• ACF General Thread V2: Even more flame wars!
    432 replies, posted
So larger ACF menu tool window when? [t]http://puu.sh/xqkTt/d3472f58d0.jpg[/t]
but if the useful part of the menu is so big how am i gunna know that the 120mm mortar has 'more boomsplat' than other mortars?
are there big acf server other than ggg and frs ? i dont ever really see legal acf tanks that doesnt come from those 2 servers
[QUOTE=Nesara;52643852] i dont ever really see legal acf tanks that doesnt come from those 2 servers[/QUOTE] That is the dumbest assumption I've ever seen on this thread. To answer your other question however Paradigm Shift Cre8tive Minmaxer's Paradise Vehicle Heaven IJWTB MG Too name a few
[QUOTE=Lufteh;52643928]That is the dumbest assumption I've ever seen on this thread. To answer your other question however Paradigm Shift Cre8tive Minmaxer's Paradise Vehicle Heaven IJWTB MG Too name a few[/QUOTE] most of those server only have fight very occasionally thought, if they do at all pretty sure Vehicle Heaven and Cre8tive are build only and tbh i dont think i'm ever gonna log on a server named "minmaxer's paradise"
[QUOTE=Nesara;52643852]are there big acf server other than ggg and frs ? i dont ever really see legal acf tanks that doesnt come from those 2 servers[/QUOTE] I wouldnt call that big, the ACF community is very small already.
Pretty much all of the servers are on car construct and are terminally boring because of that.
[QUOTE=ArtikNinetail;52642959]So larger ACF menu tool window when? [t]http://puu.sh/xqkTt/d3472f58d0.jpg[/t][/QUOTE] Okay so just so no one says the "do it yourself" I even found the EXACT spot in the ACF code to make it larger. addons\ACF\lua\acf\client\cl_acfmenu_gui.lua Line 236 Original code: acfmenupanel.WeaponSelect:SetSize( acfmenupanel:GetWide(), 165 ) Change it to acfmenupanel.WeaponSelect:SetSize( acfmenupanel:GetWide(), 500) Bam. Larger window. I would do a pull request but I've got NO idea how to use git.
So since im shit at ACF i tried to build a dual clutch steering with a v8 and a transaxial dual clutch 4 speed and i wired it to my pod controller and the brakes for steering dont work. does anyone know why because i cant find any tutorials
[QUOTE=TERRIBLEATACF;52646505]So since im shit at ACF i tried to build a dual clutch steering with a v8 and a transaxial dual clutch 4 speed and i wired it to my pod controller and the brakes for steering dont work. does anyone know why because i cant find any tutorials[/QUOTE] It could be because you're still letting the power in on the side you are trying to brake with. Have you tried clutching a side as well as braking? It may or may not be the problem you're having.
No seriously. August 20th 2016 is when I first suggested the bigger window. [t]http://puu.sh/xrW7O/0ef8277b52.png[/t] I don't know what the deal with pull requests is, but we'eve got pull requests that go back to [I][b]2015[/b][/I]. [t]http://puu.sh/xrW3a/092ea48408.png[/t] We don't need to wait until there is a ton of changes to push an update.
