Spyker Enterprise

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Gator Mobile Command Unit (MCU) Operations Manual

Gator Mobile Command Unit (MCU) Operations Manual
                 Gator Mobile Command Unit (MCU) Truck
                    Designed & Created by Moo Spyker

SCS ENABLED Spyker Combat System


Designed, Built, Textured and Scripted by: Moo Spyker
Lead Beta-tester: Samantha Glume
Additional Scripting by:
    Arton Rotaru - Track/wheel animation code
    Belshazaroth Fargis - Insane rotation math & other code functions
Documentation by: Samantha Glume
Sim map API interfaces by Tyche Shepherd & gridsurvey.com

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   Thank you for your purchase of the Gator Mobile Command Unit (MCU).  This vehicle has been specifically designed to give your military operations a mobile command post with features not found in other vehicles.  While unarmed, the Gator MCU comes packed with many useful features including a disruptor missile jammer system.  See the feature list below for the complete breakdown.
The Gator MCU vehicle is also amphibious meaning that you can glide through the SL waterways with ease.  Sneaking up on your prey and watching their actions while relaying command information to your troops ensuring your conquest’s glorious success.


Ⅰ.    Feature List
Ⅱ.   Technical Details
Ⅲ.   Getting Started
Ⅳ.   Controls (Driving)
Ⅴ.   Dialog Menu
Ⅵ.   Fuel Cell System
Ⅷ.  SCS Related Controls
IX.  Configuration Notecard Options
 X.  SDK Notes


I. Feature List
        ✚ Next-gen SL mesh vehicle
        ✚ All new SCS scripting technology, extremely high texture quality, multi-sound phasing, advanced engines, and so much more…
        ✚ NO AVATAR ATTACHMENTS or HUDS of any kind!!!
        ✚ Completely operational vehicle dashboard (multiple accurate displays)
        ✚ Advanced Damage/Collision Detection System
            ╍ Sub health system, pieces break off where you actually shoot
            ╍ Each piece that can break off has its own internal health score
            ╍ vehicles take damage for crashing into each other or other objects
            ╍ Includes fire suppression system to save a burning vehicle from certain destruction
        ✚ All new cinematic destruction sequence
            ╍ Area affect splash damage
            ╍ Any remaining break off pieces blow off during the death sequence
        ✚ Seats 7 (1 pilot, 2 hot seat & 4 command consoles)
        ✚ 2/6 wheel steering (in low gear vehicle turns with all six wheels, high gear vehicle turns with traditional front wheels only)
        ✚ Amphibious, can cross large bodies of water & unload personnel on beaches
        ✚ Includes integrated Solar Charging Station
            ╍ Can recharge other nearby vehicles or itself
        ✚ Cargo compartment in rear, can load/unload one small supply box
        ✚ Disruptor, when activated (spinning), disrupts all missiles that pass through a radius of 60 m!
        ✚ Lots of operateable hatches & computer stations. Great for RP!
        ✚ Advanced/Basic driving control systems
        ✚ High/Low gearbox & Overdrive
        ✚ Fuel cell system (set fuel usage rate, steal fuel, recharge etc.)
        ✚ Realistic AMP meter shows actual battery usage
        ✚ Gesture fired Flares/Smoke
            ╍ New SCS missiles will home in on flares!
        ✚ New missile target lock alarms.  Acquiring, acquired & missile fired warnings
        ✚ Advanced horn (sounds for as long as you hold down the page up key)
        ✚ Lights! Head & taillights, interior light & left and right floodlights (most lights utilize the new spotlight feature in SL for amazing realism)
        ✚ The object is MOD! Make your modifications
        ✚ 4 FULL PERM texture sets (download and create your own textures in your favourite paint program)

II. Technical Details
☍ See our website for technical details on the SCS system:     http://spykerenterprise.webs.com/scstechnical.htm
III. Getting Started
    Drag a copy of your new Gator MCU vehicle from your inventory to a ground or water parcel that allows object rezzing and jump in (right-click the vehicle and select sit) to begin driving immediately! Your camera view is automatically switched to mouselook .  You can now adjust your avatar’s seat height position using E/PageUp or C/PageDown. This will allow you to see out of the windows and view the dashboard easily. Tap W/UpArrow to start the engine (or use the appropriate gesture key or menu command) to allow driving. The vehicle defaults to the advanced driving controls, which are highly recommended because it allows for variable speed driving and hands-free operation (See controls section below). Take a bit of time getting used to the controls, and if you do not like the advanced method you can use the dialog menu to switch to the basic controls. If you wish to see the vehicle in a third person view simply exit mouselook (pressing M or the ESC key usually does it). Click the main body of the vehicle to open up the dialog main menu and from there you can control many of the features (See Dialogue Menu section below).

