Giter Site home page Giter Site logo

acf-team / acf-3-missiles Goto Github PK

View Code? Open in Web Editor NEW
21.0 4.0 18.0 87.86 MB

Racked ordnance addon for Garry's Mod to be used with ACF-3

License: MIT License

Lua 100.00%
garrysmod-addon garrysmod garrys-mod acf-addon acf acf-3 acf3 acf-missiles acf-3-missiles acf3-missiles

acf-3-missiles's People

Contributors

2sprocket avatar alexandre425 avatar bluemetaknight avatar brandonsturgeon avatar cheezuschrust avatar goodva avatar liddulbofh avatar polysteam avatar stooberton avatar thecraftianman avatar themrfailz avatar twistedtail avatar uberdude9001 avatar utftymoteusz avatar wrefgtzweve avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar

acf-3-missiles's Issues

[SUGGESTION] Replacement of entities array on radar

Entities array should probably be replaced with a :EntIndex() array and an owner array could also then be added since CPPI is already a requirement of ACF3.

This could allow for the targeting/missile radars to get a new input for selected target index.
In the case of people wanting something similar to TWS2, it could probably be made an array eg if you have multiple racks connected in an order the first rack would respect the first target index in the array and so on.

[BUG] Missile racks not recognized with ACF Sound Replacer

I recently tried replacing the sounds on my missile racks normally on one of my contraptions. Noticing when clicking the racks with the sound replacer (loaded and not loaded with missiles), I get the notification "Only Acf entities are supported by the ACF sound tool".
20200612003745_2
Sometimes when clicking on the rack with the sound replacer, the notification will not appear, but the missile rack will not have the replaced sound on it.
https://streamable.com/5ngrb5

Quad & Twin Missile/Bomb Racks Cannot be Interreacted With.

Quad and Twin racks cannot be moved using physics gun. They cannot be linked, and they cannot be removed using the undo key. You have to manually remove them using the context menu. This was on the official ACF3 build servers for context. No errors were spotted in my console, but who knows about server side.

acf_rack missile error

addons/acf-3-missiles/lua/entities/acf_rack/init.lua:110: Tried to use a NULL entity!
   1.  <unknown> - [C]:-1
    2.  Remove - [C]:-1
     3.  UpdateRack - addons/acf-3-missiles/lua/entities/acf_rack/init.lua:110
      4.  Update - addons/acf-3-missiles/lua/entities/acf_rack/init.lua:248
       5.  Update - addons/acf-3/lua/acf/core/classes/entities/registration.lua:131
        6.  LeftClick - addons/acf-3/lua/acf/menu/tool_functions.lua:432
         7.  <unknown> - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:220

guidance

missile guidance for this addon has to be either badly done or non existant as there is no way to make missiles steer to target not from the rack or anything.

please explain

Lua error after update

[ACF - Updates] ACF-3-Missiles: Server is running on version Git-master-7c43dbe. No updates available, running on the latest version.

[ERROR] addons/acf-3/lua/acf/base/version/cl_version.lua:54: attempt to index local 'Branch' (a nil value)

  1. PrintStatus - addons/acf-3/lua/acf/base/version/cl_version.lua:54
  2. v - addons/acf-3/lua/acf/base/version/cl_version.lua:75
    3. unknown - lua/includes/modules/hook.lua:84

Infrared missile errors out

All of the other missile types work fine and other weapons like cannons but the infrared errors out when trying to fire it and it just floats around in the world.
ACF3 and 3missiles installed with GitClient
Mod list
Wiremod
Nadmod Prop Protection

Error message
[acf-3-missiles] addons/acf-3-missiles/lua/acf/entities/countermeasure/globals.lua:155: attempt to index local 'CounterMeasure' (a function value)

