[deprecated] Heavily edited ACS 2.0.2

Could you show videos and images of your creation? I don’t plan on joining a game for this.

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Firemode change


Gun pushing backwards when very near the object

Gun leaning while you lean

Bullet shell ejections

Door open context animation

Gun only allowed to be fired while standing(kind of like in battlefield 2)

Gun not allowed to be fired while proning and walking(when you move in prone position, when you lay still, you can fire)

I would add more, but this is already kind of a long message
(FYI the guns are the guns used in original ACS kit, i didn’t model them)

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@GFXBIT based on my predictions, it would be possible to do it, although it wouldn’t be the best, and it would mean i would need to re-animate the guns.
I can release a seperate version from this one, when i finish this one, maybe it would be good, i don’t really know

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sorry for the process being as slow as it is, i am also sick currently so i cant just stay and script 24/7
i also am running out of ideas, please someone give me ideas to do

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first of all this is looking good cant wait for it to release, but maybe add a modification system where you could turn the gun to the side and click on like a scope or better barrel or you could work on optimizing it

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I havent posted in here for a bit

Next update

  • StatusUI heavily edited

  • StatusUI has english Frame names instead of whatever the language was before, easier editing

  • New M249 Model

  • Belt-like guns now have an option inside ACS_Animations to move their belt while character is moving(experimental, might break some belt-based animations)
    showcase:
    Untitled video
    sorry for the quality i don’t have a good recorder nor a good mp4 to gif converter

  • Custom projectiles + Explosive ammo possible

  • Major bug fixes

  • Slightly(or very slightly) edited bobbing system

  • Possibly more that i forgot to mention about

this might take me at least some time, please be patient

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you know what
even tho i hate acs and the community is pretty dirty-minded this is probably the best modification to date, keep it up!

3 Likes

(sorry for the late reply i was kinda shocked and i didnt know what to respond with)

thank you so much for feedback, this means a lot to me and keeps me motivated for it.
if you have any ideas btw, you can write them down, maybe i’ll consider something

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update: sliding and diving seems broken, sometimes it is fast, sometimes slow, the option will still be available to turn it on but it is not recommended
i have no idea how to fix it

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UPDATE
features added:

  • things mentioned before

  • slight crouch gun leaning like seen in some games(for example COD if im not mistaken)
    image
    image

  • even easier effect/sound editing

  • explosive ammo possible + different explosion if explosion is in water(optional)

  • FPS body

features noted for future version:

  • ammo boxes(afaik acs 2.0 doesn’t have those idk why)
  • different explosion also for air explosions
  • full-on crouch animation support(animation that can also be looped)
  • most likely place will get uncopylocked
  • i ran out of ideas please give me recommendations
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sorry for slow updates, i took a break from this kinda

features noted for future version(possibly final):

  • ammo boxes(afaik acs 2.0 doesn’t have those idk why)
  • different explosion also for air explosions
  • full-on crouch animation support(animation that can also be looped)
  • place will get uncopylocked
  • “Spotted” system(NOTE: doesn’t work unless player.Team ~= Neutral, also toggle-able in Server Config. Default Keybind: F)
  • Radio system(“Need Ammo!”, “Need Backup!”, “Need Pickup!”(also responses “No”, “Yes”), etc., Keybind is also F, doesn’t work when you use it to spot an enemy.)

this also might take a while even if i will sit on this project for 24/7

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status update
features noted for update:

  • ammo boxes - added
  • different explosion also for air explosions - added
  • full-on crouch animation support(animation that can also be looped)
  • place will get uncopylocked
  • Radio system(“Need Ammo!”, “Need Backup!”, “Need Pickup!”(also responses “No”, “Yes”), etc., Keybind is F) - added
  • SERVER-SIDE RELOAD ANIMATIONS

this will take me even longer, i am also sick now, this delays things even more

1 Like

Idea: Add customizable bullet holes

status update v2
features noted for this update:

  • ammo boxes - added
  • different explosion also for air explosions - added
  • place will get uncopylocked
  • Radio system(“Need Ammo!”, “Need Backup!”, “Need Pickup!”(also responses “No”, “Yes”), etc., Keybind is F) - added
  • overheating system + different options between overheating(delay, bolt-action then delay, slow fire on overheat, etc.)

an update after this update

  • full-on crouch animation support(animation that can also be looped)
  • server-side reload animations
  • remastered default gun animations

I don’t know if you’ve done anything about this with your edition of ACS (my Roblox is currently broken), but one of the biggest annoyances with default ACS is that it does not work well with FPS unlockers (animations speed up because it doesn’t use deltaTime, mainly). That might be a useful fix to make for your edited version.

fps unlockers break a lot of games. if i’d try to fix this, i might break something else, or low fps users would have unnecessary buffs, you can just fix this by detecting if the user’s fps is more than 60, just set it to 60(look on devforum for fps locker scripts, they exist). i have no idea if i could do it, like i said, it could be buggy so that low fps users get buffs for no reason.

I respect your decision, though I personally think it would be quite player unfriendly to forcefully lock someone’s FPS. Furthermore, I would argue that using deltaTime would benefit everyone, since it would mean the animations would be consistent across all framerates, not just higher ones.

Lastly, I’ll just comment that in my experience using ACS with an FPS unlocker in its current state actually gives more of an advantage than if deltaTime were accounted for, since animations like ADS and sometimes reloading play faster. So it would actually be more fair to account for deltaTime. If you account for deltaTime, then any advantage higher FPS users have would be no different than the advantage someone playing at 60 FPS might have over someone playing at 30 FPS. Even with a 60 FPS cap differences in framerate still may give other players a small advantage.

I’ve been using an FPS unlocker for over a year now, and in my experience at least 90% of games work just fine. Usually only the cheaply-produced games have some minor issues and even then the game is still playable.

i just tested it, everything seems to be working fine except below ~35 fps, then aiming is slower, etc. my laptop screen has 60Hz max but i tried fps unlocker, and at more than 60fps, it didn’t really speed up any animations

you mean like it speeds up the reload animation for example? if so, no it doesn’t afaik, because ACS anims use TweenService.

Okay, that’s fair. I was much less confident about that one to be honest.

The main speedup I noticed that I am confident about was with ADS. I have also got a 60Hz monitor, however I typically run the average ACS game at 100-200 FPS. At less than 100 FPS the speed up isn’t really noticable, but over 100 it starts to affect gameplay. I’m sorry I can’t provide a demonstration (as mentioned, my Roblox broke recently).

i mean, roblox isn’t supposed to run at >60 fps anyway, but some players ofc bypass that. i don’t know how i would implement the deltaTime thing, like, i know how to use it, i don’t know where to put it exactly, i’m worried ill just break something so yeah idk if i’ll do it