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Main Battle Tank
Health: 6000
Class name: MVP_MBT
Editor name: Main Battle Tank
Editor folder: Vehicles/Tanks Editor number: 17016
- MVP_MBT_MG: Spawn the tank with it's 12.7mm remote weapon station.
- MVP_MBT_Minigun: Spawn the tank with it's 7.62mm minigun RWS.
- MVP_MBT_Full: Spawn the tank with both of its' active protection systems enabled. Each of them have a default cooldown of 1 second.
- MVP_MBT_Full_MG: Ditto, but with the 12.7mm included.
- MVP_MBT_Full_Minigun: Ditto, but with the minigun included.
- All damage: 0.6x
- Explosion/Explosive/ExplosiveImpact: 0.5x
- Grenade: 0.4x
- Hitscan: 0.55x
- Fire: 0.3x
- Plasma: 0.5x
- Shell: 0.7x (Generic damage type for large shells used by the MVP)
- TankShell: 0.7x (Possible alternative damage type for tanks made by others)
- APShell: 1.0x (The APFSDS shells' damage type)
- MarineHMG: 0.2x
- MarineGrenade: 0.55x
- MarineRifle: 0.5x
- Autocannon: 0.25x
- Shrapnel: 0.2x
- RifleBullet: 0.1x
- Missile: 0.7x
- AntiAir: 0.3x
The M6V3-EX is the latest variant of the M6 main battle tank. The biggest new feature of the -EX variant is the inclusion of two active protection systems. For stopping enemy anti tank weapons before they hit, even if detected. The M6V3 is armed with a 130mm smoothbore that can fire several types of ammunition based on the mission and situation, and can be mounted with a remote weapon station in addition to the coaxial machine gun, allowing the crew to fire from the safety of the tanks' interior.
The MBT is the most powerful vehicle in the MVP. It can dish out damage just as well as it can soak it, being armed with a cannon that fires incredibly damaging shells depending on the target, or group of targets it is firing at. And a coaxial machine gun that it can fire between main gun reloads, and at very weak monsters. The tank can also attack by deliberately running over enemies, particularly melee-only enemies like Pinkies. It can also deploy smokescreens when in danger and take cover behind level geometry. It can also optionally be equipped with remote weapon stations to increase its' firepower, and active protection systems to stop incoming enemy projectiles from hitting the tank. When it retreats, it does so by actually reversing away, while also avoiding colliding with any obstacle behind it, as opposed to the rest of the MVP vehicles that simply turn around and drive away. It can even push thrustable obstacles out of the way as it drives around. If a valid voice pack is passed to its' User_Voice variable, it will also play the specified crew sounds when performing certain actions.
Note
Adding any of the custom loading voice types (LoadATGM, LoadHEAT, LoadAPFSDS) to a voice pack (Which the default voice pack does) actually alters the behavior of the tanks' loading, making it not choose any different rounds in the timespan after announcing what it'll load and actually firing!
The tank has a User_Voice variable, which, when set to the name of a valid loaded voice definition, will make the tank use the voices' tank-specific voice types when performing certain actions.
The MVP already has a default voice for the tank called "M3V6" that you can use in your map editor to give the tank voice lines without needing to make a custom voice pack.
Below is a list of the name of each custom voice type, and when it's used by the MBT:
- EngineSmoke: Used whenever the tanks' engine begins to smoke (Health is low).
- Hit: Used whenever the tank takes a significant amount of the damage, the higher the damage, the more likely the crew is to say one of these lines.
- Ditch: Used when the tank is destroyed but the crew survives and is about to bail.
- LoadATGM: Used when the ATGM is loaded as the ammo type.
- LoadHEAT: Ditto, but for the HEAT shell.
- LoadAPFSDS: Ditto, but for the APFSDS shell.
- Load: Generic loading voicelines, regardless of ammo type, if any of the ammo voice types above are not defined, the tank falls back to this, i.e if no LoadATGM lines are included, it will instead utter the "Load" voice type, if it has any voice lines.
- Smoke: Used when the tank deploys a smoke screen.
