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💀
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
- when ur walking u cant shoot at the same time some of the time but most the time it works fine
- the cartridges on the ground takes some time for it to despawn and just sorta lags the games
- the game lags whenever theres 2+ people shooting the m249 and the belt stops working whenver that happens.
- the characters just has a seizure and falls on the ground and wont get up randomly and after getting shot
- 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.
Very sorry for how sidetracked i got(classic), and the lack of progress in it, i lack motivation for it.
I am currently on vacation(1 week more), whenever i come back, i will get to it as soon as possible. might also make a new topic for it because this version got discarded and im completely re-making it, like a completely seperate place
will also uncopylock the old version(not recommended as it’s unoptimized and all that, i would rather recommend to sadly just wait for the final version).
(sorry for bump? (idk if i bumped its hard seeing all this on mobile))
Have you uncopylocked this yet
i will as soon as i get home(still on vacation, like 3 or 4 days left i forgor), i don’t recommend the old version, but if anyone would want it badly, i can’t stop them
Also for the cartridges you can make them a little less detailed as well as the players won’t necessarily pay attention to them and they only appear a short time on screen. You can do this by reducing the render fidelity or actually reducing the ammount of polygons on the mesh itself.
this could be also easily done by player, the way it worked was that if the main ACS_Client script finds a “cartridge_script” inside the shell, it enables it, if not, cartridges just stay. i just put something like this:
wait(5)
cartridge.Anchored =true
wait(15)
cartridge:Destroy()
-- (delays are high because i wanted realism)
(or something close to it, can’t really remember)
either way, it wasn’t burried into the main script, meaning you could easily modify their behaviour.
also idk why i kept changing names between “shell” and “cartridge”
acs is not even available anymore it got termed PLEASE make this public i beg you
i believe there’s still free models saved in toolbox, i will make it public when i will have the chance, but i think there’s models in toolbox already
they are only guns and need the backend system to function which have all been taken down
i did search “acs” in toolbox and the first model is indeed the acs 2.0.1, for other versions you need to scroll down a bit
edited acs update: old acs errors a bit, the non-published(dev version) edit is another whole dimension(error every weapon fire, unequip, etc)
only the test place game’s version is “stable”, i will uncopylock it in a bit and possibly only just fix the few errors that it gets.
“good” news.
place got uncopylocked, i migrated it to the latest version there was(although not a dev version meaning less errors)
although, it is deprecated, so if you want to risk, you can take it, i don’t recommend it since there are semi-frequent errors, you can fix them if you have experience, i don’t plan to as i deprecated this version.
NOTE: ADS work differently here, place the ADS part slightly further away(which i forgot to do).