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Just posting to note that you can always pull the development version off of the github. There's usually at least one minor improvement or bugfix every couple of days that you might find useful.
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Okay, currently at that stage where I am rewrite CFire to be, well, more amazing than sliced bread. And sliced bread still amazes me every time I see it. Here is a copy/paste of the blurb on the latest commit. Read, then comment on anything you feel is missing.
It's already overkill, so you won't get me to back down from adding features at this point though.
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Something like MAJOR changes to cfire. Currently in the middle of rewrite to support:
- Fully programmable chainfire groups
- Auto-configuring for simple setup
-- i.e., hiding all the power if you don't want/need it by setting up weapons groups, optimal delay times, and cfire pattern for you if you let it.
- UI that is clear and easy to use for users who only want basic, minimal functionality in addition to supporting highly advanced users with (possible) domain-specific language/mini-lua interface. Also, a definite, is a UI that will allow graphical setup of complex cfire chains in an intuitive way
- (Possible) Ability to share cfire binds with each other in game via chat (may spread to rest of TCS settings)
Obviously not all this is done. The first two top-level bullets are nearing completion, but the third is barely even in the design stage at this point. As of now, this module is currently DUBIOUSLY FUNCTIONAL, so TCS does not load it in. Instead, it will load the chain_fire_old folder instead.
This update WILL NOT BREAK you current TCS installation if you choose to download it, it'll just give you extra bits to look/poke at.
It's already overkill, so you won't get me to back down from adding features at this point though.
---------------------------
Something like MAJOR changes to cfire. Currently in the middle of rewrite to support:
- Fully programmable chainfire groups
- Auto-configuring for simple setup
-- i.e., hiding all the power if you don't want/need it by setting up weapons groups, optimal delay times, and cfire pattern for you if you let it.
- UI that is clear and easy to use for users who only want basic, minimal functionality in addition to supporting highly advanced users with (possible) domain-specific language/mini-lua interface. Also, a definite, is a UI that will allow graphical setup of complex cfire chains in an intuitive way
- (Possible) Ability to share cfire binds with each other in game via chat (may spread to rest of TCS settings)
Obviously not all this is done. The first two top-level bullets are nearing completion, but the third is barely even in the design stage at this point. As of now, this module is currently DUBIOUSLY FUNCTIONAL, so TCS does not load it in. Instead, it will load the chain_fire_old folder instead.
This update WILL NOT BREAK you current TCS installation if you choose to download it, it'll just give you extra bits to look/poke at.
1.4UB2 takes over all targeting even with multiaim turned off
Testing:
Primary trigger/port - neuts
Secondary trigger / ports jackhammer
- targeting strange, sometimes crosshairs are completely behind you
Testing:
Primary trigger/port - suns
Secondary trigger / ports - gat turrent
-targeting strang, sometimes crosshairs are completly behind you.
Testing:
Primary trigger -gat turrent - large port
Secondary trigger - suns - small port
-Or any combination of energy and rockets
-targeting no change completely taken over. No matter what configurations of ports/tigger>
- What is produced is a sort of non functional targeting not really energy and not really rocket targeting just something unusable that is hard to describe with crosshairs sort of all over the place
NOTE: this is with autoaim unchecked/disabled
I'm going to test previous version to see if I'm having this trouble with older versions
Testing:
Primary trigger/port - neuts
Secondary trigger / ports jackhammer
- targeting strange, sometimes crosshairs are completely behind you
Testing:
Primary trigger/port - suns
Secondary trigger / ports - gat turrent
-targeting strang, sometimes crosshairs are completly behind you.
Testing:
Primary trigger -gat turrent - large port
Secondary trigger - suns - small port
-Or any combination of energy and rockets
-targeting no change completely taken over. No matter what configurations of ports/tigger>
- What is produced is a sort of non functional targeting not really energy and not really rocket targeting just something unusable that is hard to describe with crosshairs sort of all over the place
NOTE: this is with autoaim unchecked/disabled
I'm going to test previous version to see if I'm having this trouble with older versions
I'm not sure what the problem here is and have been unable to reproduce it. What do you mean by 'targeting strange'? Is this all the time, or is it triggered by something? What other plugins do you have installed? Can you take some screenshots of what it looks like when it is 'targeting strange' and host them via http://imgur.com or something similar?