In addition to all of its' firepower, the tank chassis has the ability to deliberately run over enemies as an attack, along with being able to push obstacles out of the way (And crush them if they are destructible). It mostly sticks to running over melee-only enemies like Pinkies, and will avoid running over any enemies when it has less than 1000 health, opting to retreat instead since it can't afford to take any more damage.
(The thermobaric rocket isn't something the MBT itself fires.)
The tanks' turret has several ammunition types it can switch between. Which also make it adjust it's target prediction based on the current rounds' velocity. During the 2 second pre-firing delay, the tank picks an ammunition type to use several times before firing, during this delay, it will also readjust it's target prediction to face the target correctly, since every shell type has different velocities to account for.
Damage: 600-1000 on impact, 1200 damage on the ground - 1500 damage in the air, both with a range of 512 MU (16 meters), 1000 damage with a range of 384 MU (12 meters) on liquids.
Speed: 300 mu/tic (328.1 m/s, Mach 0.96), 350 mu/tic with fast monsters (382.8 m/s, Mach 1.12)
The HEAT shell is the tanks' most basic ammo type. In real life, it's a giant shaped charge, but for the purposes of gameplay and variety. It acts like your generic explosive video game tank shell.
The tank generally fires HEAT at crowds of enemies, and any enemy with a threat level at or above THREAT_NORMAL. But that isn't strong enough to warrant an APFSDS round. In addition, it also has a very small change to fire an ATGM instead, for variety.
Damage: A flat rate of 2500 damage for each actor perforated.
Speed: 400 mu/tic (437.5 m/s, Mach 1.28), 500 mu/tic with fast monsters (546.8 m/s, Mach 1.6)
The APFSDS round is a specialized 130mm munition used by the M6-X series tanks, primarily against heavily armored targets like enemy armored vehicles. The latest model of the dart has a length of ~1000mm, as opposed to the older 616mm penetrator fired by the M6's older 120mm cannon. The dart comes in both tungsten and depleted uranium models - the former is largely used in export versions of the round, and offers overall inferior (But still very good) penetration, while the latter has better penetration, and also produces pyrophoric effects, providing the additional benefit of potentially igniting the fuel and/or ammo of enemy vehicles.
The APFSDS round is the tanks' main round for very powerful enemies (With a threat level at or higher than the tanks' own, which is THREAT_VERYDANGEROUS), such as APCs, enemies tanks, bosses like Cyberdemons, and invulnerable players. In addition, the vehicle searches around its' target for powerful enemies, and is biased towards attacking them, for which it uses this round. For example, if the tank targets a Mancubus, but a Cyberdemon is behind him, it will instead focus on the Cyberdermon.
Like with HEAT, the tank also has a super low chance of firing an ATGM instead of APFSDS.
The APFSDS round can also penetrate through 32 actors, doing 2500 damage on each actor, it also has the special ability of being able to kill players in standard god or buddha mode, and kill +INVULNERABLE actors (Be it NPCs or player pawns with the flag, such as when under the invulnerability powerup). This bypassing of standard invulnerability (Which is only foiled by 1000000+ damage in ZDoom) is used to enforce the vanilla damage cap of 1000+ damage being able to kill invulnerable players. That being said, the APFSDS round can be stopped and shattered when fired against players in ultimate god mode or actors with the +NODAMAGE flag, however the tank will still try firing APFSDS at such actors.
Speed: 80 mu/tic (87.5 m/s, Mach 0.25), scales up to 100 mu/tic (109 m/s, Mach 0.32) once the rocket ignites, flat 120 mu/tic (131 m/s, Mach 0.38) speed with fast monsters.
Damage: 500-800 impact damage, 1000 damage with a range of 448 MU (14 meters) on the ground, 1150 damage with a range of 512 MU (16 meters) in the air, 600 damage with a range of 256 MU (8 meters) on liquids.
The RCAT ATGM was developed in 2018 as a replacement to the aging AP-06 ATGM. The base version has SACLOS guidance, with an optional 18000Ǭ upgrade that adds fire-and forget functionality. The RCAT also has an optional upgrade that allows it to hit targets with a plunging fire profile instead of direct impact. The stock HEAT warhead has an RHE penetration of 1000mm. There are two major versions of the missile. A normal shoulder fired or tripod-mounted version, and a special gun-launched version, fired from the M6V3s' 130mm main gun.
