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Description
Triggers:
~> For desktop users, you can access the triggers by doing Shift+(F1-F8).
~> For VR users, you can access the triggers by doing the "rocknroll" hand gesture (firing gesture for all weapons), "thumbsup" (descend faster or free-fall), "victory/peace" gesture (fly up *do this while jumping once), "handgun" (deploy the guided AGM-114 Hellfire missiles), and "fingerpoint" (Switch to turret HUD mode) *You generally want to only do the rocknroll with your right hand and switch or cycle through the other gestures with ur left hand, that seems to be the best way of controlling this, at least for me.
~> If a scaling error that says "this avatar is too large" pops up, you can either move back the "target object" w/c is parented to the head, backwards, or u can just edit the scale bounds on "VRC_SdkControlPanel.cs" file using Notepad + + (what I'm using) in this directory: Documents>New Unity Project (or whatever project name you're using)>Assets>VRCSDK>Dependencies>VRChat>Editor. What you want to do is find the lines that says: "if (bounds.size.x > 5f || bounds.size.y > 6f || bounds.size.z > 5f)" and just add some more zeroes.
Known bugs: Movement in general is a bit buggy especially going backwards, and movement is substantially faster in VR. If you want to respawn, make sure that you are on the ground before doing so. HUD mode is slightly "cross-eyed" in VR.
Turret related bug: Unfortunately due to the limitations on how I made the turret move using dynamic bones instead of rigid bodies, you can only see the chin turret move at a certain distance, beyond that, the turret axes defaults back to its original position, because of VRChat's distance limit on dynamic bones. *I have used rigid bodies & fixed joints on the turret before, but it seems to not properly aim for other people's perspectives, it only seems to work locally for some reason.
Credits:
~> HUD shader by my good friend Error.mdl (error.mdl#8045 on discord)
~> Special shout out to Nekon (Nekon#0118 on discord) for helping me out with the all moving turret with the use of dynamic bone pointers
~> Black Mesa AH-64 Apache model & textures from the Black Mesa devs: https://www.facebook.com/BlackMesaDevs/ (Official facebook page)
~> Rigging and animation from L4D2 by Valve
Tags
ah-64 attack helicopter helicopter flying avatar gunship apache attack chopper chopper roflcopter
Assets (440 files inside Unity Package)
/Assets/BMS AH64 Apache.prefab
/Assets/Apache Assets/Black Mesa Apache.unity
/Assets/Apache Assets/AH6/AH-6 Rocketpods fire.wav
/Assets/Apache Assets/MantisLODEditor/Common/Mantis_Mesh.cs
/Assets/Apache Assets/MantisLODEditor/Common/MantisLODEditorOnline.cs
/Assets/Apache Assets/MantisLODEditor/Editor/InnerMantisLODEditorOnline.cs
/Assets/Apache Assets/DistanceTool/DistanceTool.cs
/Assets/Apache Assets/DistanceTool/Editor/DistanceToolEditor.cs
/Assets/Apache Assets/DistanceTool/Editor/DistanceToolMenu.cs
/Assets/Apache Assets/NoeNoe Overlay Shader/Textures/noenoe_toon_ramp.png
/Assets/Apache Assets/Snail/Marker/Components/Editor/SnailMarkerEditor.cs
/Assets/Apache Assets/Snail/Marker/AnimationGenerator/SnailMarkerAnimationCreator.cs
/Assets/Apache Assets/Snail/Marker/AnimationGenerator/Editor/SnailMarkerAnimationCreatorEditor.cs
/Assets/Apache Assets/Reflex Sight/Demo Scene/Scripts/CameraMovement.cs
/Assets/Apache Assets/Reflex Sight/Demo Scene/Scripts/Sight.cs
/Assets/Apache Assets/FireExplosionEffects/Textures/SmokePuffParticleSheet.png
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/Assets/Apache Assets/DynamicBone/Demo/GameController.cs
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/Assets/Apache Assets/EHUD/shaders/error_hud.shader
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If you're ever gonna make a new aicraft avatar, please please PUHLEASE make an A-10 Warthog.
0try moving the "target object" that is parented to the head, a bit further back, cuz i'm using a scale modified vrc sdk
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