@vcharng nice
.
meanwhile I have just understood basic concept of double rotators on landing gears and it doesn't even involve FT because it's still very foreign for me
.
most of the time pre FT era I'd use multiple rotators in a system so that it can do multiple actions and I think I still need time to phase that kind of philosophy lol
@exosuit Well it's not that hard.
code the activation group of the gun as
sum(clamp01(FireGuns)) < X
X being the time you want to be able to fire.
if you shoot 10 rounds per second (600 RPM) and you want to have an ammo capacity of 300 then just set X as 30.
@vcharng that is bad then
.
that means FT would be the possible fix for it
.
and to be quite honest, I've never touched that stuff
.
well I should be learning it if I want to optimize my builds
@exosuit I joined in 1.8 and as such I only know this new burst mechanism. Once you release the trigger your bullets are reloaded.
As I said, that system is for overheating, not for ammo consumption.
@vcharng I never had any problem with that before, or maybe because I rarely edit that parameter.
.
That or the behavior changed when they updated the minigun way back in 1.5 or something
@exosuit You don't understand.
That method only works when you shoot 600 rounds in one burst. It does NOT simulate ammo consumption. It simulates gun overheat instead.
If you stop firing halfway, say, in 300 rounds, supposedly you should only have 300 rounds left, but the burst count system will reset you back to first round and you will still have 600 rounds in your next burst.
@vcharng read my comment again.
.
since ammoCount parameter doesn't have any use we can ignore that
.
by setting the burstCount to your ammo count you can simulate your gun running out of ammo by setting the timeBetweenBursts to a really high number so that the gun will fire all the rounds in the burst, then have a really long time between the burst
.
for examplesetting the burstCount to like 600 and then set the timeBetweenBurst to like 900000 and set the fire rate using roundsPerSecond parameter
.
so the gun will fire 600 rounds and then have 900k seconds of wait time until you can fire another 600 rounds, and since 900k seconds translates to 250 hours, I doubt anyone would be playing that long
@exosuit That wouldn't work. once you stop firing the burst count is reset.
For example, assume you have burst count 200, and you stopped firing after 100 rounds.
Your next burst will still have 200 rounds, and unless you accidentally fired 200 rounds in one burst, you will still have indefinite ammo.
You could run a sum function via funky trees, so you sum the input of fire guns and then subtract it from a value, after that value gets below 0 or something the input would be zero (comparator) and so you wouldn’t be able to fire anymore.
@Strikefighter04 you don't get it. That doesn't work because if you stop firing before the burst is over, it resets everything.
When I set the burstcount XML to the ammo count with the high number on the timebetweenbursts, it works just fine. See here for an example.
@vcharng nice
.
meanwhile I have just understood basic concept of double rotators on landing gears and it doesn't even involve FT because it's still very foreign for me
.
most of the time pre FT era I'd use multiple rotators in a system so that it can do multiple actions and I think I still need time to phase that kind of philosophy lol
@exosuit Well it's not that hard.
code the activation group of the gun as
sum(clamp01(FireGuns)) < X
X being the time you want to be able to fire.
if you shoot 10 rounds per second (600 RPM) and you want to have an ammo capacity of 300 then just set X as 30.
@vcharng that is bad then
.
that means FT would be the possible fix for it
.
and to be quite honest, I've never touched that stuff
.
well I should be learning it if I want to optimize my builds
@exosuit I joined in 1.8 and as such I only know this new burst mechanism. Once you release the trigger your bullets are reloaded.
As I said, that system is for overheating, not for ammo consumption.
@vcharng I never had any problem with that before, or maybe because I rarely edit that parameter.
.
That or the behavior changed when they updated the minigun way back in 1.5 or something
@exosuit You don't understand.
That method only works when you shoot 600 rounds in one burst. It does NOT simulate ammo consumption. It simulates gun overheat instead.
If you stop firing halfway, say, in 300 rounds, supposedly you should only have 300 rounds left, but the burst count system will reset you back to first round and you will still have 600 rounds in your next burst.
@vcharng read my comment again.
.
since ammoCount parameter doesn't have any use we can ignore that
.
by setting the burstCount to your ammo count you can simulate your gun running out of ammo by setting the timeBetweenBursts to a really high number so that the gun will fire all the rounds in the burst, then have a really long time between the burst
.
for examplesetting the burstCount to like 600 and then set the timeBetweenBurst to like 900000 and set the fire rate using roundsPerSecond parameter
.
so the gun will fire 600 rounds and then have 900k seconds of wait time until you can fire another 600 rounds, and since 900k seconds translates to 250 hours, I doubt anyone would be playing that long
@exosuit That wouldn't work. once you stop firing the burst count is reset.
For example, assume you have burst count 200, and you stopped firing after 100 rounds.
Your next burst will still have 200 rounds, and unless you accidentally fired 200 rounds in one burst, you will still have indefinite ammo.
or just set burstCount to the number of ammo you'd like then set the timeBetweenBursts to a really high number
@StrikeFighter04 XML modding
You could run a sum function via funky trees, so you sum the input of fire guns and then subtract it from a value, after that value gets below 0 or something the input would be zero (comparator) and so you wouldn’t be able to fire anymore.
ammo
is a value that just doesnt do anything lmao@Aarons123 ok
To my knowledge there isn’t a way