The ATGM is a homing missile fired by the tank at distant and/or fast enemies. It is the tanks' slowest projectile, but can track enemies for up to 5.5 seconds after the initial half second delay before the rocket motor fires. It slowly gains speed as the motor runs, and once the 5.5 second window is over, runs out of fuel and only becomes able to very slowly glide towards its' target.
The tank primarily fires the missile at crowds of enemies, as an alternative to the HEAT round. But also fires it at targets further than 8192 MU (256 meter) with a speed faster than 25, or actors with a speed at or above 50, at any range. It also fires the missile at targets further than 14000 MU (437 meters), at the edge of the tanks' maximum range. The APFSDS round take precedence over the ATGM however, so if the target is very strong, it might pick that instead.
In addition to the standard decision code, there's an overall small chance that the tank will fire a missile regardless of the shell type picked. For variety, and due to how rare firing a missile would otherwise be.
The tank has two optional remote weapon stations that can be attached to the turret using the User_RWS variable.
This remote weapon station consists of a single .50 cal machine gun, which acts like a single barrel version of the APCs' MG turret, and fires the exact same ammo type, allowing it to do dozens of hitpoints of damage per hit, and perforate multiple actors per shot. It's based on the Serbian M20 RWS.
This remote weapon station consists of triple barreled minigun. It fires the same 7.62mm rounds that the APCs small machine gun does, but of course fires them far faster. It starts off with a firing rate of 420 RPM, and as it fires more and more, rises up to a more realistic fire rate of 1050 RPM, at which point it's threat level is also increased from THREAT_ABOVENORMAL to THREAT_DANGEROUS. When it's not firing, it will begun un-revving and revert to its' base fire rate of 420 RPM over time if it doesn't begin shooting again soon. This RWS is primarily useful for painlocking powerful enemies than it is at mowing down crowds, ironically enough (Unless they are super weak like former humans). This weapon is based on the American GAU-19 gatling gun.
In addition to all its' attacks, the tank also has 4 different methods for defending itself.
If the tank determines it is in too great of a danger, it will deploy a temporary smoke screen for a few seconds and stay in place. Which will make it harder for enemies to aim at both the tank and any actors trying to aim through the smoke*.
The tank decides to deploy smoke based on how overall dangerous enemies around the hulls' target (Or if it has none, the hull itself) are. In addition, it becomes extra likely to deploy smoke if the hulls' target is extra dangerous. If -fastmonsters is on, it becomes even more overall likely to deploy smoke, since fast projectiles are more dangerous.
When driving around, the tank can stop moving and take a hull down position behind any piece of level geometry that is 45 map units above the tanks' bottom, and less than 77 map units above the tank. This works similar to how marines can take cover, except that the tank ignores other solid actors, since enemy APFSDS rounds can punch straight through them. This defense can be disabled with User_NoHullDown.
The tank hull will exit this position if 5 to 10 seconds have passed since the covering level geometry have moved away, the turret has had no target, or the turrets' target has not been in the turrets' sight. It will also immediately begin moving again if the turret is trying to aim too high or low down, there is too much danger within 512 MU of the tank, or there is an enemy within 192 MU or less of the tank.
Note: Keep in mind that the lower you set the cooldown period of the two APS, the more performance intensive they become.
The tank can optionally defend itself with a hard-kill APS. Which will shoot down incoming enemy projectiles in a 360 degree, 640 map unit radius around the tank. And prioritizes the most powerful projectile that is about to hit the tank. The cooldown for this APS can be set with User_APSDelay.
The hard-kill APS can shoot down any projectile with a velocity below 200 map units per tick (218 m/s), with a 100% success rate, this includes all vanilla projectiles and enemy ATGMs. However, if the projectile is faster than 200 mu/tic, it's chance of shooting it down begins to rapidly decline with every bit of velocity over the speed limit. Any projectiles going above 327 mu/tic (357 m/s) are impossible to stop. For example, the APS can block bullets, but not always, is even less likely to block HEAT shells, and will never be able to stop an incoming APFSDS dart.
