Tracer question



  • Where to find the handlehit tracers in the code that got introduced a while ago?



  • I’d assume AOCWeaponAttachment where the other tracers are, but I havn’t looked into it.

    Edit: You could take a look into this I guess.

    simulated function float GetHandleTracerPercent(int i)
    {
        local vector vStart, vMid, vEnd;
        local float HandleLength, WeaponLength;
    
        if (Mesh.GetSocketByName('TraceMid') == None)
        {
            return 0.0f;
        }
        Mesh.GetSocketWorldLocationAndRotation('TraceStart', vStart);
        Mesh.GetSocketWorldLocationAndRotation('TraceMid', vMid);
        Mesh.GetSocketWorldLocationAndRotation('TraceEnd', vEnd);
    
        WeaponLength = VSize(vEnd - vStart);
        HandleLength = VSize(vMid - vStart);
    
        return HandleLength / WeaponLength;
    }
    


  • yeah and now explain to me how i can disable the handle hit tracers with this, lol



  • tried turning

    simulated function float GetHandleTracerPercent(int i)
    {
        local vector vStart, vMid, vEnd;
        local float HandleLength, WeaponLength;
    
        if (Mesh.GetSocketByName('TraceMid') == None)
        {
            return 0.0f;
        }
        Mesh.GetSocketWorldLocationAndRotation('TraceStart', vStart);
        Mesh.GetSocketWorldLocationAndRotation('TraceMid', vMid);
        Mesh.GetSocketWorldLocationAndRotation('TraceEnd', vEnd);
    
        WeaponLength = VSize(vEnd - vStart);
        HandleLength = VSize(vMid - vStart);
    
        return HandleLength / WeaponLength;
    }
    ```into
    

    simulated function float GetHandleTracerPercent(int i)
    {
    }

    
    There's also the part int he code that calls this function, you could probably tamper with it there somehow.


  • Or, assuming I’m not being hilariously stupid now, try:

    WeaponLength = VSize(vEnd - vStart);
    HandleLength = VSize(vMid - vMid);
    
    ```Assuming (value1 - value2) means that value2 will be subtracted from value1 that should return a HandleLenght of 0, right?
    
    Yeah, listening to myself I'm starting to figure I'm probably sounding fairly stupid. But if the minus sign means a subtraction it should work.
    
    Edit: As the end of the code, is it dividing HandleLength by WeaponLength to gain the percentage as a decimal format? If so, why not comment the unnecessary lines and just have it return 0.0; ?


  • I jsut tried it and I removed it by doing almost what I said.

    simulated function float GetHandleTracerPercent(int i) 
    {
        return 0;
    }
    


  • Good job son



  • Now xylv1on, if you find out how to half the handlehit tracer, you get the crusha blessing



  • uhm, I havn’t tried it, but shouldn’t it be. . .

    simulated function float GetHandleTracerPercent(int i)
    {
        local vector vStart, vMid, vEnd;
        local float HandleLength, WeaponLength;
    
        if (Mesh.GetSocketByName('TraceMid') == None)
        {
            return 0.0f;
        }
        Mesh.GetSocketWorldLocationAndRotation('TraceStart', vStart);
        Mesh.GetSocketWorldLocationAndRotation('TraceMid', vMid);
        Mesh.GetSocketWorldLocationAndRotation('TraceEnd', vEnd);
    
        WeaponLength = VSize(vEnd - vStart);
        HandleLength = VSize(vMid - vStart);
    
        return (HandleLength / WeaponLength)/2;
    }
    
    ```return (HandleLength / WeaponLength)/2;
    That's the change obvo, which means it returns the handletracer/2\. Top tier University level math mayne.


  • xylvion are u programmer



  • #TopTierMasterRaceProgrammer2015

    Not really though.


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