Arma 3
Quick and Fun Projectile Tracing!
132 Comments
Warhammer Actual 9 May, 2022 @ 10:21am 
Could this function be something that could be toggled with scroll wheel say in multiplayer that can be utilized at a gun range ...
Yo Gabba Gabba! 13 Jan, 2021 @ 8:00am 
Would it be possible to trace multiple projectiles like shotgun shot, as BIS Arsenal has since Contact DLC?

Tracing explosion fragments would also be great.

Also, if there is a way to do away with the clunky ammobox and use virtual arsenal and garage, that would be great.
Alex Krug 7 Jan, 2020 @ 6:45am 
is is possible to add tracing for explosion fragments?
Wolf of Insanity 16 Jul, 2018 @ 11:51pm 
hey im spawning underwater and adding a vitual arsenal box instead of the ammo box would be much better, seriously update this its like virtual reality place mark 2
FumbleBuck 26 Apr, 2018 @ 7:43pm 
This mod is great, biggest problem with it is the virtual ammobox bollocks. It's clunky and a real fuck around to use. Replace it with a virtual arsenal and garage, so at least we can load preset loadouts..
SKwishy 22 Dec, 2017 @ 9:18am 
Can you make the script downloadable?
dyvovyzhno 15 Oct, 2017 @ 6:09am 
Does same exist for multiplayer?
B5234T3 23 Aug, 2017 @ 5:05pm 
This virtual ammobox is pain in the ass, can You make version with Virtual arsenal ?!
Sheen 12 Feb, 2017 @ 9:39am 
Love this! Really helped me see where all my CPU usage was going, joking aaside it is very cool seeing how bullets interact with the game.
Animal 2 Jan, 2016 @ 2:16am 
Ich mache mein Feedback hier mal in Deutsch. Leider kann ich nicht ein ganz so positives Feedback abgeben und dies begründe ich auch gerne.

Ich wollte herausfinden ob die Mündungsgeschwindigkeit mit und ohne Schalldämpfer zu- oder abnimmt. Leider habe ich bei gleicher Haltung jeweils gegenteilige Resultate erhalten.
Sexual Misconduct 22 Dec, 2015 @ 6:00pm 
Hey, I'm having an issue. The vehicle spawner will refuse to pull up any vehicles other than like 6 helos. Any advice?
AH-64 Apache 30 Jun, 2015 @ 2:09pm 
can you add zeus?
Leeu 22 May, 2015 @ 3:37pm 
It's broken.
[TPPL] King Leonidas 20 Mar, 2015 @ 4:25pm 
perfect mission for testing whats bullet proof
͡Ͼ̲͠Ͽ kinderfoot 27 Feb, 2015 @ 6:32pm 
hay am i able to use this i editor, like just the tracing thing.
lolo 28 Jan, 2015 @ 10:57pm 
nice one, thx
[EVC] Myasnoi 26 Nov, 2014 @ 8:55am 
great job
Yellowsub999 16 Nov, 2014 @ 2:53pm 
ChupaGringo 2 Nov, 2014 @ 8:52am 
how dawnload ?
Forastero 19 Oct, 2014 @ 2:21pm 
Muy bueno.
Crob309 7 Sep, 2014 @ 1:03pm 
how do i get breaking point wepons to work
Kühlschrank™ 6 Sep, 2014 @ 8:28am 
nice
the_Demongod 14 Aug, 2014 @ 10:34pm 
One thing you could add would be to spawn target vehicles for the player to shoot. Maybe you could use the strategic map? the player could select either ground target or air target, and then either an unarmed UGV or an unarmed (and flare-less) UAV could spawn somewhere downrange. It would be really great for testing things like guided missiles and kill-power of weapons at range.
Saddle Goose 13 Aug, 2014 @ 7:18am 
Great mission, but for some reason the bullet paths aren't showing up correctly. It worked fine the first time I ran it, but when I've tried to run it again, there are glitches where the bullet path seems to richochet in mid air instead of on the object
Palooon 10 Aug, 2014 @ 5:34pm 
Simply the best thing i have seen i workshop so far. Its amazing how complex are physics for bullets in this game.
LE0 29 Jun, 2014 @ 8:51am 
does the job!
Manny 28 Jun, 2014 @ 11:44pm 
This is neat!
mark117h 21 Jun, 2014 @ 8:02am 
+1
Cheers Mate
ChyonE 17 Jun, 2014 @ 9:41pm 
omg thank u
Rah 17 Jun, 2014 @ 10:54am 
good
-Feltz- 13 Jun, 2014 @ 6:10pm 
where do I download this script?
Maverick 11 Jun, 2014 @ 3:22am 
Great
Denislamalice 21 May, 2014 @ 11:43am 
MARRANT
Basho 19 May, 2014 @ 1:16am 
awesome, this is such a useful tool!
ΜOΛΩΝ ΛΑΒΕ 17 May, 2014 @ 4:02pm 
Awesome mission... Interesting to understand physics of ARMA3
Marton 12 May, 2014 @ 10:32am 
Cant build items from modes with the items in this program. Anyone know if that is even posible?
AD4M 8 May, 2014 @ 10:34am 
multisplayer ??
76561198117796203 18 Apr, 2014 @ 6:59am 
очень понравилось. спасибо.
DriftingNitro 28 Feb, 2014 @ 6:06pm 
Multiplayer one please?
lordiego01 22 Feb, 2014 @ 2:41pm 
Top Notch:KOh:
Khan_ARG 29 Jan, 2014 @ 7:04am 
Excellent work.
Enrichetto 22 Jan, 2014 @ 8:50am 
you can turn it into multiplayer?
Xorberax 17 Dec, 2013 @ 8:02pm 
Very nice!
washu73 26 Nov, 2013 @ 6:50am 
Pretty fun as a learning tool to find out how effective various walls are as cover
hobbicon 25 Nov, 2013 @ 7:54am 
genius!
Eat My Bullets 23 Nov, 2013 @ 4:51pm 
Put the option to put people in houses, containers, etc to see the damage! :)
Stoneold Dirtbag 11 Nov, 2013 @ 10:40am 
@hypnomatic:
*2nd Part*
Also the visibility of the curve at higher distances could be enhanced with distance/size-related 3Dicons drawn ex. each 10m. Those icons, for optimal usability, could be transparent but with IR signature (guess its "tracerColor[]" & "tracerColorR[]").
Finally Dslyecxi's color modification would be even more informative by setting the colors by a vectorialcalculation instead of the used velocity% "field cathegorization".
If you have any questions or ex. like to have a brainstorming about please feel free to add me (also temporarly only if you like) to your FL in order to communicate directly.
With best regards.
Stoneold Dirtbag 11 Nov, 2013 @ 10:40am 
@hypnomatic: 1st of all i want to thank and give you kudos for this realy great and tight coded learning aid.
If i may i would also like to give you a few suggestions for possible enhancements wich, imho would make it even more instructional then it is allready.
*1st Part*
By using "drawIcon3D" - text you could add a very useful set of additional infos to the given ballistic paths like:
1. @ muzzlepoint: WeaponUsed - AmmoFired - MuzzleVelocity - DamageCapacity(max.DamageAmmount).
2.a @ each impact: ImpactVelocity - ForceOfImpact(DamageAmmount delivered on Impact).
2.b @ after each passThrough: RemainingVelocity - RemainingDamageCapacity / both in actual values & reduction by passThrough in %.
3. @ each 200m distance: Distance(m) - RemainingVelocity(m/s) - RemainingDamageCapacity - BulletFlightTime(ms).
4. extra marker @ PointOfMaxLethalRange: (hit @ deathcenter of a full health unit incl. max. bodyarmor).
Shogun 11 Nov, 2013 @ 3:20am 
For some strange reason I can't take launcher missiles of any type out of the ammobox, erverything else works fine. Pretty cool thing btw.
MrPepsiPop 7 Nov, 2013 @ 10:39am 
Captian 'Murica "can you make this work in the mission editor too please? itd be fun to use in a SP mission to mess around with"

it already works in the editor, you just need to do a few steps for it to show up.


1st: Documents/"your profiles name"/missions and create a folder called whatevernameyouwanthere.Altis

2nd:Go to documents/"your profiles name"/saved/steam/ quick%20and%20fun%20projectile%20tracing!.altis

3rd: unpack the mission.pbo and copy and paste all the contents of it into the folder your made in Documents/"your profiles name"/missions

4th: open up arma3 and go into your editor and load the mission!

Have fun!