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Armored Patrol is a game made by Wingman8. The game is about two teams, Bright Red and Bright Blue, fighting for control of flags using military vehicles and equipment. The game has over 68 million visits and over 730,000 favorites.

Gameplay[]

The game area is a flat land with forests and angular hills, some being hollow. They change position at the start of each match, starting a time limit of 60 minutes. Teams must capture flags located on hills around the map. A flag under control will give a number of points in a minute to the controlling team. Once the match ends, the team with most points wins. Players can use different weapons and vehicles in combat, and build defensive structures, towers, and gun emplacements with the build tool.

When you first spawn in, you will appear on a floating translucent platform with two large buttons, one red and one blue. By stepping on either one, you will join the team corresponding to the button's color. Between the two buttons is a blurb of yellow text reading "Choose a side; cannot unbalance teams".

If one team has fewer players than the other, it must be chosen. Attacking a teammate will display a text saying "Do not TK! (Username) is on your team". Players wear team-colored camo uniforms, as well as purchasable morphs and gear (some cosmetic, and others are not.) 

How to play Armored Patrol[]

Both teams have their own base at the corners of the map. The base includes platforms that spawn vehicles when stepped on. Some vehicles require the Rank 2 or Rank 3 upgrade from the shop to be spawned and used.

How to use a vehicle[]

1. Stand on a button in your base to spawn one.

2. Get in the vehicle on the yellow seat.

3. Select the Control tool  (if it is not already).

Now use these controls in order to move. Notice that you don't need to hold Accelerate or Reverse, one press is enough.

  • W, Y, H - Accelerate
  • S, X - Stop
  • J - Reverse
  • A, D, , , Left mouse button - Steer

How to attack with a vehicle[]

Once you're on the yellow seat and have the Control tool selected, hover the crosshair over your target and press F or Mouse1 to fire the primary weapon. Some vehicles can fire an indirect shot by pressing B. All vehicles and guns have their respective controls listed in a box located in the bottom left of the screen.

  • F - Fire primary weapon
  • B, G, T - Fire indirect shot (T has higher elevation but shorter travel distance) (Not available on all vehicles)
  • C - Fire 50 Cal gun

Some vehicles also have a green seat. This allows two players to control one vehicle. The other drives and other use primary weapons, or one does both.

Other vehicle controls[]

  • R - Unhitch howitzer (Jeep)
  • R - Dump cargo (Truck)
  • P - Open & close hatch/rear door
  • L - Change weapon control (If there are two players in the vehicle).
  • V - Change view mode

Bullet weapons[]

Use these bullet-firing weapons (AK-47 and the 50 Cal) to fight infantry and detonate crates, damaging surroundings. They have no effect on all buildings but can deal small amounts of damage to unarmored vehicles (trucks and helicopters).

Fighting on foot[]

Infantry is at a notable disadvantage compared to the vehicles, since the player character is rather slow-moving without the run tool, and is more prone to weapons. Close hits fired by vehicles can often take out infantry in a single shot if they're not wearing armor.

The RPG can be effective against infantry but has a slow rate of fire and limited range. The Pistol has less ammunition than the AK-47 but does more damage per shot. Grenades are very effective against infantry.

If you encounter vehicles, try to hide behind hills and objects and occasionally bob out and back to land RPG shots on them, or throw a Molotov or a stick of dynamite at them. Against heavier vehicles the RPG is best at disabling their wheels, so try to land a stick of dynamite on them for huge damage. Jumping constantly is an easy way to dodge bullets. Building a Foxhole using the Foxhole tool and hiding in it is also a surefire way of avoiding incoming damage.

It is even possible to seat yourself inside an enemy vehicle, KO the current driver through using your rifle, then switch seats and take over control of the vehicle.  This can only be used if the enemy driver hasn't closed the hatch of their vehicle.  In even rarer occasions you can take over control of a helicopter, either by boarding an enemy helicopter when it is on the ground or even boarding it in mid-air.

If you manage to get to a close range with an enemy vehicle, try to throw a grenade through their hatch (in case it's open) in order to effectively take out the driver. If there are crates in or near them, detonate the crates with the AK-47 or Pistol.

Use the smoke grenade to prevent enemies from seeing certain spots. Place pillboxes for a good cover. Forests also make a good cover.

Capturing flags[]

To capture a flag, stand near its base. The flag will now flicker between white and your team color and produce a ticking noise. Once it stops, you've captured it. If you move too far away, or an enemy moves at the flag while capturing, it will reset.

In rare occasions, the enemy team will not have any vehicle guarding the flag.  In these situations, it is critical to erect structures to defend and to deny access to the flag when large groups of tanks start heading towards you.  Ensure you do have someone to support you.  Artillery and Bofors AA guns are very helpful.

Fighting in vehicles[]

When fighting enemy vehicles, try to usually aim for the spot where their driver is, near the front. Tanks have stronger frontal armor, so try to hit their sides or front-end. Helicopters can be shot down by destroying a propellor or the tail. Once you knock out their driver you've defeated them. Try to retreat to cover after firing to reload safely. When fighting with a helicopter, it is important to protect the propellers and tail, otherwise, you can get shot down.

