com/oldsmileys/tounge2.gif)
- Tracers coming out of the barrel now

BETA4 Needs Feedback (http://www.6thsense.eu/tmp/CENT_TRACER_BETA4_NEEDS_FEEDBACK.rar)


Simba thanks for the feedback mate, much appreciated. Let me know how the above one goes. For performance wise, we might make a light and heavy version or sth, or try to tweak it more, maybe if we can make the lightballs longer, we dont have to spawn so many.

Multiple particle sources is possible, but if we could detect a ricochette we could possibly simply change the particleParams with the setParticleParams thing http://forums.bistudio.com/oldsmileys/smile_o.gif

Let&#39;s toy and tweak around more.

Though instead of your _pos2, we would need to change the 3d position in the particleParams array instead. The particlesource is created directly onto the projectile, so if we change the 3d coords in the particleParams we can decide where the particlesource should be compared to the projectile

simba
Jun 4 2007, 22:21
^ yes this would be so good for shilkas, ah6,...

I don&#39;t understand why you direcly loop to setpos
the particle with the bullet instead of using cent tracer way wish is to give the particle an initial velocity and direction and then has it&#39;s own life ?

with your technique, you lose all influence on
_drag/_rubbing value as well as mass wish
are gonna be very important to give the
right ballistic and give a specific tracer
behaviour for each type of ammo.

about the last version, the tracer appears way to early,
I think you should get back to the old value
and contact star wars mod for new laser. http://forums.bistudio.com/oldsmileys/tounge2.gif


good night europe. http://forums.bistudio.com/oldsmileys/goodnight.gif

Sickboy
Jun 4 2007, 22:23
Gn8 http://forums.bistudio.com/oldsmileys/smile_o.gif But check Real "Lasers" (actually tracers) here mate:
http://www.dillonaero.com/gallery1/Dual-Guns.jpg

I didnt take the earlier methods we used because of the inability to make the length long enough appearing, hence I took this way. Even with the drag up I couldn&#39;t make anything near this. If you know/find a way that does make them appear proper length and not create a lot of particles then fine by me http://forums.bistudio.com/oldsmileys/smile_o.gif
I was actually thinking if we could stretch the particles somehow we could drop them less frequently.

Maybe with a different drop frequency and lifetime we could achieve similair things.

I can make the tracers come further away for some rifles and closer to the barrel for others if needed, though it&#39;s problematic as any sleep size we give, will result in at the very least 1 frame skip which will depending on FPS, put the tracer 20-50m in front of barrel as before ;S

What do you mean with "directly loop with setpos"? You mean that I attach the tracer to the bullet?
- Ricochette perfect with the bullet
- Perfect line with the bullet

If you say that tracers indeed should drop faster, the earlier used drop function etc might be an idea but I found it to be too inaccurate concerning different speeds of bullets but if we can tweak that, fine by me... Still missing the trail then.

I tried using the particleParams stuff and NOT attaching it to the bullet, but then the tracer didnt get anywhere but just fall down at the ignite point, not as with the drop command... Though I might&#39;ve not tested it with my latest particleParams settings... tomorrow http://forums.bistudio.com/oldsmileys/biggrin_o.gif

It can probably be optimized if we can either build 1 model that is the kouleSvetlo at the start and runs a glowing line behind it getting lesser and lesser, in such case we could go back to using the drop command, still having a nice trail, while not dropping so many particles to create the trail. (This can also be 2 seperate models if nececairy..). Different Lods might be an option as suggested earlier.
http://forums.bistudio.com/oldsmileys/goodnight.gif

ThePredator
Jun 4 2007, 22:32
The new value was build on my crap.

I gave sickboy the red pill and showed him the real world.

It&#39;s true that tracers do burn from muzzle to walhalla, but the brightness increases and is at it&#39;s peak several meters away.

However, in ArmA they should burn from muzzle to impact (and beyond) for several reasons: They do burn all the way, the shooter can adjust fire from hip firing position and it just looks real.

I am currently messing around in the config, so the ammo can have specific tracer ratios and even colors and sizes.

Pink tracers anyone?

ArmaVidz
Jun 5 2007, 00:24
I found that the performance issue is back again. The tracers disappear at lower FPS (under 20) so the only capping I could do was in .1 acctime.  I found that this performance bug was related to the parameters in the script and not a performance bug. I had the original tracers running while frapping at 7-8 FPS consistently before all the modding began.

The tracer itself is looking rather good. A little long. But much better. It needs to be a little shorter, a wee bit brighter and have more drag. Arc seemed to make it more realistic imo.

For those who want to see the tracer on YouTube: I could not FRAPS on my super computer no matter what video settings or detail levels I turned down (other than slow-mo):

AWESOMENESS&#33; ARMA TRACERS&#33; (http://youtube.com/watch?v=JXaEiMLJHqM)

Edit: Reducing the view distance to 1200meters and lowering object detail to Normal kept the FPS at/above 25FPS for the demo mission in the Beta4. Watching the tracers without night vision is awesome.

In ver. 1.05 no infantry had tracers. Only vehicles. Running in the latest 1.07 Beta w/Cent Tracers fixed that issue. There is a definite performance hit though.

Question: When you use the game logic to launch cent tracers (1.15 6th) the old tracers had no problem running in a low FPS environment along side BIS tracers. Could you try to figure out why the new ones do?

All in all, outstanding.  http://forums.bistudio.com/oldsmileys/yay.gif

SNKMAN
Jun 5 2007, 01:27
Wooohaaaa&#33;&#33;&#33; http://forums.bistudio.com/oldsmileys/yay.gif

Man sickboy&#33;&#33;&#33;&#33;&#33; http://forums.bistudio.com/oldsmileys/inlove.gif

AWESOME Job&#33;&#33; Thumb up http://forums.bistudio.com/oldsmileys/thumbs-up.gif


Look&#39;s 1000 times better then bevore.

CPUforbrain
Jun 5 2007, 01:53
im sorry if this has been asked already but iv skimmed through this thread and didnt see it, is there a way to get these tracers workin in MP or the original SP missions?

nubbin77
Jun 5 2007, 02:28
Sickboy... http://forums.bistudio.com/oldsmileys/yay.gif

that might be my first banana

Universel
Jun 5 2007, 06:13
I dont get it, arent tracers real bullets ? That behave like other bullets.
I didnt try the last betas but from what I read it seems that you make tracers having different trajectories than normal bullets.

Sickboy
Jun 5 2007, 06:54
Thanks mates&#33; I&#39;m happy you guys are excited as I am http://forums.bistudio.com/oldsmileys/smile_o.gif

ArmAVids - Big thanks for the Vid, please read my post above thePredator to read my ideas about the performance, what I really need is the current effect we have but then as 1 particle instead of many of them to create the line http://forums.bistudio.com/oldsmileys/smile_o.gif

I wanted to add to it, that I need to do some tests with the waitUntil{&#33;alive _projectile} part, as it seems that that causes the tracers not to show up at times (too many instances running prolly, though this was not a problem with the lightballs).

Btw, 1.05 was untested, 1.07&#39;s fine and since the 1.08 will soon be here I guess... it shouldn&#39;t be too problematic http://forums.bistudio.com/oldsmileys/smile_o.gif
Could you do some more vids somehow? http://forums.bistudio.com/oldsmileys/biggrin_o.gif (Without NVG they rock too http://forums.bistudio.com/oldsmileys/biggrin_o.gif)


DarthRazorback:
That ReadMe part is the changelog between cent_tracers and my optimized version, all you need is simply the few ways of implementation.

Still you are right, I am not a ReadMe writer and I find it especially hard to write it in a level where it is understandable for all, I guess it&#39;s no problem as there should be enough ppl around that actually CAN do this, all raise hands ... http://forums.bistudio.com/oldsmileys/welcome.gif




Quote[/b] ]I dont get it, arent tracers real bullets ? That behave like other bullets.
I didnt try the last betas but from what I read it seems that you make tracers having different trajectories than normal bullets. AFAIK, a tracer round is fosfor on a bullet. It ignites when coming out of the barrel and since it&#39;s &#39;on&#39; the bullet it should travel far with it. I think Simba means that the Tracers stop burning earlier possibly? I could really use some proven facts on these parts http://forums.bistudio.com/oldsmileys/smile_o.gif


