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Underwater Tracers?

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William(Rainman)
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Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Underwater Tracers?

Post by William(Rainman) »

Is there a Mod that adds Underwater Tracers for when you shoot underwater you can see the path of the Ammo?
pprabhu

Re: Underwater Tracers?

Post by pprabhu »

Yes.

edit:

DISCLAIMER:
This product is meant for educational purposes only. Any resemblance to real persons, living or dead is purely coincidental. Void where prohibited. Some assembly required. List each check separately by bank number. Batteries not included. Contents may settle during shipment. Use only as directed. No other warranty expressed or implied. Do not use while operating a motor vehicle or heavy equipment. Postage will be paid by addressee. Subject to CAB approval. This is not an offer to sell securities. Apply only to affected area. May be too intense for some viewers. Do not stamp. Use other side for additional listings. For recreational use only. Do not disturb. All models over 18 years of age. If condition persists, consult your physician. No user-serviceable parts inside. Freshest if eaten before date on carton. Subject to change without notice. Times approximate. Simulated picture. No postage necessary if mailed in the United States. Breaking seal constitutes acceptance of agreement. For off-road use only. Shellfish can cause liver damage in some people. As seen on TV. One size fits all. Many suitcases look alike. Contains a substantial amount of non-tobacco ingredients. Colors may, in time, fade. We have sent the forms which seem to be right for you. Slippery when wet. For office use only. Not affiliated with the American Red Cross. Drop in any mailbox. Edited for television. Keep cool; process promptly. Post office will not deliver without postage. List was current at time of printing. Return to sender, no forwarding order on file, unable to forward. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform. At participating locations only. Not the Beatles. Penalty for private use. See label for sequence. Substantial penalty for early withdrawal. Do not write below this line. Falling rock. Lost ticket pays maximum rate. Your cancelled check is your receipt. Add toner. All fish contain small bones. Place stamp here. Avoid contact with skin. Sanitized for your protection. Be sure each item is properly endorsed. Sign here without admitting guilt. Slightly higher west of the Mississippi. Employees and their families are not eligible. Beware of dog. Contestants have been briefed on some questions before the show. Limited time offer, call now to insure prompt delivery. You must be present to win. No passes accepted for this engagement. No purchase necessary. Young children can become entangled and strangle on cord.  Smoking may be hazardous to your health. Processed at location stamped in code at top of carton. Shading within a garment may occur. Use only in well-ventilated area. Keep away from fire or flame. Replace with same type. Some people are alergic to sulfites. Approved for veterans. Booths for two or more. Check here if tax deductible. Some equipment shown is optional. Price does not include taxes. No Canadian coins. Insect screens not intended to provide for the retention of objects or persons from the interior. Not recommended for children. Prerecorded for this time zone. Reproduction strictly prohibited. No solicitors. No alcohol, dogs, or horses. No anchovies unless otherwise specified. Restaurant package, not for resale. List at least two alternate dates. First pull up, then pull down. Call toll free before digging. Driver does not carry cash. Some of the trademarks mentioned in this product appear for identification purposes only. Record additional transactions on back of previous stub. Decision of judges is final.  May contain peanuts or peanut oil.
Last edited by pprabhu on Wed Jul 18, 2012 7:45 pm, edited 1 time in total.
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Bleeder91[NL]
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Re: Underwater Tracers?

Post by Bleeder91[NL] »

Yes.
Now there is, I guess. :P
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Sly.
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Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: Underwater Tracers?

Post by Sly. »

Don't you guys think it would be useful for him if he had a link to it? lol
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Underwater Tracers?

Post by William(Rainman) »

Don't you guys think it would be useful for him if he had a link to it? lol
Thanks Sly, Pcube isn't really a helpful person.
pprabhu

Re: Underwater Tracers?

Post by pprabhu »

Don't you guys think it would be useful for him if he had a link to it? lol
Thanks Sly, Pcube isn't really a helpful person.
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...
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[]KAOS[]Casey
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Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: Underwater Tracers?

Post by []KAOS[]Casey »

Thanks Sly, Pcube isn't really a helpful person.
I got that information off of google too.

edit: actually I did not find that result on google. I found the exact opposite upon actually attempting this.
Last edited by []KAOS[]Casey on Wed Jul 18, 2012 4:20 am, edited 1 time in total.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Underwater Tracers?

Post by William(Rainman) »

Don't you guys think it would be useful for him if he had a link to it? lol
Thanks Sly, Pcube isn't really a helpful person.
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...
Thank you Pcube and im sorry if i offended you.
pprabhu

Re: Underwater Tracers?

Post by pprabhu »

Thanks Sly, Pcube isn't really a helpful person.
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...
Thank you Pcube and im sorry if i offended you.
No offense taken. It was a useless post of mine to begin with. ;)

edit: By the way, what weapons do you want to do this for?
Last edited by pprabhu on Wed Jul 18, 2012 4:29 am, edited 1 time in total.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Underwater Tracers?

Post by William(Rainman) »

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...
Thank you Pcube and im sorry if i offended you.
No offense taken. It was a useless post of mine to begin with. ;)

edit: By the way, what weapons do you want to do this for?
I wanted to use it for Realism the Automag, Minigun, Rifle and CAR.
pprabhu

Re: Underwater Tracers?

