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Version 0.2.0 (Army Truck)

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@inkoalawetrust inkoalawetrust released this 21 Sep 15:56
· 132 commits to main since this release
2d23b86

The next vehicle in the pack has been added, the Army Truck.


(Doomguy model by Edy Pagaza)

Army Truck:

  • Has 100 more health than the Car, however, it is overall more fragile (Doesn't have damage factors as good as the default.), and especially has damage factors that do 1.25x more damage if the truck is hit by the damage types "Explosion" or "ExplosiveImpact", it also takes 1.5x more damage from "MarineGrenade" type damage (The damage type of the marines' grenades, obviously).
  • Can drop up to 14 marines (Changeable with User_MarineAmount) that fight on its' side, the marines also try to avoid getting stuck together when dropped. When it's health is at 1/4th of it's starting spawn health, it will become far more likely to drop marines, and drop them twice as fast as well.
  • Can attack enemies by ramming them (User_Ramming must be on), causing tons of melee damage based on how fast it hit an enemy. The truck simply pushes allies away instead of hurting them. All marines will also avoid trucks that are charging, both marines that are friendly and opposed to the truck. The truck will also only charge when it has no marines left, so that if it dies, none of the marines it was carrying will die along with it.
  • Keeps a distance of 1024 map units away from all enemies, instead of the standard 768 map units.
  • Has all of the other features shared by all vehicles (Working headlights, giving up on enemies, keeping a distance from enemies, various customizable prop versions of the vehicle)
  • Updated the documentation and the demonstration map with a new section dedicated to the Army Truck and how to use it. (Includes a basic example of scripting a truck convoy, that attacks some enemies then splits off.)

Changelog:

  • Re-rendered the Army Cars' sprites, fixing a lighting issue caused by me accidentally forgetting a sun light on while making the original sprite renders.
  • The amount of time that vehicles spend chasing their target, before giving up on them after they've been out of sight for too long. Has no been exposed to mappers and modders with the User_ChaseTime variable.
  • Fixed a bug that caused vehicles to be able to collide with their turrets, causing the Army Car to not be able to ever climb up with it's Pain Ray equipped.
  • Fixed a bug that caused infinite recursion when a marine spawning vehicle, like the car, tried to drop marines in an invalid location.
  • Vehicles no longer are able to use walls by default, so no more cars opening doors. You'll either have to turn CANUSEWALLS back on with ACS, or add different activation types to your doors and lifts. Or just remove -CANUSEWALLS from MVP_BaseVehicle of course.
  • The User_IdleSound variable is now shared by all props, and can also be dynamically turned on and off.
  • Further organized the code, such as by moving the headlight spawning functions for each vehicle to a new HeadlightDefinitions.zsc file.
  • MVP_BigExplosion has now been made customizable, more information can be found in its' ZScript definition.
  • Fixed bugs in the marine spawning code.
  • Stopped vehicles from being able to be scared of dead enemies.
  • Fixed a bug that made SmartMarineWarningZone not work.
  • IsDead() now more properly checks for dead players in particular.