CPUforbrain:
I sen&#39;t thePredator details on how to add the tracers inside a config-mod, if he doesn&#39;t release anything in the next days i&#39;ll see if I find some time to set it up http://forums.bistudio.com/oldsmileys/biggrin_o.gif

4 IN 1
Jun 5 2007, 08:29
this is one hell of a sick job you have done sickboy&#33;&#33;&#33; http://forums.bistudio.com/oldsmileys/yay.gif

OIK
Jun 5 2007, 08:42
Well the previous video didnt show much i hope that someone will add a video in daylight and in dark so we could easily spot the real thing.

Something like the VBS2 trailer so we can compare.


http://forums.bistudio.com/oldsmileys/smile_o.gif

ThePredator
Jun 5 2007, 08:43
It is a waste of time to add tracer WIP to a config mod as long as there are performance drops and somesuch issues.

And starting a config mod before 1.08 has been released is waste of time, too.

The whole cfg stuff is dependand on the vanilla config, so I can&#39;t predict changes to the config classes. With 500+ fixes/changes, I bet there are new things to consider.

Sickboy
Jun 5 2007, 08:49
It is a waste of time to add tracer WIP to a config mod as long as there are performance drops and somesuch issues.

And starting a config mod before 1.08 has been released is waste of time, too.

The whole cfg stuff is dependand on the vanilla config, so I can&#39;t predict changes to the config classes. With 500+ fixes/changes, I bet there are new things to consider.
The CENT_Tracer addon is a mini-config mod on it&#39;s own. We could simply add the units and vehicles inside and do the eventhandler stuff and voila http://forums.bistudio.com/oldsmileys/smile_o.gif
Still you are right... though I believe that in a mini-config-mod it&#39;s not too problematic to accommodate for the changes from 1.07beta to 1.08 (as it&#39;s 500 changes/fixes/features since 1.05 http://forums.bistudio.com/oldsmileys/biggrin_o.gif).

No worries, i&#39;m sure we can optimize the effects in the next days and at the very least i&#39;ll update the cent_Tracer config for including the tracers etc :P

ThePredator
Jun 5 2007, 09:26
Recorded videos taken off-line, new tracer test shoot will follow.

CameronMcDonald
Jun 5 2007, 09:30
These are very good, a very nice evolution of Cent&#39;s work. The only suggestion I could make it to perhaps make them a little bit thinner, though I also do believe this can be done by the mission maker, ya?

Nice job Sick&#33;

4 IN 1
Jun 5 2007, 09:46
right now it looks like GRAW tracers, but one good thing about ArmA is that it is config able http://forums.bistudio.com/oldsmileys/smile_o.gif

Sickboy
Jun 5 2007, 09:49
@<hidden>, ty mate.... am working on different variants that will reduce the lag significantly, I just hope we can get the same-like effects as we have now.


right now it looks like GRAW tracers, but one good thing about ArmA is that it is config able http://forums.bistudio.com/oldsmileys/smile_o.gif
Try to check the earlier posted pics and videos of REAL tracers, then you will prolly agree with me that we&#39;re very very close and tracers really do look like lasers http://forums.bistudio.com/oldsmileys/smile_o.gif

4 IN 1
Jun 5 2007, 09:54
right now it looks like GRAW tracers, but one good thing about ArmA is that it is config able http://forums.bistudio.com/oldsmileys/smile_o.gif
Try to check the earlier posted pics and videos of REAL tracers, then you will prolly agree with me that we&#39;re very very close and tracers really do look like lasers http://forums.bistudio.com/oldsmileys/smile_o.gif
i know how the tracers looks like, i see them b4 http://forums.bistudio.com/oldsmileys/smile_o.gif

and GRAW tracers are not too bad too, just a bit too.....thick

ThePredator
Jun 5 2007, 10:19
The current problem is the particle system. If the tracers are correct in size, only the shooter and bystanders really close to the muzzle will see the tracers. You can clearly see single particles drop now and then.

Increasing the thickness will give you the dreaded light sabre and we don&#39;t have any permission from Lucas Arts Ltd http://forums.bistudio.com/oldsmileys/whistle.gif

So what we actually need is some model for the tracer, a lengthend line.

