Gekko Assault Manual
SCS Gekko Assault Vehicle Operations Manual
SCS Gekko Assault Vehicle
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
Visit our website:
Thank you for your purchase of the SCS Gekko Assault Vehicle. This vehicle has been specifically designed to give your military operations a fast, highly mobile infantry assist vehicle with a swappable 360° rear turret weapon. In today’s budget conscious campaigns the Gekko AV is the perfect choice for assisting your infantry in both defensive and offensive campaigns. It is also well suited for scouting missions and can carry a maximum of three personnel.
Ⅰ. Feature List
Ⅱ. Technical Details
Ⅲ. Getting Started
Ⅳ. Controls (Driving & Weapons)
Ⅴ. Dialog Menu
Ⅵ. Fuel Cell System
Ⅶ. Extras (MAKE SURE TO READ THIS ONE!)
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 3 (1 pilot, 1 passenger gunner, 1 rear turret gunner)
✚ Equipped with ( X-22 MG’s, grenade launcher & light cannon)
╍ Rear mounted turret weaponry can be changed with an equipment crate.
╍ grenade launcher, light cannon or heavy machine gun weapon options for turret
✚ 2/4 wheel steering (in low gear vehicle turns with all four wheels, high gear vehicle turns with traditional front wheels only)
✚ 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, and front spotlights (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 Gekko Assault vehicle from your inventory in a area 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/Up Arrow 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).
Information on the top turret weapons configuration options:
The Gekko Assault is equipped with a rear weapon turret. The weapons in this turret have the ability to be swapped out or removed completely. There are three different weapon types currently available.
•Heavy Machine Gun – heavy calibre kinetic weapon with a high rate of fire. Good for soft targets.
•Grenade Launcher – ballistic small yield explosives that do small area damage. Good for soft targets and groups of targets.
•Light Cannon – large gauge kinetic weapon with a relatively slow rate of fire. Damages armour and obliterates soft targets.
Changing the rear turret weapons:
There are two ways of changing the weapons in the Gekko’s rear turret;
Using the Equipment box from the Supply Pack (see Supply Pack user guide for more details).
Changing the configuration notecard in the Gekko’s inventory to change the default weapons for when the vehicle is rezzed. If you do not own the Supply Pack the only way you can change the weapons in the rear turret is by way of the notecard line entries. The recommended solution in this case is to create separate vehicle objects that are configured to your liking and rez the appropriate one you wish. Right-click on the Gekko Assault and select “open” from the menu. Find the vehicle notecard and open it. At the bottom of the notecard you will find the following line;
Turret_Gun;(Turret gun: -1 = None, 0 = Heavy Machine Gun, 1 = Grenade Launcher, 2 = LT Cannon);0
Displayed directly above are the default weapon configuration line. At the very end of the line after the semicolon you will see a number. Simply change the current value to the new number (or -1 to have no weapon in that slot). The number that represents each weapon is listed in the notecard line description
Once you have edited and saved the configuration notecard you can either take the vehicle into inventory and rez it again to equip the chosen weapons or you can click on the vehicle for the vehicle menu, click on “SCS” to enter the SCS control menu & finally turn off SCS by clicking “SCS Off” and then “SCS Reset”.
To get the most enjoyment out of the rear turret is strongly recommended purchasing the Supply Pack to allow your mechanics to do battlefield ordinance changes depending on the situation.
A word on steering radius:
Your Gekko Assault is equipped with two types of steering. When in Low Gear your vehicle will utilize all four 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 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!
Select which driving mode you desire via the dialog menu (See the section on dialogue menu options below)
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:
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)
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)
Gestures (see 'SCS Universal Gesture System' notecard for the full list)
Gekko Assault Specific Gestures:
Function1 (Shift+F5) - Customize menu
Function2 (Shift+F6) - Hatch Control menu
Gunner Specific Controls:
Applicable to all gunner positions:
Tap E/PageUp: adjust your avatar higher in the seat
Tap D/PageDown: adjust your avatar lower in the seat
Left Mouse Button: fires weapon
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 you are not inside the truck but you have to be standing quite near the vehicle.