You say 'not really energy not really rocket targeting', but I am not sure what you mean here either. The way actual autoaim works is that it attaches the autoaim reticle to the first port- if you have no weapon there, it will simply be static in the middle of the screen, but if you have a weapon in the first port it will calculate autoaim based off of the velocity of whatever stuff the weapon fires. So, for example, jackhammers and sunflares and screamers will have different lead angles for a proper hit due to a difference in base speed despite all being rockets. This is normally not evident, but there is no such thing as standard 'rocket targeting' or 'energy targeting'.
..Which isn't something everyone always notices with default autoaim since you only see one reticle at a time. MultiAim makes this difference in reticle lead angles readily apparent since each reticle is attached to a different weapons port and then imbued with the qualities of the weapons it sees there (if any).
You say 'not really energy not really rocket targeting', but I am not sure what you mean here either. The way actual autoaim works is that it attaches the autoaim reticle to the first port- if you have no weapon there, it will simply be static in the middle of the screen, but if you have a weapon in the first port it will calculate autoaim based off of the velocity of whatever stuff the weapon fires. So, for example, jackhammers and sunflares and screamers will have different lead angles for a proper hit due to a difference in base speed despite all being rockets. This is normally not evident, but there is no such thing as standard 'rocket targeting' or 'energy targeting'.
..Which isn't something everyone always notices with default autoaim since you only see one reticle at a time. MultiAim makes this difference in reticle lead angles readily apparent since each reticle is attached to a different weapons port and then imbued with the qualities of the weapons it sees there (if any).
I'll post some vids on this if I can make that work.
Anyhow let me break down the subject so not to run all the subject descriptions in one sentence.
Normal targeting of energy weapons won't target when there is any rocket ports attached
If I attach any rockets to any port and any trigger, the targeting cross hairs acts like it's trying to produce crosshair for rocket weapons and not energy.
However, it's sooooo wacky that the crosshairs are not really even mimicking a rocket targeting but more like some retarded crosshair targeting that sometimes is not even in front of you but behind you.
If you turn to see where it's targeting then your not even facing your target but firing totally the opposite direction.
So the crosshairs while TCS is installed, (and) while rockets are attached (and) while energy is also attached, causes the targeting to be completely off.
I do have other plugins but I removed them all and added them individually one at a time to narrow down the problem and this only occurs with TCS installed and not without the plugin installed.
Unfortunately I never learned to use rockets properly for this reason because I couldn't even hit a roid currently unless I got lucky.
I never tried multiaim because it has 2 white sqaures moving around and no crosshairs and I didn't like that feature if that is how it's intended to work.
I'll try to get a video if I get some time to look further at this.
I would like to learn rockets but I also want to use the TCS plugin because of all the other cool features.
I'll post a link for the images and video soon
Anyhow, thanks
Anyhow let me break down the subject so not to run all the subject descriptions in one sentence.
Normal targeting of energy weapons won't target when there is any rocket ports attached
If I attach any rockets to any port and any trigger, the targeting cross hairs acts like it's trying to produce crosshair for rocket weapons and not energy.
However, it's sooooo wacky that the crosshairs are not really even mimicking a rocket targeting but more like some retarded crosshair targeting that sometimes is not even in front of you but behind you.
If you turn to see where it's targeting then your not even facing your target but firing totally the opposite direction.
So the crosshairs while TCS is installed, (and) while rockets are attached (and) while energy is also attached, causes the targeting to be completely off.
I do have other plugins but I removed them all and added them individually one at a time to narrow down the problem and this only occurs with TCS installed and not without the plugin installed.
Unfortunately I never learned to use rockets properly for this reason because I couldn't even hit a roid currently unless I got lucky.
I never tried multiaim because it has 2 white sqaures moving around and no crosshairs and I didn't like that feature if that is how it's intended to work.
I'll try to get a video if I get some time to look further at this.
I would like to learn rockets but I also want to use the TCS plugin because of all the other cool features.
I'll post a link for the images and video soon
Anyhow, thanks
I noticed a few times that with TCS installed and MultiAim disabled, the lead indicator displayed would be for the secondary weapon, not the primary.
That hasn't been a problem for me since I just use MultiAim.
That hasn't been a problem for me since I just use MultiAim.