There is still much to do, but I have no doubt sickboy will work this out. If performance and look are top notch, the config changes I made will give specific tracer ratios and sizes to each type of ammunition, so the script can use those values instead of user generated values.

It&#39;s all about realism after all http://forums.bistudio.com/oldsmileys/biggrin_o.gif

4 IN 1
Jun 5 2007, 10:27
agreed, but we might need proper tools to do that? no need to rust things, as long as the game still needs fix

HGuderian
Jun 5 2007, 10:54
Might be possible to use tracer.p3d by BN880 (with his permission)?

ArmaVidz
Jun 5 2007, 11:10
Thanks mates&#33; I&#39;m happy you guys are excited as I am http://forums.bistudio.com/oldsmileys/smile_o.gif

ArmAVids - Big thanks for the Vid, please read my post above thePredator to read my ideas about the performance, what I really need is the current effect we have but then as 1 particle instead of many of them to create the line http://forums.bistudio.com/oldsmileys/smile_o.gif

I wanted to add to it, that I need to do some tests with the waitUntil{&#33;alive _projectile} part, as it seems that that causes the tracers not to show up at times (too many instances running prolly, though this was not a problem with the lightballs).

Btw, 1.05 was untested, 1.07&#39;s fine and since the 1.08 will soon be here I guess... it shouldn&#39;t be too problematic http://forums.bistudio.com/oldsmileys/smile_o.gif
Could you do some more vids somehow? http://forums.bistudio.com/oldsmileys/biggrin_o.gif (Without NVG they rock too http://forums.bistudio.com/oldsmileys/biggrin_o.gif)

No problem. After messing with these Beta4&#39;s for a bit and adjusting "my PC" for the setting (night and many infantry) I found the sweet spot for FPS so playing was awesome.

I had to make a vid better than the previous one&#33; Here&#39;s some entertainment for you fellas with the Beta4&#39;s.

<span style='color:blue'>On YouTube</span>Awesomeness&#33; ARMA TRACERS (http://youtube.com/watch?v=JXaEiMLJHqM)

<span style='color:blue'>Full Res Download</span>AWESOMENESS&#33; ArmA Tracers Beta4&#39;s (http://files.filefront.com/Sickboy_Mr_Centipede_TheP4.avi/;7698220;/fileinfo.html)

http://forums.bistudio.com/oldsmileys/pistols.gif
ARMAVIDZ

Sickboy
Jun 5 2007, 11:27
Thanks ArmA Dude&#33; Wicked Video&#33;&#33;&#33; Really Cool.

I see btw that I have the M240 colors setup wrong (yellow instead of red :P).

About BN880&#39;s tracers; I have full permission to do anything I like with them. But I did not get any results that were near the current ones http://forums.bistudio.com/oldsmileys/smile_o.gif

Also, Garlay who also did the M14 SopMods&#39;s for 6thSenseMod, is working on tracer models for me now, tonight when i&#39;m home i&#39;m gonna look what he did for me and see how that works out in game http://forums.bistudio.com/oldsmileys/biggrin_o.gif

HGuderian
Jun 5 2007, 11:39
thanks for the reply.
Awesome work, I hope to have really tracers soon.
They seems better in version 3 than in fourth (for me)

ThePredator
Jun 5 2007, 11:41
@<hidden>: With thinner tracers this would look perfect, but I encountered some problems with that.

You could at least use some decent weapons sounds in those videos http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Go into the cent_tracer_fired.sqs and change the tracer size to 0.03 for small arms and 0.05 for MBT weapons.

Sickboy
Jun 5 2007, 11:44
Go into the cent_tracer_fired.sqs and change the tracer size to 0.03 for small arms and 0.05 for MBT weapons.
0,05 for MBT&#39;s??? Don&#39;t you mean the MG setting, (the first one at the top?)

BTW, 0.03 small and 0.05 mg did give nice results in:
- At night
- At Night+Nightvision

But at day time etc they were too thin to properly follow if im not mistaken?