  1. ACFM_ApplySpawnCountermeasures - addons/acf-3-missiles/lua/acf/entities/countermeasure/globals.lua:155
  2. PreGuidance - addons/acf-3-missiles/lua/acf/entities/guidance/dumb.lua:21
    3. GetGuidance - addons/acf-3-missiles/lua/acf/entities/guidance/infrared.lua:44
    4. CalcFlight - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:186
    5. unknown - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:632 (x7)
    https://youtu.be/JwiOsE5XVc8

[BUG] Tried to use a NULL entity!

addons/acf-3-missiles/lua/acf/shared/guidance/radio_mclos.lua:45: Tried to use a NULL entity!
   0.  unkown - [C]:-1
    1.  LocalToWorld - [C]:-1
     2.  CheckLOS - addons/acf-3-missiles/lua/acf/shared/guidance/radio_mclos.lua:45
      3.  GetGuidance - addons/acf-3-missiles/lua/acf/shared/guidance/radio_saclos.lua:20
       4.  CalcFlight - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:181
        5.  unkown - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:615

serverside error

[BUG] Fucken fix cluster munitions

Cluster bombs of any form crash servers the moment they hit a contraption 90% of the time. Its nearly instant, to the point of where the explosion isnt rendered. This only began around the time the legality update was pushed, for a frame of reference.

Add maximum warhead length

Currently missiles have a maximum size for their propellant, but the size of the warhead is unrestricted. This makes it tough to balance things like ATGMs, as the penetration math is a bit wonky, so a little increase to the length can double the penetration while the missile still flies well.

It could be defined simply by Missile.Length - Round.PropLength, not allowing the warhead to exceed that. That way missiles can be balanced to have a maximum penetration with HEAT that cannot be exceeded, which will make things easier and not allow cheesy use of smaller missiles with huge warheads

[BUG] Tried to use a NULL entity! acf_rack/init.lua:119

addons/acf-3-missiles/lua/entities/acf_rack/init.lua:119: Tried to use a NULL entity!
   0.  unkown - [C]:-1
    1.  Remove - [C]:-1
     2.  UpdateRack - addons/acf-3-missiles/lua/entities/acf_rack/init.lua:119
      3.  Update - addons/acf-3-missiles/lua/entities/acf_rack/init.lua:256
       4.  UpdateEntity - addons/acf-3/lua/acf/base/sh_classes.lua:648
        5.  LeftClick - addons/acf-3/lua/acf/base/sh_tool_functions.lua:410
         6.  unkown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:214

serverside error

Fix the mass ratio bug

Discover where mass ratio dark magic is in the code, and correct it so the power is correctly proportional to the physical/parented mass ratio.

[Suggestion] Revert/Change Missile Rack Link Distance

With the menu update shortening link distance, a bunch of my builds have impacted. The ammo link changes I find to be acceptable, but radar to rack link distance is just excessively short. I don't know what the original link distance was, but somewhere around 450-500 units mass center to mass center would be plenty to allow for radar to link with missile racks on the wingtips of aircraft. Putting my radar in the center of my builds just seems kind of silly.

Antimissile guidance type issues

The Antimissile guidance type should either ignore missiles of its own kind or ignore its owner's missiles in entirety.

If you try to use missiles with the Antimissile guidance type (such as Stingers) as a makeshift APS, they tend to just try to track each other instead of trying to track the incoming missile(s) which you intend to intercept. Due to the current state of HE, you typically need to use more than 1 missile to actually intercept anything.

[BUG] attempt to perform arithmetic on field 'Pos' (a nil value) acf_missile/init.lua:603

Serverside error:

addons/acf-3-missiles/lua/entities/acf_missile/init.lua:603: attempt to perform arithmetic on field 'Pos' (a nil value)
   0.  __add - [C]:-1
    1.  Detonate - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:603
     2.  DetonateMissile - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:291
      3.  Damage - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:687
       4.  HE - addons/acf-3/lua/acf/server/damage.lua:197
        5.  OnFlightEnd - addons/acf-3/lua/acf/shared/ammo/aphe.lua:112
         6.  DoReplicatedPropHit - addons/acf-3-missiles/lua/acf/server/sv_acf_missiles.lua:80
          7.  Detonate - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:608
           8.  CalcFlight - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:268
            9.  unkown - addons/acf-3-missiles/lua/entities/acf_missile/init.lua:615

