APC - inkoalawetrust/Military-Vehicles-Pack GitHub Wiki

Health: 1500

Class name: MVP_APC

Editor name: Armored Personnel Carrier

Editor folder: Vehicles/APC Editor number: 17009

Aliases

  • MVP_APC_MG: Spawn the APC with its' dual machine gun turret.
  • MVP_APC_Autocannon: Spawn the APC with its' autocannon turret.

Damage factors

  • All damage: 0.75x
  • Explosion/Explosive/ExplosiveImpact: 0.65x
  • Grenade: 0.6x
  • Hitscan: 0.7x
  • Fire: 0.7x
  • MarineHMG: 0.8x
  • MarineGrenade: 0.6x
  • MarineRifle: 0.7x
  • Autocannon: 0.7x
  • RifleBullet: 0.75x

Description

This is the first vehicle in the mod to have some actual bite, it acts like a much stronger Army Truck with less marines. Only carrying 8 marines by default compared to the Trucks’ 14, with more or less the same dropping behavior as the Truck, however, it has 1500 health, better damage factors than the Car and Truck, and can also carry two different turrets that it can kill enemies with.

When the APC drops down marines, it will form an NPC group with the marines, meaning that the marines will follow the APC 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!

Another feature of the APC is that it has the ability to crush any small enough corpses that it runs over, and will actively seek out nearby corpses to crush if it has no target to attack, and its’ order type is set to wandering/independent movement. This is done so that enemy Archviles or other resurrecting monsters can’t turn the dead NPCs against them. However, if any friendly Archvile or other resurrecting monster is nearby and in sight, it will not seek corpses to crush them. This is changeable with User_CrushMode (More info on the user variables section.).

One of the big differences that the APC has over the truck and car when it comes to marines, is that when the APC is killed (But not gibbed), it has a chance to have its’ crew survive, with a random amount of whatever passengers were left in the APC coming out, ranging from none of them, to all of the passengers that were left in the APC at the time of its’ destruction. When the APC is killed normally, marines will avoid the damaging flames spewed out by the destroyed APC.

The design of the APC is based on the Lazar 3.

Note: If the APC is set to follow a patrol path, and given the “Don’t chase target” flag, it will also not attack (Drop marines) like the other vehicles, but it's’ turrets will still fire normally.

Projectile deflection

Like the real vehicle it is modeled after. The APC is fairly well protected against 7.62mm rounds, such as the ones that its’ autocannons' machine gun fires. These are the deflection stats for hits from enemy small machine guns:

All deflectable projectiles

Deflection chance: Low chance of the projectiles being deflected.

Damage reduction: Deflected projectiles only do 75% of the damage they would otherwise do.

Velocity reduction: Deflected bullets lose about 20% of their original velocity.

Spread: Deflected bullets have a now angle of spread after hitting the APC.

7.62mm bullets (RifleBullet):

Deflection chance: Low to decent chance of the round being deflected.

Damage reduction: Deflected bullets only do 40-60% of the damage they would otherwise do.

Velocity reduction: Same as all deflectables.

Spread: Same as all deflectables.

12.7mm bullets (LargeRifleBullet)

Deflection chance: Very low chance.

Damage reduction: Deflected bullets only do 85-90% of the damage they would otherwise do.

Velocity reduction: Same as all deflectables.

Spread: Same as all deflectables.

User variables

See also

  • User_MarineAmount: The amount of marines the APC carries, default is 8.
  • User_CrushMode: How corpse crushing is handled, the default is 0, which makes it actively seek out nearby corpses to crush. -1 turns off all crushing entirely, and 1 makes it only crush corpses it happens to run over.
  • User_Turret: This variable is special in that it is a case insensitive string variable, so that you can specify which of the two turrets you want the APC to spawn with, to use the machine gun turret you can type in “MG”, “Machine Gun”, or “MachineGun”, for the autocannon turret, just type “Autocannon”.
  • User_NoTargetPrediction: If set to true, the turrets on the vehicle will not predict the trajectories of their targets and lead their shots. And simply fire at wherever the target was at the time they took the shot, like normal monsters do.
  • User_FocusFire: If set to true, the small secondary machine gun on the autocannon will not try to avoid focusing fire with the autocannon, even if the target they share isn’t a powerful enemy like a Cyberdemon. Read the section on the small MG for more info.

Props

  • User_OpenDoors: If the APC’s back doors should be open. Only works on the non-destroyed prop.
  • User_Turret: Works the same as the eponymous variable on the NPC, except that it attaches prop turrets instead of course.
  • User_TurretAngle: The angle relative to the APC that the turret will be at, positive values shift it to the right, and negative values to the left. A value of -1 picks a random angle. The small MG of the autocannon will always have a matching angle as the main gun (Due to visual weirdness from the two guns having different angles).
  • User_TurretPitch: The pitch relative to the APC that the turret will be at, positive values shift it down, and negative values up. A value of -1 picks a random pitch. If this is used on the autocannon turret, then it’s small MG turret will also have a random separate pitch applied.

Turrets

The APC has 2 separate turrets that can be picked for it to spawn with, using the User_Turret variable.