How about try the middle settings http://forums.bistudio.com/oldsmileys/biggrin_o.gif
0.05 Small Arms
0.08 MG
0.15 MBT
http://forums.bistudio.com/oldsmileys/biggrin_o.gif

ArmaVidz
Jun 5 2007, 11:48
@<hidden>: With thinner tracers this would look perfect, but I encountered some problems with that.

You could at least use some decent weapons sounds in those videos http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Go into the cent_tracer_fired.sqs and change the tracer size to 0.03 for small arms and 0.05 for MBT weapons.
LOL I&#39;ve been shooting a Saving Private ArmA scene and between your awesomeness ModWar sound pack, the 1.07 Beta, my newb hat and all the addons I got in, I&#39;m finding the assortment of "goodies" conflicting.

Next one I&#39;ll put the hammer down with the Modwar Soundpack and Cent Tracer  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

With the tracer size, I know, but when you&#39;re shooting these vidz often times (for effect only in video) many things need to be adjusted for it to come through in video form.  http://forums.bistudio.com/oldsmileys/crazy_o.gif  

Seriously though, these tracers are better than ever. It&#39;s like freakin Christmas for me man&#33; Okay, now off to work&#33;

http://forums.bistudio.com/oldsmileys/goodnight.gif

Kotp
Jun 5 2007, 12:36
Yup couldnt agree more here with whats been said. I threw together a quick a COOP Hold the Base mission last nite in about 30mins for me and a few lads on our Teamspeak channel and using the new Sound Mod and the Tracers really did make our game time extremely enjoyable indeed.

Hats off to those responsible for providing us with great additions to the game. http://forums.bistudio.com/oldsmileys/notworthy.gif

ThePredator
Jun 5 2007, 12:36
These are the values I was speaking of: On distance, they won&#39;t be visible though...

Night (http://www.modwar.armaholic.net/downloads/realistic_tracersize_night.avi)


Day (http://www.modwar.armaholic.net/downloads/realistic_tracersize_day.avi)

rcspikee
Jun 5 2007, 12:37
Quote[/b] ] when I play without any tracers and open fire with my m134 in a ah6 I have 30fps, with your tracers I&#39;m at 20


The tracers are going to have an impact on fps, I bet if the VBS2 tracers were disabled an enabled there would be a noticable impact&#33; on my system i would exspect from the finished product, all settings on high i run at around 45-65fps (in war) at 1600 distance 1280/1024 so i recon around 37-59 fps with vbs2 like tracers http://forums.bistudio.com/oldsmileys/pistols.gif

Also remember that the lower the spec pc the higher the impact will be http://forums.bistudio.com/oldsmileys/wink_o.gif

Sorry i was no help&#33;&#33; http://forums.bistudio.com/oldsmileys/rofl.gif

Sickboy
Jun 5 2007, 13:41
The scripts are heavily optimized but the tracer effects atm produce many many many particles to create this beautiful line http://forums.bistudio.com/oldsmileys/smile_o.gif

In the meantime I&#39;m working on replacing the many many many many particles with a model and 1 particle which should make the script from having "quite some FPS impact" to "next to none", stay tuned http://forums.bistudio.com/oldsmileys/smile_o.gif

Kotp
Jun 5 2007, 13:48
Sounds good Sickboy , eagerly awaiting your work.

simba
Jun 5 2007, 14:06
If you still use the "many particles technique" you may want to have a look at this:
everything is explaind inside, this is not a functionnal script &#33;
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

private &#91;&#34;_color&#34;,&#34;_dir&#34;,&#34;_drag&#34;,&#34;_glowSize&#34;,&#34;_pos&#34;,&#34;_projectile&#34;,&#34;_size&#34;,&#34;_size_mod&#34;,&#34;_tracercolor&#34;,&#34;_tracersize&#34;,&#34;_vel&#34;,&#34;_volume&#34;,&#34;_weight&#34;&#93;;

COMMENT &#34;Get the tracer settings parameters&#34;;
_projectile=_this select 0;
_tracersize=_this select 1;
_tracercolor=format&#91;&#34;%1&#34;,_this select 2&#93;;
_pos=_this select 3;
_size_mod = _this select 4;

