CHOISISLAVIE.com

CHOISISLAVIE.com

Multicrew Tank Combat — Script

void Update() { if (!isLocalPlayer) return; if (hasAuthorityForRole("Driver")) DriverUpdate(); if (hasAuthorityForRole("Gunner")) GunnerUpdate(); if (hasAuthorityForRole("Commander")) CommanderUpdate(); if (hasAuthorityForRole("Loader")) LoaderUpdate(); }

// Apply transforms turretTransform.localRotation = Quaternion.Euler(0, turretAngle, 0); gunTransform.localRotation = Quaternion.Euler(-gunElevation, 0, 0); } multicrew tank combat script

// Apply track damage penalty if (trackHealthLeft < 30f) leftTrackSpeed *= 0.5f; void Update() { if (

void UpdateTurret() { float targetYaw = turretAngle + Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime; float targetPitch = gunElevation + Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime; targetPitch = Mathf.Clamp(targetPitch, -10f, 20f); // Smooth movement (massive turret inertia) turretAngle = Mathf.Lerp(turretAngle, targetYaw, Time.deltaTime * 2f); gunElevation = Mathf.Lerp(gunElevation, targetPitch, Time.deltaTime * 2.5f); void Update() { if (!isLocalPlayer) return

void UpdateDrive() { float throttleInput = Input.GetAxis("Vertical"); float steerInput = Input.GetAxis("Horizontal"); // Apply engine torque based on RPM & gear float torque = engineCurve.Evaluate(engineRPM) * throttleInput; engineRPM += torque * Time.deltaTime * 200f; engineRPM = Mathf.Clamp(engineRPM, 800, 3000);

// Engine overheating engineTemp += (engineRPM / 3000f) * 10f * Time.deltaTime; if (engineTemp > 120f) engineDamage += Time.deltaTime; } Variables: