Multicrew Tank Combat Script 2021 Link

float turretAngle; // 0–360 relative to hull float gunElevation; // -10° to +20° float currentAmmo; // shells left float reloadProgress; // 0–1 (6 sec typical) string selectedAmmoType; // AP, HE, HEAT bool isBarrelBroken;

local remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = "TankFireEvent" remoteEvent.Parent = TANK_MODEL

TurretRotateSpeed = 5, -- How fast turret snaps to mouse ReloadTime = 2, ShellSpeed = 200, ShellDamage = 50, multicrew tank combat script

-- Multicrew Tank Combat Script -- Place inside the Tank Model

This script assumes , but AI can fill missing roles. float turretAngle; // 0–360 relative to hull float

For players looking to improve without external scripts, the MTC Wiki highlights several built-in "high-fidelity" features that scripts often try to mimic or enhance: The Art of MTC 4 Tankery - Multicrew Tank Combat Wiki

[ClientRpc] void RpcFireEffects() { // muzzle flash, sound, recoil on all clients } // -10° to +20° float currentAmmo

void Update() { if (!isLocalPlayer) return;

local isRunning = true game.Players.LocalPlayer.CharacterRemoving:Connect(function() isRunning = false end)

GUNNER_SEAT:GetPropertyChangedSignal("Occupant"):Connect(function() local humanoid = GUNNER_SEAT.Occupant if humanoid then local character = humanoid.Parent local player = game.Players:GetPlayerFromCharacter(character) if player then CurrentGunner = player print(player.Name .. " is now gunning.") setupGunnerClient(player) -- Inject controls end else CurrentGunner = nil print("Gunner left.") -- Clean up client script logic usually handled by CharacterRemoving end end)