COMMENT &#34;Set the rgb values of _color that corresponds to _tracercolor&#34;;
switch _tracercolor do
{
case &#34;red&#34;&#58; {_color=&#91;&#91;1,0.1,0.1,1&#93;,&#91;1,0,0,1&#93;,&#91;1,0,0,1&#93;&#93;;};
case &#34;green&#34;&#58; {_color=&#91;&#91;0.2,1,0.2,1&#93;,&#91;0,1,0,1&#93;,&#91;0,1,0,1&#93;&#93;;};
};

COMMENT &#34;Set the size of the drop created particle&#34;;
_size=&#91;_tracersize*_SIZE_MOD&#93;;



_glowSize=&#91;&#40;_tracerSize*_SIZE_MOD&#41;/5&#93;;

COMMENT &#34;Create a velocity vector based on the velocity of the projectile&#34;;
_dir = direction _projectile;
_vel=&#91;&#40;&#40;velocity _projectile select 0&#41;+&#40;sin _dir*10&#41;&#41;,&#40;&#40;velocity _projectile select 1&#41;+&#40;cos _dir*10&#41;&#41;,&#40;velocity _projectile select 2&#41;&#93;;

COMMENT &#34;Set particle weight. Default 80.0&#34;;
_weight=80.0;

COMMENT &#34;Set particle volume. Default 0.005&#34;;
_volume=0.005;

COMMENT &#34;Set drag. Default 0.0395&#34;;
_drag=1;



// this is THE TRACER itself not the trail or the bullet, the trail will be based on its position and not on the bullet position,
//you could replace the kousvelto used here with a pseudo spherical particle &#40;contact me if you need one&#41;.

drop&#91;&#34;&#92;Ca&#92;Data&#92;kouleSvetlo&#34;, &#34;&#34;, &#34;Billboard&#34;, 1, 4, _pos, _vel, 0, _weight, _volume, _drag, _size, _color, &#91;0, 1&#93;, 0, 0, &#34;&#34;, &#34;&#34;, &#34;&#34;&#93;;



// what follows is the code for the trail, the problem is to get the pos from the tracer.
// to get the position &#34;BeforeDestroy&#34; might work
// however I don&#39;t know how to use it, I will just use here &#34;_tracerpos&#34; as placeholder.


_tracerpos = .....&#59;

_particle = &#34;#particlesource&#34; createVehicleLocal &#40;getpos _tracerpos&#41;;
_particle setDropInterval 0.0001;
_particle setParticleParams &#91;&#34;&#92;Ca&#92;Data&#92;kouleSvetlo&#34;, &#34;&#34;, &#34;Billboard&#34;, 1, 0.05, &#91;0,0,0&#93;, &#91;0,0,0&#93;, 1, _weight, _volume, _rubbing, _size, _color, &#91;0,1&#93;, 1, 1, &#34;&#34;, &#34;&#34;, &#34;&#34;&#93;;

_particle spawn {waitUntil {&#33;&#40;alive _this&#41;};deleteVehicle _this;};

[/QUOTE]

thanks for your work and keep it up &#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Sickboy
Jun 5 2007, 14:35
Thanks Simba, but sth like that will not work.

The particle source must be attached to an object otherwise it will not move, the drop does not create an object so we cant attach the particle source to it, in this case it will simply appear at some point and drop to the ground or disappear.

I can think of other methods too, but as I described earlier, a fair question:
How certain are we that tracers dont follow the bullets precise?
Tracer is igniting fosfor at the back of the bullet afaik, so even though the tracer is a bit behind the bullet it still follows its trail perfectly... (also, using the drop as you do it now will not create a proper ricochette following, and I feel also that it doesn&#39;t create the right trajectory under *all* circumstances, bullet speeds etc. etc, while if you attach a particlesource to the bullet, the effect simply follows the bullet exact)

If we keep using the many particles method, then the solution might be to leave the script as in beta4, but simply change the position array inside the setParticleParams. Afaik that position array is the 3d position of the particlesource compared to the object itself... in this case we could put the particle source "behind the bullet" so the trail follows the bullet exact but behind.