Machine gun turret

Class name: MVP_APCMachineGun

This is the basic machine gun turret of the APC, it fires 12.7mm bullets at a rapid pace, and acts more or less like the marines’ machine gun emplacements, such as firing bullets that are able to go through multiple actors. Unlike the turret emplacement, it doesn’t have the weakness of being immobile, nor the weakness of being controlled directly by a squishy human, instead the human is operating it from inside the relative safety of the APC. It has 400 health.

The design of the turret is based on one of the available turrets for the Lazar 3.

Turret Traverse:

These traverse rates are based on the Lazar 3s' 30mm autocannon turret.

Horizontal traverse: 55 degrees per second, AKA 6.5 seconds for a 360 turn, 1.5 degrees per tick

Vertical traverse: 30 degrees per second, AKA 12 seconds for a 360 turn, 0.85 degrees per tick

Autocannon turret

Class name: MVP_APCAutocannon

This is the APCs’ autocannon turret, unlike the machine gun, it doesn’t fire anywhere near as fast (Only 190RPM to the MG's 600RPM), however, it fires HE 30mm shells, which do far more damage per shot than the 50cal bullets, and also have the additional effect of exploding on impact, causing further damage in a short area around them.

When the shells collide with water, they produce liquid explosions that do the same damage as the ground and air explosions, however the liquid explosions have an even smaller damage radius. The autocannon shells are also noticeably slower than the dual MGs’ bullets. It has 450 health, and is the APC’s most accurate weapon.

This turret design is also based on of the Lazar 3s’ turrets.

Turret Traverse:

These traverse rates are based on the Lazar 3s' 30mm autocannon turret.

Horizontal traverse: 55 degrees per second, AKA 6.5 seconds for a 360 turn, 1.5 degrees per tick

Vertical traverse: 30 degrees per second, AKA 12 seconds for a 360 turn, 0.85 degrees per tick

Small machine gun

Class name: MVP_APCMGTurret

This is a special turret, as instead of being a weapon mounted directly on the APC, it is instead the secondary turret that the autocannon turret has on top of itself. It has a slower fire rate than the large dual machine gun turret (Only 420RPM compared to the large MG's 600RPM), and fires bullets that are slower than the 50cal rounds, but faster than the autocannon shells. These bullets are effectively projectile versions of the marines’ rifle hitscans. They do about twice as much damage per shot as the marines’ rifle does. This turret is also the weakest turret the APC has, with only 125 health, and less potent damage factors than most turrets.

When firing, the MG will try to avoid attacking the exact same target as the autocannon, and try to seek alternative targets if it can find any around its’ shared target with the autocannon. That way the autocannon and MG can focus on different things when fighting groups of enemies for example. This behavior can be turned off by enabling User_FocusFire on the APC.

Turret Traverse:

These traverse rates are based on the Lazar 3s' 12.7mm turret.

Horizontal traverse: 50 degrees per second, AKA 7.2 seconds for a 360 turn, 1.4 degrees per tick

Vertical traverse: 37 degrees per second, AKA 9.7 seconds for a 360 turn, 1 degree per tick

Vehicle Props

Armored Personnel Carrier (Prop)

Class name: MVP_APCProp

Editor number: 17010

This is the prop version of the APC, it doesn’t do anything and can be used as a map decoration, more info on the user variables section. This prop does not drop any survivors when destroyed.

Armored Personnel Carrier (Wreck)

Class name: MVP_APCWreck

Editor number: 17011

This is the prop version of the APC after it is killed normally. Unlike the wrecks of the last two vehicles, this one has a lot more going on besides being a static inanimate prop. Such as being able to choose if it should burn at all, or burn with the doors and hatches open. And can also have destroyed turrets attached to it.

User variables:

See also

  • User_WreckState: The state the wreck is in, this is a number, so it supports the following values:
    • 0: The APC wreck is totally burnt out and inert. This is the default.
    • 1: The APC wreck is burning with its’ doors and hatches closed.
    • 2: Ditto, both the doors and hatches are open.
  • User_Turret: The destroyed turret the APC wreck should have, this behaves the same as on the NPC and prop versions of the APC. Except for the turret being spawned being dead of course.
  • User_TurretAngle: The angle the destroyed turret should be facing relative to the APC. Use -1 for a random angle.
  • User_CannonHatchOpen: Does the autocannon have its’ hatch open ? Used only by the autocannon.
  • User_NoSmallMG: Used if the autocannon turret is picked, makes it so the cannons’ small MG doesn’t spawn even if the cannon is not gibbed. Like what happens when the small MG is gibbed.
  • User_TurretGibbed: Is the destroyed turret gibbed (Totally destroyed) ?
  • User_TurretFlame: If the turret is gibbed, does it also have a (Permanent) flame spewing out of it ?

Armored Personnel Carrier (Ruin)

Class name: MVP_APCRuin

Editor number: 17012

This is the gibbed version of the APC. None of the user variables do anything except for User_SpawnFlames.

User variables:

  • User_SpawnFlames: Makes the destroyed APC spawn permanent flames, like the ones created after the NPC or prop version of the vehicle is gibbed.