A word on steering radius:
    Your Gator MCU is equipped with two types of steering.  When in Low Gear your vehicle will utilize all six wheels for incredibly tight turning radius.  This allows easy maneuvering around.  When in High Gear, the vehicle switches to front wheel steering only and behaves in a more traditional large vehicle manner.

    Note: when you are ready to get serious make sure you wear the included gestures, as they make controlling your new vehicle & all of the features much more enjoyable!

IV. Controls:
    Select which driving mode you desire via the dialog menu (See the section on dialogue menu options below)
   Pilot Controls:
    With Engine Off:
    Tap E/PageUp: adjusts the pilot seat up
    Tap D/PageDown: adjusts the pilot seat down
    Tap W/UpArrow: start the vehicle engine (can also use gesture)
   With Engine On:
        Advanced Controls:
            Tap W/UpArrow: Change speed within your current gear to the next higher gear
            Tap S/DownArrow: Change speed within your current gear to the next lower gear
            Hold W/UpArrow: Apply full speed (if moving forward)/ Apply brake (if moving backward)
            Hold S/DownArrow: Apply full speed (if moving backward)/ Apply brake (if moving forward)
            Tap or Hold A/Left or D/Right Arrow: Steering (vehicle will not turn if it is not in motion)
        Basic Controls:
            Hold W/UpArrow: Drive Forward
            Hold S/DownArrow: Drive Backwards
            Tap or Hold A/Left & D/Right Arrow: Steering (vehicle will not turn if it is not in motion)
    Applicable to Both Driving Control Modes:
        Tap D/PageDown: Cycle High/Low gear
        Hold D/PageDown: Toggle Overdrive
        Tap/Hold E/PageUp: Activate horn
        F2: Fire Flares (must be wearing gestures)
        F3: fire smoke canisters (must be wearing gestures)
        F4: activate fire suppression system (must be wearing gestures)
        (otherwise you can type /1000 flare or smoke while inside the vehicle)

Notes on Amphibious Mode:
   It should be noted that when you are in amphibious mode the vehicle will act more like a boat then a truck.  The vehicle’s primary purpose is for land and therefore its handling in the water is pretty rudimentary.  Braking while in the water has no effect, however, double tapping the forward/back key in the opposite direction you are going will force the engines into that direction.  You do not have to wait a painfully long time for the vehicle to drift to a complete stop.

Gestures (see 'SCS Universal Gesture System' notecard for the full list)
    Gator MCU Specific Gestures:
    Function1 (Shift+F5) - Solar menu
    Function2 (Shift+F6) - Hatch Control menu
    Function3 (Shift+F7) - Disruptor menu

Computer Terminal Controls:
   Your Gator MCU is equipped with four RP terminals (that in future will most likely be linked into the upcoming gamepad system to allow actual orders to be issued/received from these terminals).

   Currently, these terminals can be used for RP purposes.  They have some unique features to make RP more enjoyable.  To get started, click on one of the four chairs to be automatically seated.  Once you’ve done this a menu will appear.  The menu is as follows:
        ✚ Adv_Help – gives a detailed listing of all the available command line options you can issue while in mouselook etc.
        ✚ Sim_Map – opens the sim map menu, see below.
        ✚ Power_On/Power_Off – powers on or off the console
        ✚ Prev_BG/Next_BG - will cycle through to the next/previous image stored in the console’s seat
        ✚ Random_BG - will display a random image from the available pool of images located in the seat prim

Sim Map menu:
        ✚ Terrain_Only - switches the region view image to display terrain only (no objects on the map)
        ✚ Objects_View - switches the region view image to display the terrain & objects on the map
        ✚ This_Sim - switches the display to show the current region the vehicle is on.

V. Dialog Menu
    Click the trucks main body while seated in the driver seat to open the dialog menu. Some options still work for the owner when your not inside the truck but you have to be standing near the vehicle.

    Hatch Control –
        ✚ ToggleLDoor - will open/close the left side door
        ✚ ToggleRDoor - will open/close the right side door
        ✚ CargoHelp - will give you a brief rundown on how to use the cargo system
        ✚ Load Cargo/Unload Cargo - will attempt to load/unload any compatible object directly behind the rear hatches.  It will open the hatches if required
        ✚ CargoScript - this will give you a script that you can put into any object you wish to carry
        ✚ OpenCargo/CloseCargo - this will open/close the rear cargo hatch doors

    Solar –
        ✚ Balance Cells - allows you to distribute remaining power between all cells
        ✚ ChargeSelf - will use power from the solar collector to recharge the vehicle’s power cells
        ✚ ChargeOther - will attempt to recharge any vehicle within range
        ✚ SolarHelp - gives a brief rundown on some of the features for charging
        ✚ Open Panel/Close Panel - opens & closes the top hatch and deploys solar collector if required.  Note: solar charger cannot be used while vehicle is running.

