[deprecated] Heavily edited ACS 2.0.2

Hello again,

My Roblox just started working for a brief period before breaking again, and so I am able to give proper feedback on not only the FPS thing but also other aspects of your current system.

(By the way, whenever I say “old <something>” I am referring to default ACS)

The Good
There are a few things that I really like. For one thing, I think the new UI is quite an improvement over the old UI. It looks cleaner and more fitting. Maybe you could make it a bit smaller since it does take up a fair bit of screen space, but other than that it looks good. Second, I really like that your game has modelled height-over-bore with the guns, since the bullets actually come out of the end of the barrel rather than magically coming out from your character’s chest.

The Inaccuracies
There were a few things that are incorrect in terms of realism, so I just thought I’d point them out if you’re interested.

First, the text that says the caliber the gun is chambered for displays incorrect values for some of the guns I tested. You can look this up on your own if you’re interested, so I’ll just give one example, but the AKM is listed as firing 5.56x45mm ammutition when it typically fires 7.62x39mm. There are variants of the AK platform that can fire 556, but this AKM doesn’t look like one of them. The M249 is also listed with the incorrect ammunition.

Another minor nitpick is the belt feeding for the M249. I like that it actually visibly feeds into the gun, but I notice that the gun fires much faster than the belt is actually seen feeding, so maybe you should look into that.

The Bad
Sadly, there are some things that I just are just bad about the game in its current state.

First, there are some bugs. It seems like the UI says the AKM starts in full auto, though I found that sometimes it actually started in semi auto and I had to switch to semi and back to full to get it working (this can be seen in action in the upcoming video recorded at 60fps). Also, after you reload with the M249, the belt no longer feeds. There may be others, I haven’t fully tested everything yet.

Second, I finally was able to do some tests with an FPS unlocker. Here is a clip of the game running at 60 FPS, and here is a clip of the game running with an uncapped FPS (with an FPS counter in the corner). I confirmed that reloads are not affected, but gun sway, ADS speed, and recoil are affected significantly to the point where it makes it difficult and annoying to play.

I know you said that you don’t want to implement a deltaTime solution and are worried it could break something. I would say that you can simply make a backup and take the time to learn how to use it in this context. It would be useful if you want to continue developing (especially if you ever go off of Roblox) to get more comfortable with it.

I know this was a long post, but I try to be as thorough as I can so people can improve their games as much as possible.

i mean, since my laptop has a fps cap of 60(aka i have 60Hz screen), and my pc specs are not the best(decent cpu, 8gb ram, but an integrated gpu), so you could be a tester for the game. i figured out i might do it anyway

add me if you want to be the tester of the game with different fps(my main acc: @korne123450), ill then add you to team create whenever ill go back to editing it.
and thank you so much for feedback

First, the text that says the caliber the gun is chambered for displays incorrect values for some of the guns I tested

that is because i only took like a freemodel akm, and i just edited it, i did have plans to then edit ALL guns to be accurate, but i forgor💀

Another minor nitpick is the belt feeding for the M249. I like that it actually visibly feeds into the gun, but I notice that the gun fires much faster than the belt is actually seen feeding, so maybe you should look into that.

i did it in a bad way, basically it checks if Animation.IsPlaying, it ignores, if it doesnt, it plays it. what i probably should do is either speed up the anim or just remove the line condition

First, there are some bugs. It seems like the UI says the AKM starts in full auto, though I found that sometimes it actually started in semi auto

i dont know why that would be, ill also look into that.

Also, after you reload with the M249, the belt no longer feeds.

i have 0 idea why that also is a thing, also will look into it.

Yeah, I could periodically help with testing if you’d like. Just keep in mind it’s something I’d do in my free time and so I won’t be always available/interested to test. Though I can definetely check in and see how it’s doing. I sent your main a friend request.

i tried putting deltaTime, for now, the only thing that happened is i kinda broke up the kit sadly

edit: update: i apparently fixed it, although, now it kind-of breaks below 60 fps.
edit 2: nevermind it gets a seizure at any framerate
edit 3: i don’t think i can do it sadly

An even bigger update than i thought

  • ALL guns will have re-written ACS_Settings to have all the latest features
  • New: Scope-Sliding Mechanism(you can adjust FOV between “Zoom” and “Zoom2” values)
  • New chamber/Inspect animations
  • HEAT Feature(With heat effects)
    Heat includes modes: “SlowDown”, “Jam”, “HigherHeatHigherJamChance”, “Default”
  • New bullet tracer effects
  • Ammo boxes - Added
  • Different Explosions also for air explosions - Added
  • Radio system - Added
  • Place will get uncopylocked(I recommend getting the model only after it gets out of the beta though)

New known bugs

  • Firemode bug(@takenmake report) - Will be fixed
  • High FPS issues(@takenmake report) - might stay that way, no idea how to actually fix
  • M249’s animations sometimes break(@takenmake report) - Probably will be fixed
  • M249’s animations slower than they should be(@takenmake report) - Will be fixed
  • Incorrect ammunition displayed(@takenmake report) - Will be fixed
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so, its been a long time since i posted an status update. keep in mind, project is still alive

upcoming in future version(idk when):

