The way I thought of it, it could work a bit like missiles do currently - add the extra models onto a base model according to the settings you want out of it, and calculate ammunition limits then. Could be a little easier to implement that way.
[QUOTE=Hailedbean;52027997]offnote here, anyone remember the days BEFORE acf?
this was suggested to me on youtube today and brought back memories.[/QUOTE]
You know I do miss the days when we had gcombat and we where able to make so many amazing things with it, granite it's not an ACF comparison by far, but it was fun and stretched the imagination on what you could build. I remember my most favorite thing was creating artillery or AT guns that recoiled to eject shells that where actually housing the gcombat weapon itself so it had to be manually loaded after each shot. We made tanks with that shit it was fun.
With procedural cannons, source can handle changing models relatively easily. It just doesn't like changing hitboxes.
gamerpaddy experimented with variable engine models a while ago iirc and it seemed to be working.
It just got lost in his inactivity.
But what about a compromise: Lets have like a few models that look the same, just differ in size, and you get a slider for caliber (changes the model within certain borders),
propellant and bullet length (changes weight, because a gun that fires heavy shells far has to take a lot more force for each shot and has to be mor stable),
and barrel length (maybe three to five different ones), which change weight and muzzle velocity.
If you update a gun so that it changes its model, you gotta reconstraint it.
As far as my experience with lua goes, that isnt done within a minute, but wont take too much time either.
So we can change the view model easily but we cant change the hit box right?
How about procedualy changing the view model while hitbox rounds up to the view model
For example for 88mm Cannon gets 80mm Cannon sized hitbox with 88mm Cannon sized view model
Thus, we only have to make few hitboxes and the procedual thing less glitchy
is this any vetter or possible(im kinda new to lua specialy gmod lua just started to make SWEPS which shoots acf bullets)?
BTW the short cannons specially the low caliber ones have a reeally weird hitbox and muzzzlePos is meesed up
[QUOTE=carbon5985;52136864]So we can change the view model easily but we cant change the hit box right?
How about procedualy changing the view model while hitbox rounds up to the view model
For example for 88mm Cannon gets 80mm Cannon sized hitbox with 88mm Cannon sized view model
Thus, we only have to make few hitboxes and the procedual thing less glitchy
is this any vetter or possible(im kinda new to lua specialy gmod lua just started to make SWEPS which shoots acf bullets)?
BTW the short cannons specially the low caliber ones have a reeally weird hitbox and muzzzlePos is meesed up[/QUOTE]
or, you know, you can do like War Thunder and have the cannons nocollided / have no hitbox
also, i'm probably gonna be hated for this, but i'd love for an e2/ acf to have a possibiblity to have the gun have no physical weight, but engine stills counts its weight
[QUOTE=Nesara;52139597]or, you know, you can do like War Thunder and have the cannons nocollided / have no hitbox
also, i'm probably gonna be hated for this, but i'd love for an e2/ acf to have a possibiblity to have the gun have no physical weight, but engine stills counts its weight[/QUOTE]
Sadly that's kinda against most of the acf server rules and i played warthunder and wot and i felt cheaty to use thise nocolide features since irl specially in urban warfare barrels getting stuck in corners was a huge tatical thing and so does the current acf too
[QUOTE=carbon5985;52140360]Sadly that's kinda against most of the acf server rules and i played warthunder and wot and i felt cheaty to use thise nocolide features since irl specially in urban warfare barrels getting stuck in corners was a huge tatical thing and so does the current acf too[/QUOTE]
still, i hate how my tanks cannot drive straight if the gun isnt locked and how if i'm inclined to a side the gun wont aim properly
Will attest that some of the short cannons are pretty funky, haven't had issues with the short 50 but the short 37 is damn near impossible to work with if your turret front plate is thicker than an Sprops 3. The barrel is basically nonexistent.
[QUOTE=Nesara;52140608]still, i hate how my tanks cannot drive straight if the gun isnt locked and how if i'm inclined to a side the gun wont aim properly[/QUOTE]
That sounds more like a tank construction issue more than a gun issue, honestly. Try a wider wheel/trackbase or a lower-set turret if the wobble is an issue at speed, and maybe try a different turret chip as well.
[QUOTE=Nesara;52139597]also, i'm probably gonna be hated for this, but i'd love for an e2/ acf to have a possibiblity to have the gun have no physical weight, but engine stills counts its weight[/QUOTE]
Not really, just make stuff parentable. I still dont get why do we need a lot of overweighted components to physically fuck up our contraptions
[QUOTE=TheAtomicFox;52142063]Will attest that some of the short cannons are pretty funky, haven't had issues with the short 50 but the short 37 is damn near impossible to work with if your turret front plate is thicker than an Sprops 3. The barrel is basically nonexistent.