4 IN 1
Jun 5 2007, 15:37
i am not quite a bn880 tracers fan as i think his model are simply too ballish, would be good to have a more *la-zer* like model from the side

Abbe
Jun 5 2007, 15:45
...you can be very sure tracers don&#39;t follow bullet trajectory, nore do they shine the whole bullet path untill impact. I suppose more ppl who&#39;s acctually seen/fired tracers should relpy untill the addonmakers, if realism is what counts, are convinced... http://forums.bistudio.com/oldsmileys/wink_o.gif

To take realism a step further, tracers are not very often used, mostly on heavier weapons like machineguns and so on. I would think twise even with a machinegun to feed it tracers, I just like life too much  http://forums.bistudio.com/oldsmileys/tounge2.gif

Really nice effort guys&#33;

/Abbe

Sickboy
Jun 5 2007, 16:49
Ola, made a bug in Beta3+4... Please open up from the beta demo missions: scripts&#92;cent_tracer_effect.sqf

Search for:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_particle spawn {waitUntil {&#33;&#40;alive _this&#41;};deleteVehicle _this;};[/QUOTE]

Replace With:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;_projectile,_particle&#93; spawn {waitUntil {&#33;&#40;alive &#40;_this select 0&#41;&#41;};deleteVehicle &#40;_this select 1&#41;;};[/QUOTE]

This might resolve some of the performance issues http://forums.bistudio.com/oldsmileys/whistle.gif

Still working on model-method too, making already a lot of progress, basicly its implemented though I have to figure out why I can&#39;t spawn the model with camCreate (createVehicleLocal works though)... The problem with createVehicle as opposed to camCreate is that createVehicle takes the surroundings into account when spawning the object, while camCreate truelly spawns the object exactly at the location you want it to... you can guess the funny results :P

NeilReed101
Jun 5 2007, 19:27
I really like the effect of these tracers good work sickboy, but i do have a problem seeing them , in any other mode than zooming down the scope , is this just me ?

Winters1807
Jun 5 2007, 20:13
Nope, i get that too

Mr Reality
Jun 5 2007, 21:44
I really like the effect of these tracers  good work sickboy, but i do have a problem seeing them , in any other mode than zooming down the scope , is this just me ?
When i&#39;m in first person, aiming from the hip so to speak (not looking through iron sights) i find at times the tracers will not appear. If i move the weapon to the left or right the tracers start to appear.

Sickboy
Jun 5 2007, 22:47
Those are mainly FPS/Performance issues, though about the different angle i&#39;m unsure. I have abondoned the method for now (due to the Performance) and have jumped to a BN880&#39;s similair way of Tracers.
ATM they are Beta, Esp. the glowing/shiney properties and trail-light is missing. No worries, it is merely a technology preview&#33;
New Models, Colors, Glow etc. will come very soon.

Please use the A&M Discussion Thread to Try Them & Comment on them if you wish:
6thSense.eu Tracers v0.1Beta (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=63854)

fireship4
Jun 6 2007, 06:12
http://en.wikipedia.org/wiki/Tracer_ammunition

Wikipedia has a decent article on tracers if you want more info.

Mr.Peanut
Jun 13 2007, 14:35
I have two questions about the tracer scripts.
1) The only difference between having ricochet effect or not is a change in the particle array parameters. How does this work?
2) The velocity of the tracer takes the velocity of the projectile and adds a strange trig component (e.g. sin(10*_dir), where _dir is projectile direction). Why is it 10* the angle?

Sickboy
Jun 13 2007, 14:58
I have two questions about the tracer scripts.
1) The only difference between having ricochet effect or not is a change in the particle array parameters. How does this work?
2) The velocity of the tracer takes the velocity of the projectile and adds a strange trig component (e.g. sin(10*_dir), where _dir is projectile direction). Why is it 10* the angle?I really have no idea, wasn&#39;t my code anyway, how about you use the new tracer package mate http://forums.bistudio.com/oldsmileys/smile_o.gif

kueppcera
Jun 18 2007, 09:30
just wanted to say THX&#33;

this so cool.... tank battles are so much fun with these tracers...

Feels real...though i&#39;m far from being an expert.
http://forums.bistudio.com/oldsmileys/smile_o.gif

raedor
Jun 18 2007, 10:09
Closed upon request of the author. http://forums.bistudio.com/oldsmileys/smile_o.gif