In addition, the tank also has a soft-kill APS, which can disrupt any enemy homing projectiles in front of the tanks' turret, within a 1024 MU radius. Causing them to begin flying in random directions and crashing. Including ATGMS.
As you would expect, the MBT is effectively bulletproof from small arms fire.
Deflection chance: Almost always deflects off the tank.
Damage reduction: Deflected bullets only do 60% of the damage they would otherwise do.
Velocity reduction: Deflected bullets lose 30% of their original velocity.
Spread: Deflected bullets have a very wide angle of spread (20 degree radius cone).
12.7mm bullets (LargeRifleBullet):
Deflection chance: Often deflects off the tank.
Damage reduction: Same as normal.
Velocity reduction: Same as normal.
Spread: Deflected bullets have a tighter angle of spread (10 degree radius cone).
- User_FocusFire: If the tank is equipped with a RWS, it will not always attempt to pick a different target to attack than the tank.
- User_Stationary: Makes the tank stay in place similar to the HECU tanks in Half-Life 1.
- User_CrushMode: Works similarly to the APCs' eponymous variable, with the exception that it also handles how the tank deals with live enemies, not just corpses.
- User_RWS: Which remote weapon station, if any, should the tank spawn with ? Values for the MG are "MG", "MachineGun", "MachineGun". And "Minigun" and "Gatling" for the minigun. You can also type in "Random" to spawn with one of the two randomly.
- User_T72Mode: Replaces the M6V3-EX's bustle autoloader with a new revolutionary carousel autoloader/ejection system. And the transmission with a high quality Uralvagonzavod one. (Makes the tank reverse at half speed, and causes it to always trigger its semi-rare turret toss gib death, even when killed normally.)
- User_APSDelay: How many ticks of cooldown does the hard-kill APS have between shooting down projectiles ? Default is 0 which disables it entirely.
- User_AltAPSDelay: Works like User_APSDelay, but for the soft-kill APS.
- User_NoSmokescreen: The tank will not deploy smokescreens to conceal itself and others.
- User_NoHullDown: The tank will not take cover behind level geometry when it can.
- User_Voice: The name of the voice pack that the tank should use.
Class name: MVP_MBTProp
Editor number: 17017
This is the prop version of the MBT, like the other vehicle props, it's just a decoration, unlike the other vehicle props, this one is special, as the User_Turret variable can entirely change the tanks' type to one of its other variants, so that there's no separate prop actors for each tank type. More info on the user variables section.
Class name: MVP_MBTWreck
Editor number: 17018
This is the wreck version of the MBT, unlike the other vehicle wrecks, this one is special, as the User_Turret variable can entirely change the wrecks' type to one of the tanks' other variants, so that there's no separate wreck actors for each tank type. More info on the user variables section.
Class name: MVP_MBTRuin
Editor number: 17019
This is the ruin version of the tank. It's only user variable is User_HasAltHull, which changes if the destroyed hull has its' side skirts on or off.
- User_Turret: This is a special user variable for the MBT wreck, as it can entirely change the tanks' type, so that there's no need for different wreck actors for each variant. All the turret variants are "Standard"/"MBT" for the MBT, "SPAAG"/"Anti-Ait"/"AA"/"Gepard" for the AA gun, "Artillery"/"TOS-1"/"Missile" for the MLRS, and "BMPT"/"Terminator" for the BMPT variant.
- User_RWS: Like on the NPC tank, it specifies what RWS to spawn for both the wreck and prop tanks, for the latter, it only works on the MBT wreck type.
- User_RWSAngle, User_RWSPitch: These variables are used to manually adjust the RWS' angle and pitch respectively. If either are set to -1, a random angle or pitch will be picked.
- User_TurretAngle, User_TurretPitch: Works exactly as the RWS variables, but for the turret itself, and also for any tank wreck type.
- User_Burning: Used by the wreck. If enabled, fire will come out of the back of the turret, mostly just useful for the MBT wreck type.
- User_Lowered: Used by the prop for the SPAAG type. If on, the SPAAG's radar will spawn lowered.
- User_HasAltHull: Used by the ruined prop. If on it will remove the hulls' skirts, like how it appears for the SPAAG and MLRS variants of the tank.