That sounds more like a tank construction issue more than a gun issue, honestly. Try a wider wheel/trackbase or a lower-set turret if the wobble is an issue at speed, and maybe try a different turret chip as well.[/QUOTE]
well when i make a historical tank, i dont get to choose wideness of wheels/trackbase or a turret base height
[QUOTE=Kardel;52144572]Not really, just make stuff parentable. I still dont get why do we need a lot of overweighted components to physically fuck up our contraptions[/QUOTE]
Because you shouldn't be able to mount whatever the fuck you want to a plate without designing the chassis around the components.
[QUOTE=Amplar;52149055]Because you shouldn't be able to mount whatever the fuck you want to a plate without designing the chassis around the components.[/QUOTE]
This
[editline]edit[/editline]
I mean, I was gonna go with a half assed "balans" post but I couldn't remember the emote for it
[QUOTE=TwistedTail;52150152]Conclusion: Weight = volume[/QUOTE]
Exactly this. I talked about [b]weight[/b] not volume. Two differences concepts
[QUOTE=TwistedTail;52150152]Conclusion: Weight = volume[/QUOTE]
The physical weight (or, in the case of people that nograv their weapons, inertia) of the weapons is a concern. In addition, parenting weapons makes their rounds no longer inherit the velocity of the guns.
A large, wonky-ass mass makes it difficult to just put it on whatever contraption as a freely mountable gun.
[QUOTE=Sestze;52150667]. In addition, parenting weapons makes their rounds no longer inherit the velocity of the guns.
.[/QUOTE]
We already have patentable MGs... Are cannons different in some way? Couldn't you just get the velocity from the parent rather than the gun?
[QUOTE=lNloruzenchi;52150694]We already have patentable MGs... Are cannons different in some way? Couldn't you just get the velocity from the parent rather than the gun?[/QUOTE]
Machineguns typically have a higher velocity. Smoke launchers suffer from this too.
Probably could look at the parent of the gun, though.
We are also removing recoil and rotational inertia. For light weight guns this is usually not a problem but larger guns would work very strangely if they were parentable.
Are there any good tutorials about acf?Such as linking components with wheels and E2 chip steering.
[QUOTE=Big Snake Bos;52152525]Are there any good tutorials about acf?Such as linking components with wheels and E2 chip steering.[/QUOTE]
Well that's not [I]directly related to acf[/I] but there's the suspension tutorial by jackpody that tells you how to set up steering
[QUOTE=Sestze;52150667]In addition, parenting weapons makes their rounds no longer inherit the velocity of the guns[/QUOTE]
[URL="https://github.com/nrlulz/ACF/blob/master/lua/acf/server/sv_acfballistics.lua#L27-L28"]This is false.[/URL]
[QUOTE]Machineguns typically have a higher velocity. Smoke launchers suffer from this too.[/QUOTE]
No, everything has the exact same velocity for every ammo type. It's completely independent of gun and caliber.
AP(HE) goes 900 m/s, and HE(AT) goes as slow as you feel is effective, which is probably the same in every gun as that's more limited by your FCS handling low velocities than anything else.
[QUOTE]We are also removing recoil[/QUOTE]
[URL="https://github.com/nrlulz/ACF/blob/f4ead9ed8f266b3e7c8f929ba72f8a5ff4c7a744/lua/acf/server/sv_acfdamage.lua#L330-L345"]This is also false.[/URL] ACF_KEShove (which is called by [B]all[/B] guns and explosions) inputs an entity and finds the root physical entity whether it be its parent or itself.
[QUOTE] and rotational inertia[/QUOTE]
Inertia could probably just be handled by modifying the inertia of the parent, adding to or subtracting from when parented.
[QUOTE=SteebJerbs;52154288]Inertia could probably just be handled by modifying the inertia of the parent, adding to or subtracting from when parented.[/QUOTE]
I mean, if shitters want to nograv their guns, go the full mile I guess :v:
[editline]27th April 2017[/editline]
We need a tool that does this so people don't have to use an E2, if we're supporting it
Or just implement it as a checkbox when spawning a gun
So, I am working on a WWII era tank mod modeled after being similar to WoT style gameplay as a side project and spent about 2 minutes getting scaling guns working and it went fine.
What has been keeping ACF from getting guns that scale based on some size slider? It is just one line of code.
I'll even give it right to you.
Entity:SetModelScale( number scale, number deltaTime=0 )
or
Gun:SetModelScale(88,0) --88mm gun set to spawn at full size rather than scale to it
On the ACF menu tool just add a slider and run that command before running Activate() on the gun. That'll scale the model for you to what you want it and the hitboxes will also scale just fine. You can then base the shell characteristics on the slider's value however you wish.