    Disruptor –
        ✚ Disruptor Info - displays some information about the disruptor abilities
        ✚ Disruptor On/Off - turns the disruptor on and off (makes the disruptor spin when on)

    Camera -
        Allows you to switch camera views while driving the truck. Default sets the camera back to the original factory setting. Fixed is special as it locks the camera location to where your camera is currently facing. This is a great mode to use while attempting to mate with a trailer. The other camera modes should be pretty straightforward. You can also change the most common camera settings via gestures. See the section on gestures below.

    FuelCell -
     ➩ See section (VI. Fuel Cell System)

    Privacy -
        Control who can operate the truck, Public, Group, Owner Only. When in Group or Owner mode you must first click the truck and then sit when the floating text says accepted.

    SCS –
        This menu allows you to Enable/Disable/Reset the SCS combat system, control how the impact damage is handled & self-destructing the vehicle.
        ✚ SCS On – Turns on the combat system
        ✚ SCS Off – Turns off the combat system (unless done immediately after rez, there is a 3 min. delay)
        ✚ SCS Reset – Resets the Spyker Combat System control scripts (SCS must be disabled first)
        ✚ Collide Off – Disables collision damage completely.
        ✚ Collide SCS – Enables collision damage for other SCS enabled objects/vehicles.
        ✚ Collide All – Enables collision damage for all objects/vehicles.
        ✚ Self-Destruct – Causes the vehicle to self-destruct after a short delay (owner only).

    Customize –
     This menu allows you to customize the look of your vehicle. These settings are persistent and will remain as you set them the next time you rez the vehicle (you must save the vehicle to your inventory first course).
        ✚ Suspension - menu to allow you to enable/disable the dynamic suspension when the vehicle is moving (this can help on a laggy sim).
        ✚ TextOn/TextOff – turn the driving display text (above the engine) on or off
        ✚ Color Set - enters colour set menu, select which texture set you want the truck to use.
            ╍ Green/Tan, Blue/Gray or Red/Tan – are texture presets ready for use. Clicking on one of these will instantly reconfigure your vehicle's paint job to one of the standard three themes.
            ╍ Custom – Is a blank set of simplified textures you can use to tint in SL or export the textures out and add decals etc. (All main textures are full perms). You may export any of the four included texture sets for modification in a external paint program.
example: ��

User Guide – Takes you to the Website support page for the online help documentation

    Engine –
        Start/Stop Engine. This will turn on or off the tanks engine. This can also be done by gestures. Stopping the engine will also allow you to realign your cockpit view.

    Controls -
        allows you to switch between the Advanced or Basic driving control modes (See Controls section)
        ControlHelp will say all the controls in local chat.
        If you find yourself stuck on a hill, rapidly switch between low/high gears.  Switch to low gear if you need a tighter turning radius.

    Lights -
        ✚ R Light On/R Light Off - turns on or off the right side spotlight
        ✚ L Light On/L Light Off - turns on or off the left side spotlight
        ✚ All On/Off - turns on or off all lights on the vehicle
        ✚ Int Light On/Int Light Off - turns on or off the interior light
        ✚ Lights On/Lights Off - turns on or off the head & taillights (can also be triggered via the gestures)

VI. Fuel Cell System
   The all new fuel cell system will be used on ALL SCS vehicles from now on. This new line of SCS compatible combat vehicles is all electric powered by advanced Lipo cells. They use a realistic battery drain rate and slowly (or quickly, depending on your fuel cell settings) discharge and eventually have to be recharged! There are 3 ways to do this, Steal power from another vehicle, find a new Fuel Cell from a crate, or from a recharge station.

