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Military APC


Zilox
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The military APC can be unlocked by grease monkey level 5 or by schematics. Rockets can be fired from the mounted turret by pressing the right mouse button, the fire button can be configured in the controls settings under the vehicle section.
 

You must have the APC rocket ammo in your inventory to be able to fire from the turret. The turret can be enabled and disabled by pressing left CTRL and the number 1 key at the same time, this can also be configured in the settings.
 

There are 3 types of ammo that can be switched out with vehicle mods. Rocket Frags which deal little to no block damage, Rocket HEs which deal a small amount of block damage, and Rocket Nukes which deal an enormous amount of block and entity damage. The default ammo type is the Rocket Frag.
 

Upon entering the APC you will receive a buff that will protect you from damage and critical hits from outside damage. The APC can still take damage from enemies.

 

Weapon Switching Showcase

Weapons Showcase

Installation Guide

 

Features:
Working turret
high durability 
can be dyed
4 seats (two locked by seating mod)

 

Special thanks to Closer_Ex for the vehicle weapon system and Laydor for his Quartz UI mod.

 

Note: This mod needs to be installed on both client and server for multiplayer. EAC MUST BE OFF!!

If you need help with a mod, you can join our discord server: https://discord.gg/7ZreyEqZYM


DOWNLOAD

 

APC.thumb.png.f7d3cbbcd3832c4b541128b8bbd8f077.pngAPCAim.thumb.jpg.12ddd289558601d420841763f6a5703d.jpgFrag.png.3a36b46e918b776ef9c6714e077a8ae2.pngHE.png.ed5ef9c9a747834e60ec314d4be1cc70.pngNuke.png.51213c7b9b035770a1e2bbd1c21ade3a.pngHEMod.png.aa0a850452c4ef1bfaa3f979ab8ed70b.pngNukeMod.png.7f392147afc5e0a349d8f46fc1ac7d08.png

Edited by Zilox (see edit history)
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1 hour ago, Cronosus said:

now its time for simple gun shooting from other vehicles xD
anyway, good work

I doubt that will happen anytime soon, that is much more complicated than what we have working now.

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15 minutes ago, nismo1969 said:

Love the APC and Apache great models and feel great to drive and Fly thanks.

Could you add a missile option that doesn't do block damage like the the rocket launcher that just kills Zombies and Animals ETC?

Cheers

Switching ammo is not possible currently.

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5 hours ago, Zilox said:

Switching ammo is not possible currently.

 

Switching ammo, no. Buuut... You could make a second, identical vehicle with a name designator of HE/ Frag, and either they make the one they want or, at the cost of any fuel left in it, have a conversion recipe from one to the other in item form?

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Arrrgh....I got this and the apache to work awesome in single player. Still struggling with Server/Client. No errors on startup. I get object reference errors on the client side when we load it with the same pack of mods in our Server. Not looking for help. I'll figure it out this weekend. We've got 80+ mods so it will take a bit of time to determine the conflict. I'll let you know what I find out. I'm going to load a clean Server/client setup and load your mods first and then start adding the others one by one until I find the culprit.

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1 hour ago, Ti2xGr said:

Arrrgh....I got this and the apache to work awesome in single player. Still struggling with Server/Client. No errors on startup. I get object reference errors on the client side when we load it with the same pack of mods in our Server. Not looking for help. I'll figure it out this weekend. We've got 80+ mods so it will take a bit of time to determine the conflict. I'll let you know what I find out. I'm going to load a clean Server/client setup and load your mods first and then start adding the others one by one until I find the culprit.

Look at your log. Will likely help you narrow it down faster than launching the game dozens of times. 

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I checked my log, but as I am not a true coder, I don't know how to interpret it.

 

NullReferenceException: Object reference not set to an instance of an object
  at IsBloodMoon.IsValid (MinEventParams _params) [0x0001d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEventActionTargetedBase.singleTargetCheck (MinEventParams _tempParams) [0x00029] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEventActionTargetedBase.CanExecute (MinEventTypes _eventType, MinEventParams _params) [0x00047] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0002d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00010] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityBuffs.Update (System.Single _deltaTime) [0x00180] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityAlive.OnUpdateEntity () [0x00019] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x00163] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at (wrapper dynamic-method) GameManager.DMD<GameManager::UpdateTick>(GameManager)
  at GameManager.gmUpdate () [0x00305] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at GameManager.Update () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 

 

I figured I'd just start by loading the mods that either have similar effects and then my vehicle mods, hoping that I can determine it that way. I have extensive IT background so my usually method is just starting with the most possible conflicts first and working my way out. Interesting that I have no issues in a single player world - just Server/client setup. I have a spare system that I can do server tests on. The one thing I do appreciate about loading/unloading mods during testing is it gives me extra time to poke through the configs and see how the relationship of the XMLs and how I might refine the settings a bit more. These two mods are just wonderful. I can't wait to get them functioning on our server.

 

Edited by Ti2xGr (see edit history)
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6 minutes ago, Ti2xGr said:

I checked my log, but as I am not a true coder, I don't know how to interpret it.

 

NullReferenceException: Object reference not set to an instance of an object
  at IsBloodMoon.IsValid (MinEventParams _params) [0x0001d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEventActionTargetedBase.singleTargetCheck (MinEventParams _tempParams) [0x00029] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEventActionTargetedBase.CanExecute (MinEventTypes _eventType, MinEventParams _params) [0x00047] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0002d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00010] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityBuffs.Update (System.Single _deltaTime) [0x00180] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityAlive.OnUpdateEntity () [0x00019] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x00163] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at (wrapper dynamic-method) GameManager.DMD<GameManager::UpdateTick>(GameManager)
  at GameManager.gmUpdate () [0x00305] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 
  at GameManager.Update () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0 

 

I figured I'd just start by loading the mods that either have similar effects and then my vehicle mods, hoping that I can determine it that way. I have extensive IT background so my usually method is just starting with the most possible conflicts first and working my way out. Interesting that I have no issues in a single player world - just Server/client setup. I have a spare system that I can do server tests on. The one thing I do appreciate about loading/unloading mods during testing is it gives me extra time to poke through the configs and see how the relationship of the XMLs and how I might refine the settings a bit more. These two mods are just wonderful. I can't wait to get them functioning on our server.

 

I just released an update today to fix this.

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You are my hero. I saw that you updated for a null reference issue, but didn't want to get my hopes up as I have so many mods loaded and didn't want to assume. I will test shortly and report back. Your mod has been on many of my client's wishlist so I am pumped now. 

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38 minutes ago, Zilox said:

They are compatible together.

When I first installed them together, I was a bit confused as they share the same "core" files and obviously requested overwrite. I assumed they were the same so I just took a shot and overwrote those folders. Of course, I found out they were compatible and could be used together.

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Just wanted to report back that we are now using both vehicles in our Server with no errors. Thank you so much for fixing the Object reference error. We have very excited friends furiously building APCs and Apaches to see who can try them out first. This is a vehicle game changer in my opinion. FREAKING AWESOME!

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58 minutes ago, Ti2xGr said:

When I first installed them together, I was a bit confused as they share the same "core" files and obviously requested overwrite. I assumed they were the same so I just took a shot and overwrote those folders. Of course, I found out they were compatible and could be used together.

Yes, only need the core files once.

6 minutes ago, Ti2xGr said:

Just wanted to report back that we are now using both vehicles in our Server with no errors. Thank you so much for fixing the Object reference error. We have very excited friends furiously building APCs and Apaches to see who can try them out first. This is a vehicle game changer in my opinion. FREAKING AWESOME!

Awesome, glad it's working now.

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