PDA

View Full Version : Tracer issues.



Challenger13
07-04-2011, 05:23 PM
Ok so I have a problem (beside the missing EVA events).
I have tried various ways to get the tracers for my Wolverine to work and with 2 TracerDraw modules both will show from the right weapon and with 1 it will only show 1 from the right weapon.
It's beginning to annoy me a bit cos I have all the FX and Launch bones set for the 2 weapons but nothing will make it work.

The 1 TracerDraw module worked perfectly for the Hammerhead, which is what is the confusing part.
Can anyone help?

Zocom7
07-04-2011, 05:41 PM
Ok so I have a problem (beside the missing EVA events).
I have tried various ways to get the tracers for my Wolverine to work and with 2 TracerDraw modules both will show from the right weapon and with 1 it will only show 1 from the right weapon.
It's beginning to annoy me a bit cos I have all the FX and Launch bones set for the 2 weapons but nothing will make it work.

The 1 TracerDraw module worked perfectly for the Hammerhead, which is what is the confusing part.
Can anyone help?

For the Wolverine, you need to include the Muzzle Flash bone in order for the machine gun weapon to show up in addition to the Fire FX and Launch bones. Hammerhead's guns use the Recoil, Muzzle Flash, FX Fire and Launch bones.

Challenger13
07-04-2011, 06:25 PM
I already have Zocom, but they still show from the same point.
Am I supposed to make a tracer draw for both with a WeaponSlotID or am I missing something?
The Hammerhead one works perfectly.

Stygs
07-04-2011, 10:09 PM
Tracers are incredible buggy in TW - they only work for the 1. turret of a unit and I am not sure if you can have more than one weapon with working tracers.

SgtRho
07-17-2011, 01:08 PM
You can, but not using the tracer draw. You will have to make a weapon firing actual projectiles, that look like tracers. For example, two crossed planes with a tracer texture on it.

Golan2781
07-17-2011, 05:29 PM
I'd suggest using a TRAIL type particle on an invisible projectile, it's the closest you can (http://i99.photobucket.com/albums/l307/GolanV/sshot0011.jpg) get to the tracer draw. Note that you have to rotate the default Tracer by 90° to use it as a TRAIL particle.

Madin
07-19-2011, 06:07 PM
I'd suggest using a TRAIL type particle on an invisible projectile, it's the closest you can (http://i99.photobucket.com/albums/l307/GolanV/sshot0011.jpg) get to the tracer draw. Note that you have to rotate the default Tracer by 90° to use it as a TRAIL particle.

This is interesting, could you please expand upon this? The 'repair' sparks are 'TRAIL' fx, this could be the answer for a multi-gun machine gun sweep.

Golan2781
07-20-2011, 10:11 AM
A TRAIL type particle FX just means that the particle "texture" gets dragged behind the emitter (like a banner dragged behind a plane). So if you add such a PFX to an invisible projectile, every shot will show a tracer from the gun as the projectile travels to the target. You can set the width of the tracer with the PFX Size and the length with the TrailLife.
The only thing missing is that the TracerDraw always shows a bit of scatter and possibly multiple tracers per shot, whereas a tracer projectile will show only one tracer per projectile and have an exact flight path unless the target has contact points (autogenerated VEHICLE and STRUCTURE CPs work too, but INFANTRY type looks odd) or the weapon actually scatters.

This is the code of the tracer PFX shown above.

<FXParticleSystemTemplate
id="FXBulletTracerWOLV"
ParticleTexture="FXTracerTrail"
PerParticleAttachedSystem=""
Priority="MEDIUM_OR_ABOVE"
SortLevel="1"
SystemLifetime="100"
Type="TRAIL">
<Lifetime High="100" Low="80"/>
<Size High="3" Low="3"/>
<BurstDelay High="200" Low="200"/>
<BurstCount High="1" Low="1"/>
<Colors>
<Color Frame="1" RelativeAge="0">
<Color b="1" g="1" r="1"/>
</Color>
<Color Frame="2" RelativeAge="100">
<Color b="0" g="0" r="0"/>
</Color>
<ColorScale High="50" Low="-50"/>
</Colors>
<Wind
AngleChangeMax="0.3"
AngleChangeMin="0.05"
FullStrengthDist="5"
PingPongEndAngleMin="5.49779"
PingPongStartAngleMax="0.2"
Strength="1"
TurbulenceAmplitude="0.3"
TurbulenceFrequency="5"/>
<Physics>
<Default Gravity="-0.01" ParticlesAttachToBone="true">
<VelocityDamping High="1" Low="1"/>
<DriftVelocity x="0.3" y="0" z="0"/>
</Default>
</Physics>
<Draw>
<Trail TrailLife="3"/>
</Draw>
<Volume>
<Line>
<StartPoint x="0" y="0" z="0"/>
<EndPoint x="0" y="0" z="0"/>
</Line>
</Volume>
<Velocity>
<Ortho>
<Position>
<x High="0" Low="0"/>
<y High="0" Low="0"/>
<z High="0" Low="0"/>
</Position>
</Ortho>
</Velocity>
<Event/>
<Update>
<Default>
<SizeRateDamping High="1" Low="1"/>
<AngularDampingXY High="1" Low="1"/>
</Default>
</Update>
</FXParticleSystemTemplate>

Madin
07-20-2011, 11:50 AM
Thanks again!