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MK6 Charge System #6577
MK6 Charge System #6577
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case ((abs(_muzzleVelocity - 50) < 0.00001) && {(abs(_airFriction - -0.0001) < 0.00001)}): { | ||
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["100","1390","33","1.8","9.9","1.5","0.2","-0.1","0.0","-0.0","-0.0","0.0"], |
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0 vs -0?
@@ -20,19 +20,46 @@ | |||
params ["_muzzleVelocity", "_airFriction"]; | |||
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switch (true) do { | |||
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case ((abs(_muzzleVelocity - 50) < 0.00001) && {(abs(_airFriction - -0.0001) < 0.00001)}): { |
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_airFriction - -0.0001
you mean.. +0.0001 ?
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Thats how they are generated by fnc_devBuildTable.
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Someone should maybe update that thing then :D
Cheers the comments Dedmen; It's what i love about ACE. Ill get them sorted today. |
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A couple of quick thoughts, I'll have time for a more in-depth look later today.
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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.
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. |
If I understand correctly, main point of this system is realism.
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Made some changes here: 158fbe4 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. I also think the lowest charge should be "0" instead of "1" (it has no charges attached, but still has the internal propellant) edit: we should also add a low poly LOD to the charge item |
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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. |
When merged this pull request will:
Add a charge system for 82mm rounds used with the MK6 Mortar
Preparation of ammunition:
Removal of charge firemodes on weapon
Load Magazine actions
on preparing the ammunition
Configurable
charges, number of charges required on each step, power of each charge.
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: