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Discussion: ArmA - Archives / Armed Assault - Tactics, Missions and Mod Discussions - 6thSense ArmA Mod - Is it me or does anyone else think its a bit unfair to have some
  1. #16

    Switch's Avatar

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    Re: 6thSense ArmA Mod

    Is it me or does anyone else think its a bit unfair to have some people with moded sound and tracers... if our server ever turns PvP I dont want one guy hearing my foot steps a mile away and watching my silenced m9 throw tracers.
    |TG|Switch

    Better known as:
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  3. #17

    tHa_KhAn's Avatar

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    Re: 6thSense ArmA Mod

    This isn't really a twitch game. Even in TvT the advantages would be slight or the cheating apparent. Most of these sound mods have to do with sounds of vehicles and weapons and less to do with the environment.
    I think your concern is justified, but think about the scale of the game. It would be obvious is someone without aerial recon could find an individual or group on foot from great distances.
    |TG-12th| tHa_KhAn

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  5. #18

    loyalguard's Avatar

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    Re: 6thSense ArmA Mod

    Quote Originally Posted by tHa_KhAn View Post
    The last two releases, I don't get tracers with US small arms. While I can live without it in the rifles, I would like the M249 to have tracers. The M240 fires a different ammo type so it works.

    I looked through the config file and it has an "enable_tracer" or something for the M16 ammo type of which the M249 inherits its effects from. I changed this from 0(false) to 1(true) but I have not seen any changes. Anyone have any ideas?

    Hmmm, in the SP tutorials I could see M249 tracers but not in MP, same as you. I will investigate further...

    EDIT: ADDED INFO

    Okm here is what I found for V.1 RC5

    Added SIX_tracerDiff setting to Weapon classes, this setting can be used to make the "Rifle Tracers Enabled" dependent on your own "Rifle Bullet Tracers" difficulty setting in the ArmA Options. In case of MP it takes the setting from server....
    So it appears that if the server has rifle tracers off, then M249 tracers will be off. Maybe this can be further edited client side in a .hpp file. I will invrstigate further...
    Last edited by loyalguard; 07-06-2007 at 08:14 AM. Reason: Additional Information
    |TG| LoyalGuard

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  7. #19

    peardog's Avatar

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    Re: 6thSense ArmA Mod

    I don't know if "FAIR" has anything to do with it. If it's an Acceptable mod for the TG players then it's good enough for me. If we start getting visitors with the "XRAY VISON" mod or something like that then we can start the Kickin and a Bannin' .. But the Mods we allow now (FDF, MODWAR and the Tracers) are Player tested and no Cheat approved.

    PLUS it's fair that you (any general player) can go and install the mods and use them..
    |TG|ARMA Pathfinder
    ..now where did I put my keys?

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  9. #20

    ANGELofDEATH's Avatar

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    Re: 6thSense ArmA Mod

    I have the tracers mod running... It works some of the time... Sometimes not.. Dont know if this is what you all are seeing,or if it just me. I have never seen them come from my rifle, sometimes from friendly rifles... Most of the tracers I see are from enemy infantry and armor from both sides.
    [TG-19th]theeANGELofDEATH(Steam/Origin)
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  11. #21

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    Re: 6thSense ArmA Mod

    You won't see them with small caliber rounds... m16's, m4's or m249's for example...

    |TG-12th|WhiskeySix

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  13. #22

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    Re: 6thSense ArmA Mod

    Quote Originally Posted by WhiskeySix View Post
    You won't see them with small caliber rounds... m16's, m4's or m249's for example...
    If this can be changed server side, it should. If I remember correctly, in a mag with 30 bullets, every 10th bullet is a tracer, till the last 3, which are all tracers. When you fire two tracers in a row, you have one bullet left. Tracers should be removed from silenced variants only.




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  15. #23

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    Re: 6thSense ArmA Mod

    ^^^ sexy

    |TG-12th|WhiskeySix

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  17. #24

    loyalguard's Avatar

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    Re: 6thSense ArmA Mod

    I also support server setting change to enable rifle tracers.
    |TG| LoyalGuard

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