Post by pprabhu »

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.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Underwater Tracers?

Post by William(Rainman) »

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.
Thank you Pcube and i understand about Upak also keep away from those peanuts and peanut oil.
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Hyzoran
OldUnreal Member
Posts: 295
Joined: Fri Nov 27, 2009 5:41 am

Re: Underwater Tracers?

Post by Hyzoran »

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...
Thank you Pcube and im sorry if i offended you.
No offense taken. It was a useless post of mine to begin with. ;)

edit: By the way, what weapons do you want to do this for?
Indeed, you are infact quite useless.
Nothing
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Hellkeeper
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Re: Underwater Tracers?

Post by Hellkeeper »

You guys are harsh. Without PCube, I would never have known that young children can become entangled and strangle on cord.
You must construct additional pylons.
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Dozey
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Re: Underwater Tracers?

Post by Dozey »

Yes.

edit:

DISCLAIMER:
This product is meant for educational purposes only. Any resemblance to real persons, living or dead is purely coincidental. Void where prohibited. Some assembly required. List each check separately by bank number. Batteries not included. Contents may settle during shipment. Use only as directed. No other warranty expressed or implied. Do not use while operating a motor vehicle or heavy equipment. Postage will be paid by addressee. Subject to CAB approval. This is not an offer to sell securities. Apply only to affected area. May be too intense for some viewers. Do not stamp. Use other side for additional listings. For recreational use only. Do not disturb. All models over 18 years of age. If condition persists, consult your physician. No user-serviceable parts inside. Freshest if eaten before date on carton. Subject to change without notice. Times approximate. Simulated picture. No postage necessary if mailed in the United States. Breaking seal constitutes acceptance of agreement. For off-road use only. Shellfish can cause liver damage in some people. As seen on TV. One size fits all. Many suitcases look alike. Contains a substantial amount of non-tobacco ingredients. Colors may, in time, fade. We have sent the forms which seem to be right for you. Slippery when wet. For office use only. Not affiliated with the American Red Cross. Drop in any mailbox. Edited for television. Keep cool; process promptly. Post office will not deliver without postage. List was current at time of printing. Return to sender, no forwarding order on file, unable to forward. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform. At participating locations only. Not the Beatles. Penalty for private use. See label for sequence. Substantial penalty for early withdrawal. Do not write below this line. Falling rock. Lost ticket pays maximum rate. Your cancelled check is your receipt. Add toner. All fish contain small bones. Place stamp here. Avoid contact with skin. Sanitized for your protection. Be sure each item is properly endorsed. Sign here without admitting guilt. Slightly higher west of the Mississippi. Employees and their families are not eligible. Beware of dog. Contestants have been briefed on some questions before the show. Limited time offer, call now to insure prompt delivery. You must be present to win. No passes accepted for this engagement. No purchase necessary. Young children can become entangled and strangle on cord.  Smoking may be hazardous to your health. Processed at location stamped in code at top of carton. Shading within a garment may occur. Use only in well-ventilated area. Keep away from fire or flame. Replace with same type. Some people are alergic to sulfites. Approved for veterans. Booths for two or more. Check here if tax deductible. Some equipment shown is optional. Price does not include taxes. No Canadian coins. Insect screens not intended to provide for the retention of objects or persons from the interior. Not recommended for children. Prerecorded for this time zone. Reproduction strictly prohibited. No solicitors. No alcohol, dogs, or horses. No anchovies unless otherwise specified. Restaurant package, not for resale. List at least two alternate dates. First pull up, then pull down. Call toll free before digging. Driver does not carry cash. Some of the trademarks mentioned in this product appear for identification purposes only. Record additional transactions on back of previous stub. Decision of judges is final.  May contain peanuts or peanut oil.
100% true. I have something similar some time ago. I felt very sick after I have consumed it.


BTW. By Pcube I've started to be active member of oldunreal!! Thank you Pcube!  ;)



Last edited by Dozey on Thu Jul 19, 2012 10:57 am, edited 1 time in total.
U_Off
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gopostal
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Re: Underwater Tracers?

Post by gopostal »

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 don't want to give the end away
but we're all going to die one day
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: Underwater Tracers?

Post by William(Rainman) »

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 :(
Actually i was thinking about the Bullet Time effect with the Ripples.

If you look real close in this video you can sorta see the bullet trail.

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gopostal
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Re: Underwater Tracers?

Post by gopostal »

Yeah bro, that's it exactly.
I don't want to give the end away
but we're all going to die one day
pprabhu

Re: Underwater Tracers?

Post by pprabhu »

Thank you Pcube and im sorry if i offended you.
No offense taken. It was a useless post of mine to begin with. ;)

edit: By the way, what weapons do you want to do this for?
Indeed, you are infact quite useless.
I think someone needs a diaper change.

edit: @william You can actually just replace the mesh of the TracerEffect projectile tobetter suit the visuals. The code should not require changing for this
Last edited by pprabhu on Fri Jul 20, 2012 8:25 pm, edited 1 time in total.
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