Ok, it is possible to modify the tracing of the ammunition to look like tracer ammunition,I need more realistically about to see the path of the shot .. I want to do this in Mg42 and Brownling.
I am creating a map for that night and want greater realism of weapons and firepower of them.
So, what's the command line responsible for the color, brilliance and vision of the tracer of the shot? As is the case of AA and Vierling's what you see the ammo "walking" in the sky.
Thanks.
PS: Sorry my english.
Ammunition with more realism.
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Re: Ammunition with more realism.
Well from my perspective there are two ways to do it. First, you could set up a new projectile as a tracer and use the tracer command to fire it. Or the easier way (and the better looking way) is to simply make the main projectile more visible.
The tracer system's primary purpose was to reduce the amount of effects generated from a high rate of fire weapon. If there is a complex impact effect associeted with the main projectile, then having it on high fire rate would produce lag. Thus they used the tracer system to have a separate projectile use the effects instead and the main one is just invisible. The main thing about it is that the tracers fire roughly half the rate of the weapons fire rate. Thus for every 400 bullets fired only 200 or so tracers will appear.
But for most handweapons you should easily beable to get away with just making the main projectile visible. It mainly involves changing the geometry it's using (the geometry determines it's appearance. There is no color codes and such for projectiles, thus check out other tracer templates for other geometry templates you might want to use)
Here is some example code from my BFH'42 mod. It is the projectile used by the machine gun handweapons for the gunners:
The most important commands are the following:
The geometry command defines the visible mesh you will see. Most handeapon projectiles either lack on entirely or use one that won't be visible even with the correct settings. Thus you will need to change it to a mesh like the above or find an alternate from other existing tracer projectiles.
The tracer scaler determines how large the tracer appears. I think smaller numbers result in larger appearence. Though I havn't fiddled with this much, so experiment to find the best results.
Then there is the invisible command. All the vanilla handweapons have that set to 1 on the projectiles they use I think so you will need to turn it to 0 for the projectile to ever be visible.
This explains the jist of what you want to do.
The end result of how they appear in my BFH'42 mod is pretty close to what you are trying to do so this should be what you want. Just know that weapons with a fire rate above 500 (typically vehicle guns) might lag with the above method and using the tracer system for those would be recommended. But for handweapons, you don't really need the tracer system to do what you want here.
The tracer system's primary purpose was to reduce the amount of effects generated from a high rate of fire weapon. If there is a complex impact effect associeted with the main projectile, then having it on high fire rate would produce lag. Thus they used the tracer system to have a separate projectile use the effects instead and the main one is just invisible. The main thing about it is that the tracers fire roughly half the rate of the weapons fire rate. Thus for every 400 bullets fired only 200 or so tracers will appear.
But for most handweapons you should easily beable to get away with just making the main projectile visible. It mainly involves changing the geometry it's using (the geometry determines it's appearance. There is no color codes and such for projectiles, thus check out other tracer templates for other geometry templates you might want to use)
Here is some example code from my BFH'42 mod. It is the projectile used by the machine gun handweapons for the gunners:
Code: Select all
ObjectTemplate.create Projectile MGProjectile
ObjectTemplate.geometry TLight_m1
ObjectTemplate.timeToLive CRD_NONE/0.5/0/0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0
ObjectTemplate.hasStartEffect 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 0
ObjectTemplate.material 217
ObjectTemplate.minDamage 0.5
ObjectTemplate.tracerScaler 100
ObjectTemplate.distToStartLoseDamage 40
ObjectTemplate.distToMinDamage 80
ObjectTemplate.loadSoundScript ..\..\common\Sounds\projectile.ssc
ObjectTemplate.noFFSound 1
Code: Select all
ObjectTemplate.geometry TLight_m1
ObjectTemplate.tracerScaler 100
ObjectTemplate.invisible 0
The tracer scaler determines how large the tracer appears. I think smaller numbers result in larger appearence. Though I havn't fiddled with this much, so experiment to find the best results.
Then there is the invisible command. All the vanilla handweapons have that set to 1 on the projectiles they use I think so you will need to turn it to 0 for the projectile to ever be visible.
This explains the jist of what you want to do.

The end result of how they appear in my BFH'42 mod is pretty close to what you are trying to do so this should be what you want. Just know that weapons with a fire rate above 500 (typically vehicle guns) might lag with the above method and using the tracer system for those would be recommended. But for handweapons, you don't really need the tracer system to do what you want here.




I have cameras in your head!
Re: Ammunition with more realism.
The larger the number for the tracerScaler, the larger the tracer round.
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