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Country: us
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#1 Posted at 2016-09-27 22:34        
In real life machine guns, there's only one tracer bullet for every 4 or 5 normal bullets. Arma II appears to ignore this realism element, in favor of making ALL the bullets be tracer rounds (which is the way most video games do actually), and this is unrealistic. I can tell the total number of rounds fired from a machine gun by counting the number of puffs of dust from the impact sites of the bullets hitting the ground. I notice that there are just as many tracers flying through the air as there are impact sites. Is there some hidden menu option to changes this so that there's only one tracer bullet for every several normal bullets, just like it would be in real life?

On a related note, is there a way to make all tracer colors the same? In real life you don't have some countries' militaries use one color and some use another. They all use magnesium as the burning material (which is a good tracer material because it burns so brightly that it's easy to see). Is there a way to set all units from all factions to have the same colored tracers, and have that color be pale yellow, just like in real life?

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Posts: 1589

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Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 57
In-game name: Kobayashi Maru

#2 Posted at 2016-09-29 05:24        
I don't know if you've found an answer. There is no simple mean to do what you want. The problem is the mags have their own parameters, "hard coded". There is an approach you could give a try. I don't know if these commands work for Arma2 (I'm not on my Arma PC):
Try to script for some tracers for any mags you want with this code:

MGI_count = 0;
player addEventHandler ["fired",{
  mgi_bullet = _this select 6;
  if (MGI_count mod 4 == 0) then {
    tracer = addMissionEventHandler ["Draw3D", {
      _timer = diag_tickTime;
      _timer spawn {
        _timer = _this;
        while {alive mgi_bullet} do {
          _duration = (diag_tickTime - _timer) max 0.1;
          _pos = getPosVisual mgi_bullet;
          _velocity = velocity mgi_bullet;
          _trace_length = _velocity vectorMultiply _duration;
          _last_pos = _pos vectorDiff _trace_length;
          drawLine3D [_last_pos, _pos, [1,0,0,1]];

This code can be optimized. I can't test it.