Better to do small changes quickly than large ones slower,we dont want the next update to take more than 450 days
[B][I]Free E2 Time![/I][/B] First a drive E2 for tanks that still has an input for cars. (Below the code an [DEL]unnecessary[/DEL] explanation) [URL="https://pastebin.com/QAkVtrTg"]GenericDrive V3 w/ Starter[/URL] [URL="https://pastebin.com/RMddmPFE"]GenericDrive V3 w/o Starter[/URL] [CODE]#Inputs explained: -Start will be the key to turn on/off the engine and the E2, this can be removed. -W, A, S, D and Space go to the Pod Controller. -RPM goes to any engine inside your vehicle. -KPH goes to a speedometer. -Engine should be pretty obvious. #Outputs explained: -Active will go to your engine, this can be moved to @inputs if you wish to remove the turn on/off feature. -Throttle will go to your engine. -Gear will go to your main gearbox. Only TransmissionType 0, 1, 3 and 4 will use it. -GearL and GearR will go to the left and right gearboxes. Only TransmissionType 2 and 4 will use it. -GearT will go to a transfer case connected before the main gearbox. Only TransmissionType 3 uses it. -Clutch will go to the main gearbox if you use TransmissionType 0. If you don't just leave it there. Brake and Clutch are connected to this. -ClutchL and ClutchR can either go to the main gearbox if it has dual clutches or to the independent transfers. Brake and Clutch are connected to this. -WeldLatchL and WeldLatchR will go to the drive wheel of each side. Can be optional for turning but will activate whenever you turn off the engine. -Length, Constant and Damping will give values to your hydraulics if you use any. -Ops and Us are for debugging the E2. #Variables explained: -TransmissionType will range between 0 and 4, it selects the kind of transmission your vehicle uses. -MaxGears will define the maximum amount of gears (Trans. Type 0, 1 and 3) or the maximum amount of forward gears (Trans. Type 2 and 4). Explained in the code. -ReverseGears will define the amount of gears used for reverse (Trans. Type 0, 1 and 3) or the maximum amount of reverse gears (Trans. Type 2 and 4). Explained in the code. -MinGearSpeed will be the minimum speed in km/h to pass the first gear. -OverturnSpeed will be the speed at which, once passed, you'll start using the ACF brakes instead of the weld latches to turn. Will only work if you use Weld Latches. -UseWeldLatch should be pretty obvious. -TurnPower will be the amount of power applied in the ACF clutches when turning. -BrakePower will be the amount of power applies in the ACF clutches to brake. -Length, Constant and Damping will define the values given to the Wire Hydraulics -StartSound and StopSound will define the sounds played whenever you turn on or off the engine respectively. -MaxRPM and MinRPM are set, but you can change them if you want. Define the RPM needed to gear up or down respectively.[/CODE] ---------------------------------------------------------------------- And the second E2 will be a proyect started by Aki and me like 3 days ago meant to be used with historical tanks. (Of course, useless explanation below the code). What the E2 does is basically make the ammo rack more deadly, by killing the crew members and destroying the ammo crates and chairs but usually keeping the vehicle untouched, and at the same time more amusing to see, by adding the posibility to control visual effects and giving the chance of getting your turret or cannon popped out. [B]Note: This E2 shouldn't be used with competitive vehicles because it does a few things that are against the ACF Combat rules (Deleting props, making props not solid and applying force/torque)[/B] [URL="https://pastebin.com/0iP3jeXd"]RonsonCore V3 Stable Version[/URL] [URL="https://pastebin.com/7QA47B7E"]RonsonCore V3 Test Version[/URL] [I]Note: Could be broken[/I] [CODE]#Inputs explained: -Active will go to your main Pod controller's Active -Base will be your baseplate, remember to wire this and reload the E2 (if not respawned) or the effects simply won't happen. -Turret will be your turret plate or gate. This can be optional for vehicles such as assault guns. -Gun will be your main ACF gun (Sorry, no multi gun/turret support), this has to be wired. #Outputs explained: -OnTurret will trigger a Wire Numpad Output that has the key set as the same key you use to play your turret effects. Optional but suggested. -OnHull will trigger a Wire Numpad Output that has the key set as the same key you use to play the hull effects. Optional but suggested. #Variables explained: -FindRadius will be the radius of the sphere at which the E2 will find the ammo and chairs around the baseplate. If it doesn't find all your ammo crates and/or chairs just increase this value. -DeleteTime will be the time in seconds at which your vehicle will be automatically deleted after it gets ammo racked. -ScanTime will be the delay in seconds at which the E2 will update the ammo crate's status. Between 0.25 and 0.5 should be fine. -PopTurretProb will define the probability of getting your turret popped up with 100(%) being all the time and 0(%) being never -EmitterIsNotSolid will define if the emitters are solid (0) or not solid (1). Changing this to 0 can be useful when constraining your vehicle. -IsAmphibious will define if your vehicle will get destroyed if the gun gets inside the water[/CODE] [URL="https://puu.sh/xzdzC/0ffcf99cde.mp4"]Here's a low quality video showing what the E2 can do[/URL]
thanks buddy. more stuff is always good.
