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J Edgar Hovercraft SCar

A Work In Progress for Garry's Mod 13

Progress Report

In Development - 80% finished

Updates

Correction
  • Amendment Per side health system wasn't fully functioning correctly. Next update will have resolved the issues.
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New Health System
  • Improvement Now supports front/sides/rear and turret hit locations with converted armor points to Gmod values.
Will be upgraded to turret gib instead of vehicle destruction when turret health reaches 0. Also contemplating an audible alarm for crew when health level drops to 'internal structure' points. Though by that point it may be moot for the player hearing it.
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Hopefully the first of many Battletech vehicles I plan to slowly bring into the game. My goal right now is to get it at least driveable using SCars 2.0 and SCar Bases to eventually add in turret and weapon functionality.

Goal Features:
Laser main weapon
Three variant vehicles to spawn each determining what secondary weapons the turret has , missiles, machine guns, flamethrowers.
Two player seats: Driver, Turret gunner
Battletech affiliation skins for the each of the five Houses.
Rudder turn with steering
Ability to cross water like airboat

Possible features:
Skins for prominent units from each House 

Files

Todos

Add functioning missile fire secondary
Alternate vehicle with machine gun secondary fire
Alternate vehicle with flamer secondary fire
Alternate vehicle/skins for all houses
Finish adding hitboxes and code health per location.

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  • 26d
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    Alright so over all the health system sort of works.  The problem is it seems to focus  on the health of what location first takes damage. I.E if you hit the backside first two more shots anywhere will kill. I'm going to look at making the health per location show up in UI so I can track what exactly is happening. 
    Bananite
  • 2mo
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    I traced the problem of the rear causing physcollide errors down to I copied and pasted the right side under special remove and left one portion still saying right side. Now I'm playing with the mass of each entity to stop the tank from just plunging into the water or trying to flip onto the turret when crossing at speed.
    Bananite
  • 2mo
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    By some creative sleuthing I've found the source of the last error I need to fix. Apparently when undone or destroyed the rear entity is left behind and the SCars damage relay keeps trying to feed collisions between it and the ground to the now gone parent entity. So I just need to figure out how to slap it into removing the rear when the rest of the entity is removed.
    Bananite
  • 2mo
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    As per the latest update up top I jumped the gun thinking things were 100 percent working when actualy the shots were going through the model and hitting the front hitboxes. I've nearly got things worked out just got to solve an error or two.
    Bananite
  • 2mo
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    New zip file update with the new damage system. 
    Bananite
  • 2mo
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    I've made progress on health per armor location, the laser, and the missiles. Not quite ready to mark them off the to do list as I'm still fine tuning.  Should take three laser hits to blow through the rear armor but seems like it takes four before the vehicle explodes. Also I've noticed that the RPg only locks on to the front hitbox set and the turret. Only have a theory why and no current idea how to fix that.
    Bananite
  • 3mo
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    Fresh zip file uploaded. Trying to work on the health per hitbox set to replicate the armor per side.  So far it's not spitting errors until you shoot it.   Annnd even if it's not spitting errors it's not working so still fiddling. I've got one missile firing but still working on that as well as the laser.
    Bananite
  • 3moEdited 3mo
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    Alrighty new update!  So I've found hitboxes aren't that bad to edit into the mdl.  I'll see if I can't go ahead and work in health per the Battletech hit locations of front, sides, rear and turret. I'll work up code for health per front, sides, rear and turret as per Battletech damage locations.  When location health hits or dips below the number of internal structure points I might see if I can't code in an alarm sound. Assuming that might go off before the vehicle does.

    Quick edit: Until I get it worked in the download still just has the basic working laser which if you aim low enough will result in shooting yourself because of the one massive default hitbox.

    Bananite
  • 3mo
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    Figured out the View toggle and maybe even how to auto the Driver to eye view if turret is occupied. Zip file not updated yet though.
    Bananite
  • 4mo
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    A note on Damage and the vehicle's total Health: The medium laser will be doing 495 blast damage and the vehicle has 11,781 health. 

    Why such OP numbers?  Here's the lunacy behind them:

    First I had to take a trip back to the Mechwarrior RPG Second Edition and the Companion rulebook.  The Body attribute given for the average person is 6. A character gets two damage boxes per BOD on each line of the condition monitor. 2*6=12 boxes per 3 lines (Good,Fair,Poor) comes to 36 total points of lethal damage to kill a average person. I assume if you've read to this point you're along for the ride.  As a player in Gmod has 100 health points, 100/36=2.7 or to be generous 3 points of Gmod damage per 1 MW2ndEd damage.

           Now that I've established the human level damage I need to establish the damage value of Battletech weapons. In the Companion rulebook this is given as 1 Battletech point is 5D6+3 dice. Taking the maximum amount of damage 1 BT =(5*6)+3 or 33 Mechwarrior damage.  Following the conversion 1BT =33*3 Gmod dmg for a point of Battletech equaling 99 Gmod dmg!

        Thus a Medium Laser that does 5 damage will do 5*99 damage for a total of 495 GMod.

           As I'm not yet looking into hitboxes and dividing the armor and internal structure values between them they shall be lumped together in one value just like all scar health. The J Edgar has an armor total of 104 overall and adding the internal structure points gives another 15.  104+15*99=11781 car health.

        So yeah, whee!  SCars are set up so that only explosion damage works though I've considered altering this with ScaleDamage so anything powerful enough will count against this and future BT:3025 mods.  Until then this thing is going to be as irritating as the attack helicopter to take down with the rpg.
    Bananite
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FoxerModder
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Modeler, coder
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DOD SCar creator
Sakaris
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SCars creator

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Development State
In Development
Completion
80%
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Stats

  • 495 Downloads
  • 3,839 Views
  • 43 Posts
  • 2y Submitted
  • 22d Modified
  • 2mo Updated

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