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Di Cokka
Health: 600
Class name: MVP_DiCokka
Editor name: Di-Cokka
Editor folder: Vehicles/Di-Cokka
Editor number: 17013
This vehicle has no damage factors, meaning it takes full normal damage from all attacks.
Unlike the other vehicles in the pack, this is a joke vehicle, and is also from Metal Slug instead of being an original design. Also unlike the other vehicles, this is a cartoon tank instead of a semi-realistic vehicle, so it behaves VERY differently from the other vehicles.
Here is the list of the Di-Cokkas’ features (And differences from the rest of the pack):
- It is much weaker than any other vehicle. It only has 600 health and practically no damage factors. In terms of health it is essentially a stronger Mancubus.
- The shells it fires are a lot slower than any other projectile in the pack. Functioning more like vanilla rockets that are as fast as vanilla plasma balls. The cannonballs the turret fires are the tanks’ only attack. It also does not lead its’ shots by default.
- It has an alternate cannon attack that it sometimes does, where it fires a volley of 3 shells in succession instead of a single shell. This attack is more similar to its’ Metal Slug roots. When the tank is low on health, it becomes more likely to perform this attack, along with becoming more aggressive overall.
- The Di-Cokkas’ turret does not use the realistic turret traverse that other vehicles use.
- The Di-Cokka will only sometimes stop to let its’ turret fire, and only if it’s firing a volley.
- Unlike every other vehicle. The Di-Cokka can feel pain like a normal monster, which causes the hull to stop momentarily, and the turret to flinch back. If it takes more than 40 damage at once, it will instead enter an extended pain state where the hull will stop for longer, and the turret will fly back and be knocked out for a bit, before it gets up again.
- When the tank takes enough damage, it will begin spawning flame particles and play a different movement sound. When it’s destroyed, it simply falls apart instead of exploding like the other vehicles. When gibbed, it will also fall apart but after a few seconds will explode into a shower of debris, leaving nothing behind.
- The Di-Cokka is the first vehicle in the MVP to allow for palette translations without looking like ass. The tanks’ color can be changed with the User_Color variable, more info below.
- The Di-Cokka uses as many Metal Slug sounds and graphics as I could find. Since it’s literally from a different game.
These traverse rates are based on the M4 Sherman. (Only relevant if User_RealisticTurretTurn is on.)
Horizontal traverse: 25 degrees per second, AKA 14.4 seconds for a 360 turn, 0.7 degrees per tick
Vertical traverse: 25 degrees per second, AKA 14.4 seconds for a 360 turn, 0.7 degrees per tick
- User_TargetPrediction: Unlike the other vehicles in the pack, the Di-Cokka DOESN’T lead its’ shots. So this variable turns that behavior back on.
- User_NoCorpseCrush: If on, the Di-Cokka will not crush corpses it drives over. Unlike other vehicles like the APC, the Di-Cokka never deliberately runs corpses over to stop Archviles.
- User_RealisticTurretTurn: If on, the realistic turret turning will be enabled. Off by default.
- User_Color: The Di-Cokka has a variety of colors that it can be recolored into:
- White: Could be useful for arctic or snowy maps and the likes.
- Black: IDK, maybe could be useful for dark and night maps ?
- Yellow
- Orange
- Green: Could be useful for forest maps and maps with a lot of vegetation.
- Original: This is a special color, it changes the Di-Cokka to the same shade of brown it has in Metal Slug.
- Default: This is is a special color, it essentially removes the palette translation from the tank. Useful if say, you want to uncolor one through ACS.
- User_TurretAngle: The angle relative to the Di-Cokka that the turret will be at, positive values shift it to the right, and negative values to the left. A value of -1 picks a random angle.
- User_TurretPitch: The pitch relative to the Di-Cokka that the turret will be at, positive values shift it down, and negative values up. A value of -1 picks a random pitch. This value can be used by the Di-Cokka wreck, but is more or less ignored.
- User_Color: Works the same as on the main Di-Cokka actor, see above for more information.
- User_SpawnFireParticles: If on, the wreck will spawn fire particles. Like the Di-Cokka does when its’ health is low.
Class name: MVP_DiCokkaProp
Editor number: 17014
The prop version of the Di-Cokka is fairly basic and boiler plate, it comes with the same assortment of variables all vehicle props do. More info on the user variables section above.
Class name: MVP_DiCokkaWreck
Editor number: 17015
This is the wrecked version of the Di-Cokka. There is no ruined version, since when gibbed the vehicle simply falls apart like normal, and then completely explodes, leaving nothing behind.