Underwater Tracers?
Posted: Sun Jul 15, 2012 3:42 am
Is there a Mod that adds Underwater Tracers for when you shoot underwater you can see the path of the Ammo?
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https://www.oldunreal.com/phpBB3/
Now there is, I guess.Yes.
Thanks Sly, Pcube isn't really a helpful person.Don't you guys think it would be useful for him if he had a link to it? lol
Thanks.Thanks Sly, Pcube isn't really a helpful person.Don't you guys think it would be useful for him if he had a link to it? lol
I got that information off of google too.Thanks Sly, Pcube isn't really a helpful person.
Thank you Pcube and im sorry if i offended you.Thanks.Thanks Sly, Pcube isn't really a helpful person.Don't you guys think it would be useful for him if he had a link to it? lol
Since you want the full 9 yards:
For what weapon? I am assuming since you said tracer you mean the automag or minigun. In these cases, the only way to provide this kind of trace functionality is to create an entirely new weapon (OK, there are a few other methods that could accomplish this, but they're total hacks and I'd feel dirty even talking about them). This is because the weapon does NOT actually spawn a projectile (bullet) when you fire it. It does a trace in the level and deals damage to the first actor hit by the trace.
This is critical because without an actor being spawned there is no way to tell when the weapon was fired. Thus, the only way to do this would be to create new subclasses of Automag or Minigun (again, assuming these are the target weapons).
Couple ways to do it after subclassing:
1.) Do not perform a trace. Spawn a "bullet" projectile that moves very fast.
pros: you can easily put in some spawns in the new projectile class to emit some 'trace' actor if its zone.bWaterZone = true
you can reuse this new projectile on other would-be "instant hit" weapons -- write the trace code once and use in many weaps as needed
cons: not an instant hit technically
2.) Perform a trace. Spawn a trace actor at a fixed length interval (like the ASMD rings) based on whether that point of spawn is in a waterzone or not.
pros: a true instant-hit
cons: offloads the "trace" logic into the weapon itself; need to duplicate the "trace" code to each new weapon that will utilize this feature
After making the subclass you will probably want to make a mutator. The mutator would have IsRelevant() & CheckReplacement() swap stock Unreal weapons (that need this feature) to your custom weapons.
With projectile based weapons it is possible to tack-on this functionality without creating stock weapon subclasses. This would be done with a mutator that detects the spawning of a projectile. You could do something like tack on an "emitter" actor to the projectile that "emits" some trace effect every few seconds based on whether its region.zone.bWaterZone = true.
The complication comes with trace weapons...
No offense taken. It was a useless post of mine to begin with.Thank you Pcube and im sorry if i offended you.Thanks.Thanks Sly, Pcube isn't really a helpful person.
Since you want the full 9 yards:
For what weapon? I am assuming since you said tracer you mean the automag or minigun. In these cases, the only way to provide this kind of trace functionality is to create an entirely new weapon (OK, there are a few other methods that could accomplish this, but they're total hacks and I'd feel dirty even talking about them). This is because the weapon does NOT actually spawn a projectile (bullet) when you fire it. It does a trace in the level and deals damage to the first actor hit by the trace.
This is critical because without an actor being spawned there is no way to tell when the weapon was fired. Thus, the only way to do this would be to create new subclasses of Automag or Minigun (again, assuming these are the target weapons).
Couple ways to do it after subclassing:
1.) Do not perform a trace. Spawn a "bullet" projectile that moves very fast.
pros: you can easily put in some spawns in the new projectile class to emit some 'trace' actor if its zone.bWaterZone = true
you can reuse this new projectile on other would-be "instant hit" weapons -- write the trace code once and use in many weaps as needed
cons: not an instant hit technically
2.) Perform a trace. Spawn a trace actor at a fixed length interval (like the ASMD rings) based on whether that point of spawn is in a waterzone or not.
pros: a true instant-hit
cons: offloads the "trace" logic into the weapon itself; need to duplicate the "trace" code to each new weapon that will utilize this feature
After making the subclass you will probably want to make a mutator. The mutator would have IsRelevant() & CheckReplacement() swap stock Unreal weapons (that need this feature) to your custom weapons.
With projectile based weapons it is possible to tack-on this functionality without creating stock weapon subclasses. This would be done with a mutator that detects the spawning of a projectile. You could do something like tack on an "emitter" actor to the projectile that "emits" some trace effect every few seconds based on whether its region.zone.bWaterZone = true.
The complication comes with trace weapons...
I wanted to use it for Realism the Automag, Minigun, Rifle and CAR.No offense taken. It was a useless post of mine to begin with.Thank you Pcube and im sorry if i offended you.Thanks.
