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https://en.wikipedia.org/wiki/Armoured_personnel_carrier
However, you don't need to modify one of those old Half-Life 2 mods to fix the Combine APC model. You can just use the official source from the 2023 gigaleak and add the required attachments, or you can decompile the retail model and add attachments to that (you would have to fix the physics model, though, because its position and rotation get messed up when it's decompiled). After that, you won't have to bother with fixing the machine gun because this addon fixes that in code.
In fact, here's a fix I made right here:
https://drive.google.com/file/d/19w6ZW9aRm0FdRJ8c8KlLEsnU137_AJFY/view?usp=sharing
I also made an edited version of jeep_test.txt to use Combine APC sound effects and to fix the suspension for the Combine APC model. Replaces both apc.txt and apc_npc.txt.
I made the scripts so that the Combine APC performs more like the jeep, just because you wanted it to perform better.
The only problem is that the textures are a bit low resolution when looked at up-close. But I don't see that as an issue personally, so I'm not gonna fix that.
No, I will not be porting this to Half-Life 2.
I DID modify that model to fix a few bugs, and make it compatible with Garry's Mod. But because it's not my mod, I will not be releasing it.
Also, something else I wanted to point out, nearly every Combine APC model replacement will work with this addon that fixes prop_vehicle_apc. It'll even fix the guns. Just needs the right attachments, and it'll work just fine.
Just try to credit them for the original creation and things will likely go smoothly.
some Gamebanana addons work for GMod, just put them in the addons folder & GMod will use them.
To your knowledge, I wonder if there's a way to edit the APC's guns & magazines as well as possibly reverse-engineer a vehicle destuction sequence onto other Vehicles like the Airboat, Scout Car, or Jalopy to make them be able to be destroyed with enough firepower?
apc primary ammo count
apc primary ammo reload delay
apc primary ammo damage (bound to a cvar)
apc secondary ammo count
apc secondary ammo reload delay
apc secondary fire interval
it is also possible to implement a similar explosion sequence for all other vehicles, but not something within my plans.
Which means that Prop_vehicle_apc's gun has the exact same damage equivalent to an AR2 used by an NPC, only with more firerate (when used by a player, npc_apcdriver seems to "pace" its shots to give the illusion of a heavier, slower gun when it's ANYTHING but) and only the measly clip size of 10 per magazine before needing to reload again.
I agree that something needs to be done with how many bullets it can fire before reloading. Plus, I think aiming needs to be improved, because right now it's very hard to tell where you're aiming the gun or the rocket (and now I see why the auto-aim stuff was implemented for the rockets).
I saw it in action with https://steamproxy.net/sharedfiles/filedetails/?id=1452536113&searchtext=Health+bar+addon
Shooting Props or NPCs, and then getting out to inspect it.
about the bullet damage: in hl2 source code, bullet damage is retrieved automatically from the ammo type of the bullet. at https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/server/hl2/vehicle_apc.cpp#L845 you can clearly see the apc fires ammo type "AR2". and at https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/shared/hl2/hl2_gamerules.cpp#L1801C111-L1801C111 the AR2 damage is bound to the cvar named "sk_plr_dmg_ar2" and "sk_npc_dmg_ar2".
in gmod's glua, it is easier to modify damage through the bullet table which you preconstruct before firing the bullet, or even modify bullet damage by other hooks, giving the scripter more freedom on using any bullet type and choosing damage count externally, independent of bullet type. but in hl2 c++ code, you must determine ammo type before firing the bullet, and that bullet must already have set its damage count because your bullets are going to retrieve the damage from that "ammo" definition array.
A bit late of a reply, I know, but I think your addon conflicts with the APC in this addon
https://steamproxy.net/sharedfiles/filedetails/?id=831680603&searchtext=%5Bsimpfhys%5D+armed
It causes the "seat" for the player in the Simfphys one to be lifted into the air.
I really do like both addons. I'm just bringing this to your attention.
Or, you can copy the original Combine APC model somewhere else, and tell the addon to use that model instead. Either way, I'm pretty sure it's that addon at fault, not mine.