Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

MK6 Charge System #6577

Closed
wants to merge 10 commits into from
Closed

Conversation

Grey-Soldierman
Copy link
Contributor

When merged this pull request will:

  • Add a charge system for 82mm rounds used with the MK6 Mortar

  • Preparation of ammunition:

    • Selecting the appropriate charge for a particular round. (Self interact menu)
    • Increasing charge 1 step requires 'ACE_Propelling_Charge' item
    • Decreasing charge 1 step gives 'ACE_Propelling_Charge' item
  • Removal of charge firemodes on weapon

    • Charges are instead handled at the magazine level
  • Load Magazine actions

    • Switched to a generic function to generate the actions for loading compatible magazines.
    • Lowered the time taken to load rounds when the charge system is enabled; the time is instead spent
      on preparing the ammunition
  • Configurable

    • Can be configured almost entirely through config values on the magazines & weapon. Number of
      charges, number of charges required on each step, power of each charge.
    • Enabled through settings menu. Use of charges can be done separately of 'Ammo Handling'
      however the loading of charges would be difficult without it.
  • Why?
    Gives a slightly more realistic mortar gunner experience. Gives more purpose to assistant gunners and requires more thought to the operation of a mortar. Built to be expandable; 3rd party mods could take advantage of it and provide more accurate models for the different charge levels for a particular round.

Images:

addons/mk6mortar/functions/fnc_addChargeActions.sqf Outdated Show resolved Hide resolved
addons/mk6mortar/CfgVehicles.hpp Outdated Show resolved Hide resolved
addons/mk6mortar/cfgMagazines.hpp Outdated Show resolved Hide resolved
addons/mk6mortar/data/propelling_charge.rvmat Outdated Show resolved Hide resolved
addons/mk6mortar/data/propelling_charge.rvmat Show resolved Hide resolved
addons/mk6mortar/functions/fnc_rangeTableOpen.sqf Outdated Show resolved Hide resolved

case ((abs(_muzzleVelocity - 50) < 0.00001) && {(abs(_airFriction - -0.0001) < 0.00001)}): {
[
["100","1390","33","1.8","9.9","1.5","0.2","-0.1","0.0","-0.0","-0.0","0.0"],
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

0 vs -0?

@@ -20,19 +20,46 @@
params ["_muzzleVelocity", "_airFriction"];

switch (true) do {

case ((abs(_muzzleVelocity - 50) < 0.00001) && {(abs(_airFriction - -0.0001) < 0.00001)}): {
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

_airFriction - -0.0001
you mean.. +0.0001 ?

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Thats how they are generated by fnc_devBuildTable.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Someone should maybe update that thing then :D

addons/mk6mortar/stringtable.xml Show resolved Hide resolved
addons/mk6mortar/stringtable.xml Show resolved Hide resolved
@Grey-Soldierman
Copy link
Contributor Author

Cheers the comments Dedmen; It's what i love about ACE. Ill get them sorted today.

@PabstMirror PabstMirror added the kind/enhancement Release Notes: **IMPROVED:** label Sep 22, 2018
@PabstMirror PabstMirror added this to the Ongoing milestone Sep 22, 2018
@VKing6
Copy link
Member

VKing6 commented Sep 22, 2018

A couple of quick thoughts, I'll have time for a more in-depth look later today.

  1. I think it's confusing that the base rounds aren't called Charge 4. I know we shoudn't change the magazine name, but can the name be amended with a charge number in the menu somehow?

  2. I don't have time for 2 right now

Copy link
Member

@VKing6 VKing6 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Okay looked it over some more, and aside from my previous comment it looks ok. Keep in mind that I don't have a build environment set up so I can't test this in game.

@Grey-Soldierman
Copy link
Contributor Author

The main reason I left the charge 4 magazines as they are is to not confuse players when the charge system is deactivated. Ill have think and see if i can append something within the actions to make it clearer.

@severgun
Copy link
Contributor

severgun commented Oct 25, 2018

If I understand correctly, main point of this system is realism.
Then...

  1. Would be nice to get rid of player inventory mess. IMHO rounds should be prepaired from boxes or ground. What if I have mortar, ammobox and no backpack? ACE2 system was great at this.(there also were different detonators)
  2. Would be nice to see WIKI page about creating charges for third-party mortars. (If it is possible. If not - then turn system into framework)
  3. There is advanced throwing, attach, refuel, fortify, etc where player can carry object in hands. Isn't it better than just text https://i.imgur.com/1p2e9Kd.jpg ?

@PabstMirror PabstMirror modified the milestones: Ongoing, 3.13.0 Dec 6, 2018
@PabstMirror
Copy link
Contributor

PabstMirror commented Jan 18, 2019

Made some changes here: 158fbe4
CBA Settings,
hide's mortar hud charge display,
add condition checking for showing prep actions
other minor stuff
let me know if these look ok

As for the mag names, it is a little confusing knowing that the default round is full charge, but I also see the problem in changing the name and confusing the other mode.
Maybe we could at least make a change in the interaction menu, if we don't want to change the configs?

I also think the lowest charge should be "0" instead of "1" (it has no charges attached, but still has the internal propellant)
ref: https://fas.org/man/dod-101/sys/land/m821.htm

edit: we should also add a low poly LOD to the charge item

@jonpas jonpas modified the milestones: 3.13.0, 3.14.0 Dec 7, 2019
@jonpas
Copy link
Member

jonpas commented Sep 11, 2023

Closing due to age and/or inactivity, unlikely to be finished or has to be reworked due to other changes over the years. May be re-opened if someone finds it useful, even better just open a new up-to-date PR.

@jonpas jonpas closed this Sep 11, 2023
@jonpas jonpas added the status/outdated Issues and pull requests that lost their meaning. label Sep 11, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
kind/enhancement Release Notes: **IMPROVED:** status/outdated Issues and pull requests that lost their meaning. status/WIP
Projects
None yet
Development

Successfully merging this pull request may close these issues.

7 participants