Since you want the full 9 yards:
For what weapon? I am assuming since you said tracer you mean the automag or minigun. In these cases, the only way to provide this kind of trace functionality is to create an entirely new weapon (OK, there are a few other methods that could accomplish this, but they're total hacks and I'd feel dirty even talking about them). This is because the weapon does NOT actually spawn a projectile (bullet) when you fire it. It does a trace in the level and deals damage to the first actor hit by the trace.
This is critical because without an actor being spawned there is no way to tell when the weapon was fired. Thus, the only way to do this would be to create new subclasses of Automag or Minigun (again, assuming these are the target weapons).
Couple ways to do it after subclassing:
1.) Do not perform a trace. Spawn a "bullet" projectile that moves very fast.
pros: you can easily put in some spawns in the new projectile class to emit some 'trace' actor if its zone.bWaterZone = true
you can reuse this new projectile on other would-be "instant hit" weapons -- write the trace code once and use in many weaps as needed
cons: not an instant hit technically
2.) Perform a trace. Spawn a trace actor at a fixed length interval (like the ASMD rings) based on whether that point of spawn is in a waterzone or not.
pros: a true instant-hit
cons: offloads the "trace" logic into the weapon itself; need to duplicate the "trace" code to each new weapon that will utilize this feature
After making the subclass you will probably want to make a mutator. The mutator would have IsRelevant() & CheckReplacement() swap stock Unreal weapons (that need this feature) to your custom weapons.
With projectile based weapons it is possible to tack-on this functionality without creating stock weapon subclasses. This would be done with a mutator that detects the spawning of a projectile. You could do something like tack on an "emitter" actor to the projectile that "emits" some trace effect every few seconds based on whether its region.zone.bWaterZone = true.
The complication comes with trace weapons...
edit: By the way, what weapons do you want to do this for?
Thank you Pcube and i understand about Upak also keep away from those peanuts and peanut oil.William,
I put together the mod here on the UDHQ site: UDHQ
It's on the downloads page listed as "TracerWeapons"
To use it, simply open a level with ?Mutator=TracerWeapons=TracerWeapons (e.g. open Vortex2?Mutator=TracerWeapons.TracerWeapons)
Please note that I did not subclass the CAR because I don't want to touch UPak... but anyone else is welcome to edit my code to implement this. This also was not tested online since I'm guessing this is meant for offline play.
Indeed, you are infact quite useless.No offense taken. It was a useless post of mine to begin with.Thank you Pcube and im sorry if i offended you.Thanks.
Since you want the full 9 yards:
For what weapon? I am assuming since you said tracer you mean the automag or minigun. In these cases, the only way to provide this kind of trace functionality is to create an entirely new weapon (OK, there are a few other methods that could accomplish this, but they're total hacks and I'd feel dirty even talking about them). This is because the weapon does NOT actually spawn a projectile (bullet) when you fire it. It does a trace in the level and deals damage to the first actor hit by the trace.
This is critical because without an actor being spawned there is no way to tell when the weapon was fired. Thus, the only way to do this would be to create new subclasses of Automag or Minigun (again, assuming these are the target weapons).
Couple ways to do it after subclassing:
1.) Do not perform a trace. Spawn a "bullet" projectile that moves very fast.
pros: you can easily put in some spawns in the new projectile class to emit some 'trace' actor if its zone.bWaterZone = true
you can reuse this new projectile on other would-be "instant hit" weapons -- write the trace code once and use in many weaps as needed
cons: not an instant hit technically
2.) Perform a trace. Spawn a trace actor at a fixed length interval (like the ASMD rings) based on whether that point of spawn is in a waterzone or not.
pros: a true instant-hit
cons: offloads the "trace" logic into the weapon itself; need to duplicate the "trace" code to each new weapon that will utilize this feature
After making the subclass you will probably want to make a mutator. The mutator would have IsRelevant() & CheckReplacement() swap stock Unreal weapons (that need this feature) to your custom weapons.
With projectile based weapons it is possible to tack-on this functionality without creating stock weapon subclasses. This would be done with a mutator that detects the spawning of a projectile. You could do something like tack on an "emitter" actor to the projectile that "emits" some trace effect every few seconds based on whether its region.zone.bWaterZone = true.
The complication comes with trace weapons...
edit: By the way, what weapons do you want to do this for?
100% true. I have something similar some time ago. I felt very sick after I have consumed it.Yes.
edit:
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Actually i was thinking about the Bullet Time effect with the Ripples.This would look really good if you added a fading vortex effect to the bullet's path, something like redeemer smoketrail but using a see-thru shimmer and also an occasional bubble or two along the path. With minimal effort and very low overhead you could craft a damn cool effect.
Though in reality bullets only travel a meter or two in water before they bleed off all their kinetic energy
I think someone needs a diaper change.Indeed, you are infact quite useless.No offense taken. It was a useless post of mine to begin with.Thank you Pcube and im sorry if i offended you.
edit: By the way, what weapons do you want to do this for?