Is there a reason its not been done yet? Did you all just not want to? Did no one know of the command? I'm honestly curious.
Hitboxes, muzzle positions, redundancy and the ammo centric nature of ACF.
Hitboxes for incoming traces would be tied to the initial model size.
Muzzle positions would be off and require manual tweaking.
Interstitial gun types are redundant because the optimal performance of a shell type ties it almost directly to calibre. An 88 would be slightly less than a 100 and slightly more than a 75.
Unlike most combat addons, the properties of the shell (muzzle vel, type, etc) is dictated by the ammo in the crate. There would need to be a custom crate tool for the ammo type (or a gun stuff box that has an amount drained per shot a la acf1) nefore a custom gun tool could be made.
It exists within the realm of possibility, but itd be janky and offer very little in terms of "new" weaponry.
Ah, I see.
Well, adding onto my previous post, as with all things in Gmod, nothing is as simple as typing in its proper command. Due to that issue you know of with the hitboxes and traces I had to do a little extra coding to get those working properly.
I've gotten the guns to work fine physically, the only issue now is that impact decals do not appear on the model if shot in the expanded parts, though shots are blocked from any location on it, and tools do not hit it unless aiming at the original size. I'm going to look for some way to fix that for my own purposes.
So far here is what I did to fix the physics issues.
server side: [this is inside the spawner tool and spawnedent would be the gun]
[QUOTE] self.spawnedent:SetModelScale( self.spawnedent:GetModelScale() * (GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50), 0 )
self.spawnedent:Spawn()
local mins, maxs = self.spawnedent:GetCollisionBounds()
self.spawnedent:PhysicsDestroy()
local x0 = mins[1] -- Define the min corner of the box
local y0 = mins[2]
local z0 = mins[3]
local x1 = maxs[1] -- Define the max corner of the box
local y1 = maxs[2]
local z1 = maxs[3]
self.spawnedent:PhysicsInitConvex( {
Vector( x0, y0, z0 ),
Vector( x0, y0, z1 ),
Vector( x0, y1, z0 ),
Vector( x0, y1, z1 ),
Vector( x1, y0, z0 ),
Vector( x1, y0, z1 ),
Vector( x1, y1, z0 ),
Vector( x1, y1, z1 )
} )
self.spawnedent:SetMoveType(MOVETYPE_VPHYSICS)
self.spawnedent:SetSolid(SOLID_VPHYSICS)
self.spawnedent:EnableCustomCollisions( true )[/QUOTE]
Client side [inside of the gun's client side lua, 50 is used as the base caliber.]
[QUOTE]function ENT:Initialize()
local mins, maxs = self:GetCollisionBounds()
self:PhysicsDestroy()
local x0 = mins[1]/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/(50/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50))) -- Define the min corner of the box
local y0 = mins[2]/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/(50/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50)))
local z0 = mins[3]/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/(50/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50)))
local x1 = maxs[1]/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/(50/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50))) -- Define the max corner of the box
local y1 = maxs[2]/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/(50/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50)))
local z1 = maxs[3]/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/(50/(GetConVar("daktankspawner_DTTE_GunCaliber"):GetInt()/50)))
self:PhysicsInitConvex( {
Vector( x0, y0, z0 ),
Vector( x0, y0, z1 ),
Vector( x0, y1, z0 ),
Vector( x0, y1, z1 ),
Vector( x1, y0, z0 ),
Vector( x1, y0, z1 ),
Vector( x1, y1, z0 ),
Vector( x1, y1, z1 )
} )
self:EnableCustomCollisions( true )
end
[/QUOTE]
I got the xcf from github and even svn checked it but whenever i tried to use it in gmod it doesnt spawn anything neither bomb pods or normal cannons,the vannila acf menu seems to work fine even without acf inside the addon folder
Instead of all those fancy ideas, maybe we should focus of fixing the gearboxes...
like, make differentials act like they should, and fix braking
XCF is dead, use missle extension [url]https://github.com/Bubbus/ACF-Missiles[/url] (but if you are using an svn client use [url]https://github.com/Bubbus/ACF-Missiles/trunk[/url] and it's fine that opening this in a browser gives nothing because it's an svn link)
I just had a (prolly really dumb) idea. What if weight modified armor effectiveness/health in acf? So like a 60 ton tank with the same armor values and health as a 40 ton was ever-so-slightly more effective.
IDK though, just sounds like an unnecessary buff for heavies.
Wanna know what better than making cars in acf
[I]Guns[/I]
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