   What the vehicle is doing effects the battery drain heavily and realistically. From a dead stop to full speed the amp drain is high to overcome inertia, slowly stepping through speeds will save power when needed. Going up hill will use up a lot more power and going down hill will actually recharge your cells a bit. Switching into low gear will greatly reduce the load on the motors and using overdrive will greatly increase the strain on the fuel cells.
    From the dialog option you can set how the batteries are effected by your activities and the amp drain rate.
    FuelCell - (dialog menu option)
    ✚ Balance Cells - allows you to distribute remaining power between all cells
    ✚ FuelCellHelp - gives you brief help on dealing with power cells
    ✚  Realistic - 1-3 hours
    ✚  Normal - 30-60 minutes
    ✚  Fast - 20-30 minutes (this is a great option for everyday use or multi-sim battles)
    ✚  SuperFast - 5-10 minutes (this is a great option for close quarter battles)
    ✚  LockTrunk - only the vehicle owner can open the fuel cell protective covers.
    ✚  UnlockTruck - anyone can open the fuel cell protective covers, equalize the cells, recharge a cell or drain power from a cell to a portable fuel cell (carried by an avatar).

To recharge a fuel cell:
    To refill one of the vehicle's fuel cells you will need to be wearing a portable Fuel Cell on your avatar (right-click on the fuel cell in inventory, and select ‘wear’  or ‘Use’). Stand close to the fuel cell you wish to recharge (make sure the fuel cell hatch is open) and click it. You should then see the power in your handheld fuel-cell drain as the vehicle cell charges. The cells have a visual percentage of power remaining on them.

To steal (drain) a fuel cell:
    To take power from a vehicles fuel cell you will need to be wearing a portable fuel cell on your avatar (right-click on the fuel cell in inventory, and select ‘wear’  or ‘Use’). Stand close to the fuel cell you wish to discharge (make sure the fuel cell hatch is open) and click it for approximately half a second. You should then see the power in your handheld fuel-cell fill as the vehicle cell discharges. The cells have a visual percentage of power remaining on them. If the vehicle makes a ‘Kaglooom’ type noise you've held it too long. It may take a few attempts to get the hang of it. But eventually you will see your handheld fuel-cell fill.

To equalize all Fuel Cells in the vehicle:
    To equalize all of the fuel cells in your vehicle simply click and hold any of the cells for approximately one second. You will then hear the ‘Kaglooom’ sound & see the power over all cells distributed evenly.  Note, you must be standing next to the fuel cells.  You can use the Balance Cells button in the fuel cell menu to do this action while seated.

Note: a vehicle will not operate unless all cells have power. If you have a power failure, try equalizing the cells.

VII. Extras
    ╍ The new SCS equipped vehicles have all been equipped with targeting lock sensors.  This defence system will report (with a beeping sound) if a targeting system is attempting to lock on to the vehicle.  The system also has missile launch detection (with a urgent beeping alarm) that signifies that an incoming missile is imminent.  If you hear the urgent warning beep, fire one or more flares in an attempt to confuse the missile(s).  Timing of the flare is crucial.  If the missile is too far away the flare could expire and the missile could reacquire your vehicle.  If you fire the flare too soon your vehicle may take damage from the exploding missile.  Also be aware that you only have a limited supply of flares (they can be replenished at a defensive supply crate).
    ╍ When the vehicle takes damage the floating text colour phases are 90%/yellow, 75%/orange, 20%/red w/speed reduction
    ╍ When Overdrive is active, vehicle speed & any turret rotations are increased by approximately 50% with a large battery drain penalty
    ╍ If you have a hard time getting up hills Tap C/Page Down to switch to low or high gear
    ╍ If you find yourself stuck on a hill, rapidly switch between low/high gears.

See below under Configuration Notecard Options for making changes to the vehicle’s configuration notecard.


VIII. SCS Controls
    Read the main SCS config note card inside the vehicle for more details
    While sitting in the vehicle type any of the following in local chat:
    ╍ SCS ON - "scs combat on", "scs on", "combat on"
    ╍ SCS OFF - "scs combat off", "scs off", "combat off"
    ╍ SCS RESET - "scs reset", "reload", "scs reload", "scs notecard"
    ╍ STATS - "stats", "scs stats", "scs info"
    ➡ or use the dialog menu from the vehicle


