Well that was a fun week! Thanks to all the feedback and random Youtube videos I nailed a few major problems with the Bradley, and worked in a few upgrades. The biggest issue was in the pathing system. If it was in a tight area and changed its mind on where to go, and the new position was behind it, it would attempt to turn around to move there. Unfortunately in areas that were too tight it would get stuck
Austin Powers Style. Forever. What I did was mark certain path nodes as straightaways so that if it needed to path to somewhere behind it, it first finds a path to the closest non-straightaway node ahead of it, and then paths from there. This means it will continue out of a corridor before making a drastic turn. In some cases this
might look like it is being stupid but IRL the only thing you'd be able to do is reverse. I haven't gotten around to that yet.
Secondly, there were some road cones and boxes a little too close to the Bradley path that were apparently made out of lead and causing the tank to stick. I've pushed these to the side or deleted them to clear the way.
Support for switching the emissive materials on/off during day/night has been re-added. This also means that when the tank is destroyed the gibs no longer have the headlights on.
The Bradley now has 1000 health instead of 500, meaning it'll take six rockets or two C4 to destroy it. It will also automatically heal itself over 60 seconds if it has not been attacked for 5 minutes. This means you can no longer cherry pick Bradleys from failed battles.
I've also added some damage effects similar to the helicopter, so you can tell how damaged it is from afar.
The coaxial machinegun has been adjusted to properly aim at the target. It used to aim slightly to the right, so the only reason people were being hit was due to aim cone! It is now much more deadly. To slightly compenstate, I reduced the damage per bullet to 7 (was 10).
Gooseman also updated the main cannon and coaxial muzzle flashes and man are they good. They spit out casings and everything.
Oh, and you'll no longer get kicked for flyhack if you manage to jump on it. However, its coaxial can now hit you when you're standing on top of it, so good luck with that.
Lastly, the loot tables have been adjusted. It will no longer drop C4 or regular rockets. This was a problem where you could destroy a bradley with one C4, earn three, and keep doing it, effectively using it as an explosives farm. The most you can hope for now is a few HV rockets or a handful of grenades in terms of explosives. Other notable elements in the loot table are autoturrets, weapons and ammo, and armored doors (if you're lucky).
Unfortunately, I was unable to get the secondary and tertiary weapons online this week, which means I'll need a few more days next week to finish up. When I'm done with those, I can move on to more important elements such as sorting out the progression and raid balance issues in the game, as well as other important things in the roadmap.