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Army Car
Health: 800
Class name: MVP_ArmyCar
Editor name: Army Car
Editor folder: Vehicles/Army Car
Editor number: 17000
- MVP_ArmyCar_PainRay: Spawns a car with the pain ray attached (User_PainRay enabled).
- MarineGrenade: 1.25x
- Grenade: 1.25x
- RifleBullet: 0.9x
The Army Car is the first vehicle in the MVP, and the second weakest vehicle in pack. It's fast but fairly fragile. And it's only attacks are its' optional pain ray that stuns enemies, and the ability to drop 3 marines. It also has the ability to carry supplies that the player can use. The design of the car is based on the Mowag Eagle II.
If the car has it's pain ray when it drops its marines, it will form an NPC group with the marines, meaning that the marines will follow the car around and generally have their group related perks used. This requires the smart marines to be loaded and will NOT work with the fallback ZDoom marines!
Note: Because this is the first vehicle I wrote for the MVP. And its' code has stayed more or less the same since then, this turret does not have most of the features available to the MVP and the KAI library
The Army Car has an optional pain ray turret that is able to stun enemies with less than 400 health by making them enter their Pain state. It will not affect monsters/NPCs friendly to the car. For players, it also slows them down. This is unique in that it makes the car the only vehicle in the pack to not have a way to directly kill enemies. Enemy marines that are in range of the target zone will begin to run away from it as it charges up. The pain ray is based in function and design to the Active Denial System.
The Army Car has the ability to deploy 3 marines (Excluding the driver.), once the car has dropped its’ marines (And if it has no pain ray currently.), it will retreat from all enemies. Otherwise, it only retreats if the enemy is too close, or is too powerful.
If the car is patrolling, and is also set to not follow any enemies it finds, then this will also make it refuse to deploy marines, this can be used to make scripted events with the cars, where they drive in to a location and drop marines, without them dropping the marines prematurely the moment they see an enemy.
The most unique feature of the Army Car, is that it has the ability to carry supplies that the player can use, those can include ammunition, health, and armor. To get supplies from an Army Car, you can simply walk up to it and press use, which will also make the car pause for two seconds so you don’t have to chase it around. You cannot use supplies from enemy cars.
- User_NoMarines: The car spawns with no marines to drop.
- User_PainRay: Enables the optional pain ray turret for the car.
- User_SupplyType: What type of supplies the car can drop, default types include Ammo/Ammunition (50 clip ammo, 8 shotgun shells, and 1 rocket), Health/First Aid/FirstAid (Gives 25 HP, goes up to 100 max.), and Armor (Gives a set of vanilla Green Armor). An empty SupplyType field or one with “None” set as the type, makes the car go back to having a closed trunk.
- User_SupplyAmount: How many times the player can press use on the car before it runs out of supplies, this can be used to change how many supplies the car carries. Default is 5.
- User_PainRay: Spawns the unused pain ray on top of the car.
- User_TurretAngle: Specifies the exact angle of the pain ray on top of the car, positive values shift it to the right, negative ones to the left. Setting the angle to -1 will make the pain ray rotate at a random angle relative to the car upon spawning.
- User_OpenDoors: Makes the empty cars’ doors visibly open, can be dynamically changed with SetUserVariable() to open and close the doors.
- User_SpawnFlames: Used by the army car ruin, makes the car spawn flames the same way as it does when gibbed, however, the flames spawned by this function will stay around indefinitely.
- User_NoSparks: When turned on, the destroyed turret prop never sparks randomly.
Class name: MVP_ArmyCarProp
Editor number: 17001
The prop version of the army car behaves mostly like the normal NPC version, except that it doesn’t move around of course, since nobody’s inside.
Class name: MVP_ArmyCarWreck
Editor number: 17002
This is a pre-destroyed version of the car, the same one that occurs when the car is destroyed normally. None of the user variables on this actor do anything.
Class name: MVP_PainRayWreck
Editor number: 17003
This is also a pre-destroyed version of the pain ray the car optionally carries, it also sparks, just like the normal version of the pain ray does. None of the user variables on this actor do anything. Except for User_NoSparks.
Class name: MVP_ArmyCarRuin
Editor number: 17004
This is a pre-destroyed version of the army car, in the same state that the car enters when it dies an extreme death by being destroyed by enough damage. None of the user variables on this actor do anything. Except for User_SpawnFlames.