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Multicrew Tank Combat Script =link= -

void Update() { if (!isLocalPlayer) return; if (hasAuthorityForRole("Driver")) DriverUpdate(); if (hasAuthorityForRole("Gunner")) GunnerUpdate(); if (hasAuthorityForRole("Commander")) CommanderUpdate(); if (hasAuthorityForRole("Loader")) LoaderUpdate(); }

void UpdateSpotting() { if (Input.GetMouseButtonDown(1)) // right-click { RaycastHit hit; if (Physics.Raycast(commanderCamera.transform.position, commanderCamera.transform.forward, out hit, 800f)) { TargetData target = new TargetData(hit.transform.gameObject, hit.point, Time.time); RpcBroadcastTarget(target); // Audio cue to gunner: "Target, 2 o'clock, 400 meters!" AudioManager.PlaySpottingVoiceLine(CalculateDirection(hit.point), Vector3.Distance(transform.position, hit.point)); } } } multicrew tank combat script

[Command] void CmdFireGun() { if (isGunner && reloadProgress >= 1f && currentAmmo > 0) { RpcFireEffects(); RpcUpdateAmmo(currentAmmo - 1); reloadProgress = 0f; } } [ClientRpc] void RpcFireEffects() { // muzzle flash, sound, recoil on all clients } void Update() { if (

void UpdateReload() { if (reloadProgress < 1f) { float loaderEfficiency = 1f / (1f + loaderSkill); // 0.5 sec saved per skill level reloadProgress += Time.deltaTime / (baseReloadTime * loaderEfficiency); if (reloadProgress >= 1f) { UIManager.ShowMessage("Gun ready!"); AudioManager.PlayReloadComplete(); } } } void Update() { if (!isLocalPlayer) return

// Calculate track speeds float leftTrackSpeed = currentSpeed - (steerInput * 5f); float rightTrackSpeed = currentSpeed + (steerInput * 5f);