Because if tanks aren't scary, it's not like real life.
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Changelogs
Version 1.1.4
Changed: simplified Tank.uasset damage processing and health components
Added: support for Coyote Missions player owned tanks custom marker widget
Version 1.1.2
Changed Tank Crush death so it turns off the collision now. Mechs wont yeet into the stratosphere when stepping on tanks now
Fixed compatibility with non-vanilla tanks (Coyote's missions), now they have HP and can be destroyed
Version 1.1.1
Fixed tanks going orbital when destroyed
Version 1.1
Added ModOptions for tank crush death (default: off - tanks won't die when stepped on)
Removed Vehicle Active Probe AP (V)(ST) - only player team has target sharing so it was doing nothing for enemy teams unfortunately
Fixed tank HP display (limit to one fractional: 12.5 hp istead of 12.534)
Version 1.0
Added ModOptions support for a lot of things (HP for armor, chassis, turret, vtols, ams chance etc)
Added Vehicle Active Probe AP (V)(ST) (random like AMS) to tanks and vtols (shares all targets in 450m range to their team)
Renamed AMS to AMS (V)(ST) (Vehicle)(ScaryTanks)
Note: non-Mech units apparently do not shoot at targets shared by AP or UAV, only what they can see. Needs more testing.
Version 0.9.5
Added HP Multiplier ini config (Mods/ScaryTanks_Config.ini) for HP % - 1.0 is 100%. Scales all tank components and VTOL HP accordingly.
Changed default load order to 6 so it overrides Yet Another Mechlab now.
Version 0.9.4
Updated for DLC2 / Game Version 1.1.303
Version 0.9.3.2
Minor update to solve incompatibility with tanks from other mods.
VTOLs: Igors: 2x Hull HP, 3x Engine HP
VTOLs (Warriors): 3x HP
Tanks from other mods: Struct and Turret HP = base HP each, armor is base HP * 1.5. These tanks will show 0 as weight.
Version 0.9.3.1
Minor fix - removed Warrior AC2 and fixed Alacorn Mk3-4 (formerly Mk1-2) health.
Version 0.9.3
Doubled Battle Value for all mod tanks, increased their intro difficulty and tier. Fixed some intro dates.
Version 0.9.2
Removed Riverjack based vehicles (Riverjack and Striker).
Version 0.9.1
Updated for DLC (game version 1.1.290).
Version 0.9
Set structure HP to 2x for all VTOLs, set engine HP to 3x to Igors.
Un-nerfed all vanilla vehicles, VTOLs and vehicle weapons (range, cooldown, accuracy, etc).
Added No Friendly Fire to tanks, including stepped-on damage. So they can't be damaged by their own team at all.
Added AMS with complete logic and stuff to some tanks (Savannah Master AMS, Behemoth, Partisan etc)
After year 3040, all tanks and VTOLs have 33% chance to spawn with AMS.
You'll see "Vehicle AMS" in their target info, it is equivalent to a T3 AMS (220m range, 4 missiles/sec destroyed).
Removed Swiftwind (was a bug that it could spawn).
Added lots of new tanks and variants.
Version 0.8.4
Changed normal damage handling (when you shoot them).
Restored original step-on damage model for tanks (they die immediately). Instead they have a much bigger explosion now (original was 1 damage in 20m radius, now it is weight/10 damage in (20+(weight/10))m radius.
You can step on them. A few, at least. Then you lose your legs. A 50t tank will do 5x more explosion damage now. 100t tanks, 10 damage in 30m radius. All your components.
Version 0.8.3
Added new VTOLs and variants.
Changed damage implementation when Mechs step on a tank (hit). Now damage equals the Mech's weight. Locust does 20 damage, Atlas does 100. Limited to once per second.
Version 0.8.2
Fixed Navid's 3D HUD tank paperdoll incompatibility.
Fixed tanks not showing properly in Navid's Reloaded heat vision (ty @Navid A1).
Version 0.8
Added volumetric rescaling for all vehicles.
Fixed armor health gate. Now damage that is more than actual Armor HP will transfer to underlying components.
Fixed first hit damage to turret transferring to hull. Now all health components are completely separate.
Fixed Riverjack turret facing wrong direction (thanks Yrrot).
Added Drillson and Zhukov.
Version 0.7
Implemented armor component and paperdoll support and some extra info about the tank.
Implemented physics and mass for vehicles.
Changed Hovercraft movement, shouldn't flip over all the time now.
Minor changes to tank loadouts to support group fire for certain weapons.
Version 0.6.1
Lowered chance to spawn Savannah Master, increased chance to spawn other (new) tank variants and loadouts.
Version 0.6
Restored all hovercraft to their canon speed (2x of vanilla MW5). Increased Missile Carriers' HP.
Implemented separarate turret HP pool and hit detection. Now tanks have 2x their original HP plus 1x their original HP for the turret.
Made a general paperdoll for all tanks with separate hull and turret components.
Changes existing and new tanks to have structure, armor and turret components, volumetric rescaling and optional AMS. Adds new tank and VTOL variants.
Tanks now have proper physics enabled, weight and other stats are set to canon(ish) values in the custom data table, scale is set by weight. Armor is calculated by the following formula: Canon armor weight (tons) * 32 (calculated as standard armor) / 4. So a Patton with 14.5t of armor will have 14.5*32/4=116 armor.
From 0.9: added Vehicle AMS, some tanks will always have it, all other tanks and VTOLs have a 20% chance after year 3040 to have one. It acts as a T1 AMS (200m range, 3.5 missiles / sec destroyed).
Source for stats: https://www.sarna.net/ https://the-farscape-campaign.obsidianportal.com/items
Original tanks had a simple mechanic: when stepped on by any mech, they immediately died. New logic changes this to deal DoT damage to tanks, based on 'Mech weight. As long as you are (moving) on the tank with a mech, it will take damage (1/100 of 'Mech weight). (might not work as intended, damage in-game is wonky at best). From now on, running over a 60t tank with a 20t mech will scratch its paint. Damage on tanks is Mech weight (tons) per hit, limited to once per second. Stepping ON and stepping OFF a tank both count as a hit in game engine terms.
Original damage model restored: when stepped on, tanks immediately die. However, their death explosion radius and damage is scaled by weight (damage is 1/10 of weight, radius is 20m+weight/10). Old explosion did 1 damage in 20m radius. Now it's much more. A 100t tank will do 10 damage in 30m, but even a missile carrier will do 6 damage in 26m. And as it is AoE, it will damage all your components!
******************************* New variants of existing tanks: ******************************* Demolisher Gauss Manticore Large Pulse Laser
***************************************** New Tanks (many with multiple variants ***************************************** Behemoth Bulldog Challenger Drillson Goblin Riverjack Rommel SavannahMaster Schrek Striker Vedette Zhukov