I'm having an issue with the extremely long minimum fuse times on the dumb bombs. While 3 seconds on the 1000kg bomb is alright for a level bomber flying near the top of the skybox, if you try to make a dive bomber, it makes it nearly impossible to come down at any speed because the inherited velocity on the bomb will make it almost certain to impact before that timer has run out, making it useless. If we had bigger maps and taller skyboxes, of course, this wouldn't be an issue, but the reality is GMod maps are just awful for planes already, and this feels more needlessly limiting than it should be. I was told in passing that part of the limit was to prevent people from making bomb throwing E2s that just setPos or applyForce the bomb to the target instantly to explode, but I feel like that's not going to stop them, as they can just have the E2 wait 3 seconds before sending the bomb. Mingebags will always find a way to bullshit the system. Surely a 1-second fuse across all bombs would be enough to prevent the more basic version of that while still allowing more exotic uses of the weapons, right? Perhaps even an adjustable fuse would help the issue.
Started a google doc for people to leave suggestions for the ACF dev/devs. Might go to waste because I have confirmation that one of 2 people that can push to git is not going to update ACF anymore unless it severely breaks, but it's still something. [url]https://goo.gl/nZ88aC[/url]
Anybody know how to control the clutch using E2? I'm trying to get it so the gearbox won't autoclutch, is there a way to stop that or not? Or will I have to end up using ACF Custom just so I can have a manual gearbox? I've tried and came to no avail.
You can't get around autoclutching, but you can set up an e2 to raise your idle slightly, and if it drops below that, shut off motor.
Sooooo Any development happening recently? Also since I usually don't play online and dick around in the code sometimes, I tried setting up a 2nd set of RACs with limited RoF to somewhere around 1000 RpM while allowing them sustained fire (as in, magsize = 1 and reload time 0.0something) for experimental purposes (mostly shits n giggles) and noticed that they still fire faster than the reload time should allow even after editing the rofmod. They still fire at the "normal" RoF. Anyone having an idea what I'm missing here? I have a seperate file for them and a seperate gun class. Basic idea was to have them bigger, heavier, and more inaccurate than MGs while firing notably but not extraordinarily faster, but nothing changed besides them not having to reload anymore.
*Crickets chirping* [highlight](User was banned for this post ("Dumb Bump" - Nookyava))[/highlight]
anyone know any good ACF groups to play with?
[QUOTE=TERROR 404;52887005]anyone know any good ACF groups to play with?[/QUOTE] If you're referring to ACF clans, none that I know of, except that one ACF clan war server that is always empty and "claimed" by a certain group.
[QUOTE=TERROR 404;52887005]anyone know any good ACF groups to play with?[/QUOTE] Any of the major ACF servers will be as close as you'll get to an acf group. Paridgm (pardon the botched spelling), FRS, GGG, Buff's Dank Build, etc. for examples. Won't go into more details regarding groups lest we want to set the thread on fire.
Devs probably throw up at this question,but could the weight of the cannons be nerfed a little bit please? I mean I know it's for balance purposes and all,but I mean 5200 for a 120mm cannon is just overkill. Pls? ;-;
Hey guys Does any one know where to finde the "acf armor calculator" thingy ? i srsly cant finde it anywhere Thanks
I found an odd error in the console when shooting any weapon,either its a cannon or a missile [ERROR] addons/acf-master/lua/effects/acf_bulleteffect/init.lua:111: attempt to index local 'Bullet' (a nil value)   1. unknown - addons/acf-master/lua/effects/acf_bulleteffect/init.lua:111 What does it affect exacly?
Having a problem with what TortoiseSVN calls an obstructing working copy. How do I fix it?
Is it possible to make personal additions to ACF like new engines or guns without waiting for an update, and if so, how would someone do it?
yeah it's super easy to just add more guns/engines/etc addons\ACF\lua\acf\shared\engines, copy something and edit it to start with.
Thank you for the help and have a good new year
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