ACF

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Armoured Combat Framework is a damage system that seeks to replace Gcombat with a more detailed and intricate system.

Missile System

There are 6 new weapons, all using missiles.

The 1, 2, 4 missile hardpoints, the 32 missile pod, and the MultiLauncher

The missile pod and hardpoints all work the same, they spawn with a generic missile already loaded, but you can reload them anytime with a missile of your own creation by touching it to the hardpoint. Note that each hardpoint has a specific per missile weight limit indicated in the menu, and won't load a missile heavier than that.You can also reload the current missile type by touching an ammo crate on the hardpoint (Consumes the missile weight x 20 in ammo). To make a Hardpoint capable of launching Radar guided missiles, you must link the Datalink input to a Radar. For GPS guided missiles, you need to link the X Y Z inputs to any guidance system that can provide map coordinates.

The MultiLauncher replaces the LAW, and also is a custom missile launcher. It's weight limit is 75 and it can load any Dumb, IR or GPS missile (No radar, i don't see you carrying a dish on your back). By pressing use you can load a custom missile (The launcher needs to be empty), or reload the previous missile from an ammo crate. IR missiles function as normal, but GPS ones will be guided by your crosshairs like the HL2 missile launcher. Initial missile accuracy is determined by how long you have been stationary, and by your stance. Moving will reset the timer and interrupt the guidance of GPS missiles.

Missile creation

The new menu has a Missile tab, that's were you'll create your custom missiles.

  • First you need to select what type of missile guidance you want:
    • Unguided : Just your basic rocket
    • Infrared guided : This one will home on any active thrusters, flares, ECM Pods, prioritizing targets by distance and power. Flares have fixed power, ECM pods will vary depending on heat level and thrusters will vary depending on current power * weight of the thruster. If loaded with HE it will detonate on a near miss as well as a hit
    • Radar guided : These missiles will home on any target designated by a Radar dish. Much harder to jam than GPS guidance and more accurate. If loaded with HE it will detonate on a near miss as well as a hit
    • GPS guided : Will home on any GPS coordinates, rather easy to jam and doesn't have a proxymity detonator, but very flexible guidance system.

You will now see a menu with a few options.

  • The first drop box allows you to select the missile model you want to use. Each one has a different empty and max weight, and different capacities for warheads and engines. They also have different drag characteristics (Ligher ones don't go as far and biggers ones don't turn to well mostly)
  • Power : Changes the size and power of the boom. The weight cost of this is dependant on the warhead you have selected (see below)
  • Motor : How fast will the missile accelerate in one second(in m/s). The weight cost of this is dependant one the total weight of the missile.
  • Cutout : How long will the motor run, in seconds. The weight cost is a multiplier of the Engine cost (So a 100 engine 1 cutout will weight as much as a 200 engine 0.5 cutout). Cutout also has the effect of tweaking a few parameters, mostly the stall speed of the missile, so high cutout missiles are able to still fly at lower speed than low cutout ones.
  • MaxG : Controls the maneuverability of the missile. It's expressed in Gs, or lateral acceleration, so the turning radius is dependent on the speed of the missile. Weight cost dependent, again, on total missile weight.
  • Tracker : Controls the tracker field of view, in a cone in front of the missile. A missile with 20 tracker will be able to guide on a target up to 20° of the centerline of the missile. Weight cost is fixed so bigger missiles are better off here.
  • And the last dropbox simply controls if you want the missile to have a HE (High Explosive) or HEAT (Anti Tank) warhead mounted in your missile

Sensors and ECM system

  • Radar :

The Radar is an air search type, and is a bit complicated to use. You can use it in two ways, stand alone or linked to a pod.

To use it with a pod, first you need to link it. Get the ACF Menu tool, right click on the Radar, then Right Click on the Pod

Now you need to wire an input to the Scan input on the Radar. Then you can get in the pod and it will try to lock on any object in a 10° cone around your crosshairs when that input is activated

The radar is somewhat limited in what it can lock on to, it can only lock on moving objects, and it will lose lock if it doesn't have Line of Sight to the object or if the ground is too close to the object If the Radar looses lock, it will display why on your screen

"Lost Doppler" means the object isn't moving enough for the radar to track it

"Ground Clutter" means either that the ground is too close to the target or that the radar lost line of sight

"Out of tracker angle" means that the target moved out of the 120° track cone of the radar

"Jamming" means you've been jammed by ECM

You can also use the Radar without a pod by using the Bearing and Elevation inputs. Those will tell the radar where to look, and you can scan with the usual Scan input. Note that those inputs are map absolute, not relative to the radar dish orientation.

  • Flare

The Flare launcher launches , well flares that will attract IR missiles. Carefull, they are hot !

  • ECM Pod

The ECM pod is a device capable of jamming the Radar, Radar guided missiles and GPS guided missiles. It creates a jamming field all around itself, that decreases in power with distance. Inputing a value of 1 will create a field of 2000 units radius, increasing linearily with power. The more power you use, the faster the pod will heat up. You can monitor the heat with the "Heat" output, incremented in percent. Going over 100% isn't recomended as the pod will start to overheat. Note : The pod will start to attract IR missiles as it heats up, so watch out !

Retrieved from "http://ggg.bottlabs.org/ACF"
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