[Suggestion] Make armor and other entities not die when they reach 0 health

This was discussed in the discord and a couple of ideas were thrown around, some of which were:

  • Armor, props, guns, engines and gearboxes should not get destroyed when reaching 0 health (fuel and ammo could go either way really).
  • Armor would degrade as it takes more damage, becoming easier to penetrate.
  • The effective armor thickness would either decrease as a direct function of health, or incoming shots would have a chance (which grows as health diminishes) to face less effective armor thickness (this decrease also being a function of health lost).
  • Guns would lose accuracy.
  • Engines would lose power.
  • Wheels are trickier, either leave them as is (and shooting at wheels would become useless), or maybe have them also affect the power output to them.

Missiles not auto reloading like ACF3

In ACF-3 weapons automatically reload and load yet this doesn't seem to be implemented for ACF missiles. Not sure if this is intended or not but I see people having issues with it frequently.

[BUG] Clientside acf_computer lua error: cl_init.lua:20: attempt to index local 'Class'

addons/acf-3-missiles/lua/entities/acf_computer/cl_init.lua:20: attempt to index local 'Class' (a nil value)
  1. Update - addons/acf-3-missiles/lua/entities/acf_computer/cl_init.lua:20
   2. Initialize - addons/acf-3/lua/entities/acf_base_simple/cl_init.lua:10
    3. unknown - addons/acf-3-missiles/lua/entities/acf_computer/cl_init.lua:12
   0.  Update - addons/acf-3-missiles/lua/entities/acf_computer/cl_init.lua:20
    1.  Initialize - addons/acf-3/lua/entities/acf_base_simple/cl_init.lua:10
     2.  unknown - addons/acf-3-missiles/lua/entities/acf_computer/cl_init.lua:12

Targetting radar breaks with targets owned by world

Radar unit errors and stops functioning when it tries to pick up a target owned by nobody.

[ERROR] addons/acf3-missiles/lua/entities/acf_radar/init.lua:138: attempt to index a nil value
  1. unknown - addons/acf3-missiles/lua/entities/acf_radar/init.lua:138

Timer Failed! [ACF Radar Scan 226][@addons/acf3-missiles/lua/entities/acf_radar/init.lua (line 184)]

Own[Count] = Ent:CPPIGetOwner():GetName() or ""

Folding-Fin Aerial Rockets Error

Using the 57mm or 80mm Pod Rocket causes the following error:

[acf3] addons/acf3/lua/acf/base/sh_round_functions.lua:67: bad argument #1 to 'min' (number expected, got nil)
  1. min - [C]:-1
   2. RoundBaseGunpowder - addons/acf3/lua/acf/base/sh_round_functions.lua:67
    3. BaseConvert - addons/acf3/lua/acf/shared/ammo_types/he.lua:53
     4. ClientConvert - addons/acf3/lua/acf/shared/ammo_types/ap.lua:177
      5. UpdateAmmoMenu - addons/acf3/lua/acf/client/ammo_menu.lua:196
       6. OnSelect - addons/acf3-missiles/lua/acf/client/menu_items/missiles_menu.lua:120
        7. ChooseOption - lua/vgui/dcombobox.lua:99
         8. DoClick - lua/vgui/dcombobox.lua:213
          9. OnMouseReleased - lua/vgui/dlabel.lua:237
           10. unknown - lua/vgui/dmenuoption.lua:76

This prevents you from spawning and using those weapons.

Looking at https://github.com/TwistedTail/ACF-3-Missiles/blob/master/lua/acf/shared/missiles/ffar.lua briefly shows that the 57mm and 80mm Pod Rockets have duplicate entries, could this be the cause? If so which one to keep?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.