  • Scope FOV adjusting system
  • New chamber(and inspect) anims
  • Heat features
  • New tracer effects(editable)
  • Ammo boxes
  • Different explosions for air explosions
  • Radio system(Enemy spotted, need medic, etc)
  • Gun Echo effects added back from ACS 1.7.5
  • Bullet Stability
  • Bullet Drag(useful for shotguns for example)
  • Configurable bullet distance(like in ACS 1.7.5)
  • Configurable bullet lifetime
  • Place will get uncopylocked (soon, i promise)
  • MOST PROBABLY more

known bugs:

  • Firemode bug: @takenmake report: When i tested, it appeared to work normally, i don’t know how yours bugged
  • High FPS issues: @takenmake report: Plans to be fixed, possibly in an update after this one
  • M249’s animations sometimes break: @takenmake report: I have no idea why it does it.
  • M249 animations slower than they should be - Fixed(aka disabled Animation.IsPlaying condition)

i sent u a message on discord ------

I sent u a dm, do you still have this? It’s bery interesting

What an impressive step-up from the original ACS system! I thoroughly enjoyed using each and every tool given to me at hand and it felt pretty fluid to the hand. However, I do have my critiques and suggestions.

  • The Flashbang is not long enough, the player should be blinded for longer and the sound should last longer too.
  • Aiming into guns while prone should make the gun be almost completely still, considering you’re resting the gun on your arms and the ground.
  • There should be bullet/impact holes from where you shot. I don’t know how this would fare on more complicated terrain like rock and asphalt but overall ACS is used in urban maps.
  • Disable the ability to aim in while reloading, I discovered this accidentally and it messes up the animation.
  • Once you surrender, you can’t switch back until you reset, which is an issue.

Overall though, I greatly appreciated the attention to detail you put in every weapon, particle, and animation. I can’t wait to see where this goes.

i do have some sad news to this. i “discarded” the project, because it got very laggy and is badly optimized, although i plan on re-creating the project soon with more features and less complicated design. i never was motivated to any project(like this), i am surprised i got this far honestly. soon enough though, i will complete this, so i guess stay tuned for that.

RE-CREATED PROJECT FEATURES:

  • All features the old version had but more optimized and better done
  • All features that were supposed to come in next version
  • Further customizable guns: Stocks, Slides, Triggers, Handguards, Etc.
  • Ability to use roblox animation editor animations instead of function anims
  • FPS Issues being fixed
  • (Optional addon) Damageable vehicles + Tanks + Helicopters system(An update AFTER the release just because it is optional)
  • Possibly more, if you have more suggestions, DM or comment and maybe i’ll consider them!

NOTE: this will take me time because i just started and i don’t have all days to do it. I promise to release it as fast as i can though.

4 Likes

This is so sick, can’t wait for the uncopylocked release. The amount of effort put into it shows, and is a huge development for ALL ACS users.

Ah it still has the issue with knives and heads.
Any melee + headshots == game crashing.

i noticed that, i plan to fix that in the recreated version.

Status update and TODO

The project is not dead yet as am i

  • Things already mentioned
  • Underbarrel Grenade launchers possible(or any underbarrel weapon at all)
  • Ability to use roblox animations instead of CFrame animations - put to category less important(aka not guaranteed to be added sadly)
  • Probably more since i’m at like 1% of all those.

this will 1000% take me a lot of time, i lost motivation recently for no reason so that doesn’t help at all, i will release it eventually though.

note to my future self: do not post something like this until it’s really done, you keep people waiting if you post it before release💀

1 Like

There was a discussion about locking the FPS, I personally am making another ACS Mod. I used deltaTime to try to fix the advantages but it does significantly reduce the camera recoil at 320FPS+, It also makes the gun recoil a bit weird and reduces it at 320FPS+.

this is actually way better than normal acs please work on this project ill sell my kidneys to rather use roblox animation instead of cframe

  1. when ur walking u cant shoot at the same time some of the time but most the time it works fine
  2. the cartridges on the ground takes some time for it to despawn and just sorta lags the games
  3. the game lags whenever theres 2+ people shooting the m249 and the belt stops working whenver that happens.
  4. the characters just has a seizure and falls on the ground and wont get up randomly and after getting shot
  5. the rpg after u requip it after shooting it for some reason shows the rocket chamberd in still.

thats all the things thats really bad about it. other than thats its better than normal acs 2.0 please work on this. u should later add the option for penetration for guns, and make bullet tracers sever side.

i paused the project for some time now, i plan to get back to it soon

i plan to fix fps issues, although my laptop can barely go above 100fps(on a 60hz screen anyway) so i’d need someone to test fps issues whenever the project is almost ready for release.

it was managed by the script that fires after the cartridges are fired, so it could’ve been configurable, i also could’ve put a smaller value

i don’t know what you mean by that

because i forgot to paste the bullet “checking” function into the setup() function as well.

i will get back to the project soon, it’s not dead yet, i plan to finish it soon. note to myself: next time actually finish the project before posting something like this

The FPS Issue can be tested without having 100+hz monitor, you can just use FPS Unlocker the effect is still the same. I have fixed the issue on my version.