IX. Configuration Notecard Options:
   The configuration notecard allows you to change many aspects of your vehicle.  See the SCS notecard for the entries common for all vehicles.  Listed here are the entries specific to this vehicle type.  Please note, changing some of these entries could be considered cheating in competitions so be sure to decide on a general set of rules for your engagement.
    ✚ By default the power cell hatch(s) is set to Owner Only on rez. You can change this default behaviour by changing the following notecard line;
   Trunk;(Custom trunks starting value, TRUE = locked, FALSE = unlocked);TRUE
Changing this to FALSE will allow the vehicle to rez with the hatch unlocked. This is critical for group-based team play.
    ✚ The following four entries are for the solar collector:
TrimFullColor;((FOR THE SOLAR PANEL)Color the trim will be when its fully charged);<255,72,0>
TrimEmptyColor;((FOR THE SOLAR PANEL)Color the trim will be when its empty);<255,255,128>
EnergyTime;((FOR THE SOLAR PANEL)How long it takes to refill each bar (1 bar is equivilient to 1 full fuel cell));45
StartCount;((FOR THE SOLAR PANEL)How many bars it initially starts 1-10);1
    ✚ By default the number of fire extinguisher charges is 3.  However, some believe that this is better reserved as a one time emergency use item.  This notecard line allows you to set the number of charges you get from your fire extinguisher.
   Fire Extinguisher;(How many uses the vehicle will start with);3
    ✚ The following four entries are for the disruptor system:
DisruptorRate;(How much power it drains from the batteries);800
DisruptorUpdate;(How often the message to jam missiles is sent out);1.0
DisruptorClose;(Range for full missile deflection);40
DisruptorFar;(Range for partial missile deflection);60


X. SDK Notes:
   Due to the evolving nature of the SCS 3.x system the SDK is not yet available.  Any inquiries regarding the SDK or help with non-documented features/configurations should be directed to Moo Spyker.  The SDK is scheduled to be released once all of the ground equipment is finalized.


 ☠ Please report any and all bugs right away to Moo Spyker!!! ☠
    ➜ Seriously people, I almost never get bug reports until I receive a IM "Hey why hasn't that bug been fixed?" because no one tells me about them!

Change Log:
╍ This lists all of the changes for each version released. This should allow you to make any necessary changes to your existing customized set up.

Version 1.0:
• Initial Release

Version 1.1:
• "Radar" menu re-arranged and renamed to "Disruptor"
• Disruptor now acts as a missile screen, deflecting any near-by missiles. (including your own so be careful!)
• Added SCS 3.2
    - New death scene (All break-able pieces will blow off on death now, and randomly while on fire)
    - New self-destruct sequence
    - Added changes to support new supply box changes. (See Supply Pack notecard)
    - New code and flares to support MISSILES! (Raptor)
• Fixed flare reload bug
• Removed invisible walls inside, easier to cam around and sit on seats now.
• Fixed computers turning on when you "Balance Cells"

Version 1.2:
• Added SCS 3.3
    • Adjusted SCS bullet code to work with THE AV METER WOO!!
Anti-Lag Features (occurs under 35 sim FPS or 0.75 time dilation)
    • Suspension disabled
    • Wheel/Track animation timer event is lowered
    • All bullet shell casing wont rez
• Includes 1 Health and Armor pack inside the cargo area
Version 1.3:
• New Cargo Follow script update to work with Moo's new Untitled New Ship
• Added support for Samantha Glume's 3rd Party Skin Texture interface (Check it out under Customize > Color Set > 3rd Party)

Version 1.4:
• Added complete traction system
    • Wheels now spin based on engine RPM, not velocity
    • Spin your tires going up hills
    • Skid to a stop/down hills
    • Also features all new wheel sounds (in the trailers to)
• Added normal and spec maps to ALL wheels & tracks
• Added new "Behind" camera view to all vehicles
• Improved all vehicles brakes
• Updated all help dialogs to be said directly to user, not in local
• High/Low gear now effects engine sound, added another higher RPM sound to all vehicles
• Smoothed out all wheel texture animations at low speeds
• Fixed small light menu bug
• Fixed particles coming on while in mid-air
• Re-Added support for Samantha Glume's 3rd Party Skin Texture interface (Check it out under Customize > Paint Jobs > 3rd Party)
    Major New Features -
    - Ability to change particles while driving now within the Customize > Wheels menu.
        - Dirt Particles
        - Standard Particles
        - No Particles
Version 1.45:
• Minor New Features -
    - New textures on Fuel Cells(Normals, Specular, Gloss maps).
    - New rearranged driving text shows battery %.
    - Added light emitted by shooting smoke/flares and scs fires.
    - All SCS text is now synced up to Text dialog options, you can turn it all off now.
• Fixed Bugs / Tweaks -
    - Removed "3rd Party" from color menu, Samantha Glume will be discontinuing her 3rd party skin's shortly.
    - Adjusted "off ground" detection height, better driving performance now.
    - Increased restitution, less bouncy while driving.
    - Increased underwater performance from 10% to 25% (Possible to get out of water now in shallow areas).
    - Adjusted differential wheel values.
    - Fixed bug if you steered before engine start you wouldn't turn.
    - Throttle and controls are now turned off on flipping over (Must flip back over to resume control).
    - Decreased driving particle intensity.
    - Reworked dialog menus.
    - Minor additions to main SCS scripts.