This menu allows you to enable/disable the dynamic suspension when the vehicle is moving (this can help on a laggy sim).
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.
➩ See section (VI. Fuel Cell System)
Control who can operate the truck, Public, Group, Owner Only.
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).
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).
✚ DoorOn/DoorsOff – show or hide the side doors
✚ TextOn/TextOff – turn the driving display text (above the engine) on or off
✚ SpotlightOn/SpotlightOff – show or hide the spotlights located on the top rear of the vehicle
✚ Paintjobs - 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. 3rd Party will allow you to have access to custom skins made by other people.
╍ 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.
User Guide – Takes you to the Website support page for the online help documentation.
✚ 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.
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.
✚ Spot On/Spot Off - turns on or off the front spotlights
✚ 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.
╍ 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 Related 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.
✚ 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
✚ By default the turret mounted armaments is a Machine.
Turret_Gun;(Turret gun: -1 = None, 0 = Heavy Machine Gun, 1 = Grenade Launcher, 2 = LT Cannon);0
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!
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.
• Initial Release
Version 2.0: (Skipped to 2.0 because of how many features added)
• Major New Features -
- New realistic HEAT system added.
- Engine can now break upon extended high temperature usage.
- New sounds and effects.
- If you are overheating simply switch into Low gear, turn off Overdrive, or just stop the vehicle to cool it off!
- This system is effected by many things including water, damage, speed, wheel slippage, amp usage, etc.
- Temperatures above 100% start dealing SCS damage, above for 5 seconds will break engine.
- Temperatures above 140% will blow up the vehicle.
- Broken engine must be repaired with supply box to be fixed.
- With SCS Combat Off you can not overheat the engine (Partially disabled).
- Complete texture overhaul, all new diffuse, normal, specular, and gloss maps (Must be on a Material Viewer to see them)!
- New window and fuel cell textures.
- Re-did all the random control interface textures, fully animated high res realistic interfaces.
- All new gauges and dashboard textures.
- Added digital speed counter
- Added RPM gauge
- Added Battery gauge
- Added Temp gauge
- 5 new color sets with all new color change script.
- Full texture set includes: Stock, Aquatic, Blaze, Lunar, Desert, Explorer, Utility and Stylish.
- Now it also supports unlimited custom named texture sets, just drag and drop!
- Added muddy wheel system within the Customize > Wheels menu.
- Wheels build up mud over usage.
- Can be washed off driving through water.
- Whole system can be turned off for city driving.
- Ability to change particles while driving now within the Customize > Wheels menu.
- Dirt Particles
- Standard Particles
- No Particles
- Reworked Guns.
- Added another effect face for muzzle flashes.
- Added smoke particles on all the barrels!
- Slowed down shell ejection effects to reduce lag.
- Machine gun's shoot a lot faster.
- Recoil code changed to make it smoother.
- Tweaked ammo counts
• Minor New Features -
- New rearranged driving text shows temperature and battery %.
- You can now "Store" and "Restore" the turret on the Assault Gekko, useful for storage, or transporting (Now fits into container trailers)
- Added interior light, use in the light menu.
- Ability to toggle the smoke/flares on and off now, under "Defense" in the customize menu.
- Now able to turn on and off animated center console display.
- 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 -
- Created a new vendor image because of the new textures.
- Increased Gekko's top speed to 17.
- Adjusted differential wheel values.
- Made the invisible guns on the Assault Gekko move down out the way more.
- 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.
• Fixed physics shape bug on Gekko Assault door, preventing it from being driven into containers even with the turret stored.
• Fixed bullet shells that were not rezzing on the machine guns
• Fixed machine guns caught in loop if shooting while battery runs out.
• Removed and replaced "3rd Party" with "Reload" to reload any new textures you've added.
- Samantha Glume will be discontinuing her 3rd party skin's shortly.