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About This File

 

 

avfLogo.png.f70afbb42ac0f4258ee7f4a36901a9c6.png

 

 

Description:

 

A framework that enables people to create their own armed vehicles with ease and minimal configuration. 

 

Vehicles will be able to mount an array of weapons from simple machine guns to artillery launchers with ease, each with their own weapon zoom, ammo capacities, and ammo types. Including penetration mechanics. 

 

This will work with any AVF compatible vehicle in any loaded map, provided that they are configured correctly.

 

Player enabled overrides allow users to modify almost any available weapon parameter to their needs. 

INSTALLATION:

  1. ensure you have the latest experimental version of teardown (5.5 at this time), this will not work on any version <5.1. 
  2. copy the AVF folder into your documents/teardown/mods/ folder. 
  3. ensure that you activate it as a global mod in the mod tree, this will ensure any AVF compatible vehicle will function as intended. See fig below

A demo map is included, called "AVF DEMO" this map has a template tank to help you in making your own vehicles / testing AVF. 

AVFENABLED.thumb.png.bd10ce154f3b745a62b08c03d17c74ac.png

 

 

 

quick install video:  

 

 

CONTROLS:

  • fire                                     = "lmb",
  • sniper Mode                   = "rmb",
  • elevate Gun                    = "c",
  • depress Gun                  = "x",
  • change Weapons         = "r",
  • change Ammunition   = "f",
  • deploy Smoke                = "g",
  • lock Angle                       = "j",
  • lock Rotation                  = "k",

 

 

 


Demo video of functionality:

 

 

 

 

A demo map is now included to help you  in making vehicles with a custom tank setup with its own custom lua script. 

 

 

Simple vehicle config: 

 

To prepare your armed vehicle, this framework follows this simple concept: A vehicle has a body, a body has a chassis, and a body also may have a turret joint connected to a turret. 

 

A vehicle body and / or a turret may then be connected to a gun joint, so long as a gunjoint is connected to your guns barrel then this script can find it. 

 

a gun joint typically being a vertical hinge that goes up and down. 

 

Quick config for a vehicle is as follows:

 

add inside tags=""

vehicle -> cfg=vehicle
body -> component=body
vox  (for vehicle body) -> component=chassis
vox (for turret) -> component=turret turretGroup=mainTurret
joint (for turret joint) ->component=turretJoint
vox (for gun) -> component=gun weaponType=2A46M group=primary  
vox (for gun joint) -> component=gunJoint

 

 

This will define a simple tank using a 2A46M tank gun. 

 

The logic for this mod is as follows: You have a vehicle with a body. That body would have a main chassis, this chassis then may have joints connecting to guns, called gunJoints, and then joints connected to turrets, called "turretJoints", these "turretJoints" then may have further "turretJoints" and more importantly "gunJoints". 


 

In theory, you would never need to edit any lua with this code. It is purely XML configs on any compatible vehicle. Through simple XML tags. 

 

 

While Custom gun sights and sounds may be needed but it's best to embed them within the LEVEL and have a pointer to them in your xml tags.

If you have any custom sights, or sounds, or pre-configed weapons you would like added to the base mod then i would happily include them if you give me the basic info / files, provided you can ensure they would work in normal situations through xml config. 



There also is included a custom lua config file which you can utilize by wrapping an editor instance of your vehicle in the script and then modifying the values in there with named keywords to add extra weapons to fit your vehicle. 

 

This was largely made in a day, i may still be hungover, a better description of using this will be provided with potential video application later on when i get round to it.  If you have an questions or notice any issues then please don't hesitate t contact me. 



CUSTOM MAPS USING AVF 

 

 

 

 

 

 

 

 

 

t90config.png

Edited by elboydo
cleaning up


What's New in Version 1.1.2   See changelog

Released

No changelog available for this version.

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I'm having trouble with making the weapons from twisted metal. I had to make gravity 0 to get slow moving projectiles that don't immediately hit the ground, but now I need gravity for other weapon types lol. I'm not at all a programmer, but I've messed around with games a lot. I turned gravity back on, then tried doing like

elseif(gun.highVelocityShells)then

gravity = Vec(0,0,0),

after the gravity = Vec(0,-25,0), any ideas?

Edited by XwarslayerX
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31 minutes ago, XwarslayerX said:

I'm having trouble with making the weapons from twisted metal. I had to make gravity 0 to get slow moving projectiles that don't immediately hit the ground, but now I need gravity for other weapon types lol. I'm not at all a programmer, but I've messed around with games a lot. I turned gravity back on, then tried doing like

elseif(gun.highVelocityShells)then

gravity = Vec(0,0,0),

after the gravity = Vec(0,-25,0), any ideas?

 

I'll look into adding a gravity coef parameter for shellTypes in the next couple of updates for you, then it should be possible to make shells less impacted by gravity. For the time being, sadly, there's not a great deal that can be done until it's updated.

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22 minutes ago, XwarslayerX said:

omg, that would be so awesome! I'm really glad you made this to begin with too. thankyou 🙂

Gravity and dispersion coefs have been added with the custom config .lua script updated to show making a tanks third shelltype into extremely slow shells not impacted by gravity. 

 

Both gravity and dispersion coefs work as a value where 1= default, 0 = no gravity, 2 = double gravity. 



If you haven't already, i'd suggest using the AVF_custom.lua to config your vehicles and wrap each one in the editor with its own script, such as renaming avf_custom to sweetTooth.lua for our sweet tooth vehicle, with its own weapons and stuff in there. 



This is how i did it for one of the t90's with the contents of the AVF_custom being the weapon configs for that tank
wrappedScript.thumb.png.f5c843c94b29bb331021dcc8bf896395.png

 

Hopefully this makes sense and it works how you'd hope, if there's anything else or any issues then feel free to let me know and i'll see what i can do 🙂 

Edited by elboydo
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Oh wow, that was fast! Idkwhat I did... ok, so I thought I got it all setup with the custom lua file, but now it keeps crashing.. 😞 I've been trying to re write everything back to square one to have a fresh start like when it was working before trying this, and it keeps crashing lol. I put my custom weapons and ammo scripts in a txt file for now and deleted everything. gunna try a fresh install and work from there.

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ok nvm, I just fixed it. I wasted a couple hours all because I accidentally left </script> in the level's main.xml... but all my weapons work again! now I just have to backup everything this time lol and try making a custom.lua thankyou 🙂

 

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1 hour ago, XwarslayerX said:

ok nvm, I just fixed it. I wasted a couple hours all because I accidentally left </script> in the level's main.xml... but all my weapons work again! now I just have to backup everything this time lol and try making a custom.lua thankyou 🙂

 

I've been there many a time. If you are not already, i'd suggest checking out the in game editor, it makes life infinitely easier. 

There's also now a debug mode in AVF which will sometimes hopefully tell you if it ran into any problems when initializing / running. 

And yeah, backups are vital, i always back up when possible, just in case. 

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On 1/3/2021 at 2:30 AM, elboydo said:

Gravity and dispersion coefs have been added with the custom config .lua script updated to show making a tanks third shelltype into extremely slow shells not impacted by gravity. 

 

Both gravity and dispersion coefs work as a value where 1= default, 0 = no gravity, 2 = double gravity. 



If you haven't already, i'd suggest using the AVF_custom.lua to config your vehicles and wrap each one in the editor with its own script, such as renaming avf_custom to sweetTooth.lua for our sweet tooth vehicle, with its own weapons and stuff in there. 



This is how i did it for one of the t90's with the contents of the AVF_custom being the weapon configs for that tank
wrappedScript.thumb.png.f5c843c94b29bb331021dcc8bf896395.png

 

Hopefully this makes sense and it works how you'd hope, if there's anything else or any issues then feel free to let me know and i'll see what i can do 🙂 

Thanks! I was thinking how to combine custom weapon script with vehicle xml days ago and this is explicit:)

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