When attacking moving enemies, try placing the crosshair slightly ahead of them and firing, because it will take time for your shot to reach them.

Structures[]

To build structures select the build tool and view the window to the left to select what you wish to build. To place a building part or a structure, hover the crosshair over a nearby spot and left click.

The parts will appear in a translucent form and will disappear if hit by enemy fire. After a moment they will turn to a solid form, meaning that they're ready.

To build prefabricated buildings you'll need to have the upgrade from the equip menu and 1-2 nearby crates.

Use these controls to change building angle and rotation.

B - Next part/Structure

R - Rotate 45 degrees

E - Rotate 5 degrees

T - Tilt by 45 degrees

Y - Tilt by 5 degrees

G - Change grip position

U - Delete part

If you have at least 20 building parts nearby you can set up a howitzer there for a good defense weapon.

Hardware[]

Name Description Purpose Advantages Disadvantages Armament (All vehicles except the jeep have the 50 Cal gun) Tier
GMC CCKW 352 truck US utility truck
  • Supplying troops and setting up large bases
  • Transporting infantry
  • Faster than most vehicles
  • Transports a large load of crates
  • Slower than the jeep and Hummer
  • Weak armament
  • Light armor
  • Crates in the container are easily hit, critically damaging the vehicle
  • 50 Cal-gun
1
Armpatrol-truck

M109 Howitzer

US self-propelled gun
  • Providing indirect fire support
  • High firepower
  • Long range
  • Great at destroying buildings
  • Can only fire indirectly
  • Fast-moving vehicles can easily dodge their fire
  • Large profile
  • Relatively light armor
  • Very slow
  • 155mm HEAP howitzer
1
Armored Patrol - M109 Howitzer

FV101 Scorpion tank

British light reconnaissance vehicle
  • Attacking light vehicles, infantry, and artillery
  • Armored reconnaissance
  • Hit-and-run tactics
  • Fastest tank
  • A relatively high rate of fire
  • Low profile for a tank
  • Weakest armor and armament of all tanks
  • 75 mm AP gun
2
Armored Patrol FV101 Scorpion Tank

T-34 (Model 1943) tank

Soviet medium tank
  • Armored reconnaissance
  • Armored warfare
  • Versatile
  • Faster than the M48 and Leopard
  • Better armored than the Scorpion
  • Inferior to the M48 and Leopard in armor and firepower
  • 76.2 mm AP gun
2
Armpatrol-t34
M48 Patton tank US main battle tank.
  • Armored warfare
  • Good firepower
  • Heavy armor
  • Somewhat slow
  • Relatively large profile
  • Inferior to the Leopard in armor and firepower
  • 90mm AP gun
1
Armpatrol-patton
Leopard 1A3 tank West German main battle tank
  • Armored warfare
  • Breaking through enemy defenses
  • High firepower
  • Very heavy armor
  • Armed with two machine guns
  • Slow-moving
  • Large profile
  • 105 mm AP gun
  • Two 50 Cal guns
3
Armpatrol-leopard

Willy's/Ford jeep

US light utility vehicle
  • Scouting and capturing flags
  • Setting up quick howitzer defenses
  • Fastest land vehicle
  • Very low profile
  • Comes with a towed howitzer
  • Unarmed
  • Easily destroyed
  • Driver and passengers are exposed to enemy fire
  • Towed howitzer makes climbing and handling harder
1
Armpatrol-jeep

General Motors HMMWV

US light utility vehicle
  • Scouting and capturing flags
  • Setting up quick defenses
  • Transporting infantry
  • Fast
  • Provides more protection than the jeep
  • Carries two crates
  • Weak armament
  • Light armor
  • Crates in the trunk can be detonated, damaging the vehicle
  • 50 Cal-gun
2
Armpatrol-hummer

M1117 Guardian ASV

US armored car/personnel carrier
  • Attacking light vehicles and infantry
  • Transporting infantry
  • Fast
  • A relatively high rate of fire
  • Can fire both directly and indirectly
  • Short attack range
  • Mediocre armor and power
  • 40 mm grenade launcher
1
Armpatrol-asv

BTR-80A APC

Russian armored personnel carrier
  • Attacking light vehicles, aircraft, and infantry
  • Transporting infantry
  • A high rate of fire on primary weapon
  • Can also fire grenades
  • Low firepower
  • Mediocre armor
  • 30 mm autocannon
  • Grenade launcher
3
Armpatrol-btr
M2A1 Howitzer US howitzer
  • Defense
  • Powerful
  • Can fire both directly and indirectly
  • Must be pushed to relocate
  • Minimal armor
  • User is vulnerable to explosives and attacks from behind
  • 105 mm AP/HE howitzer
1
Armpatrol-howitzer
M4A3E8 Sherman tank US medium tank
  • Attacking vehicles, infantry, and artillery
  • Versatile
  • Average armor and power
  • 76 mm AP Gun
2
M4tank
UH-1 Huey US utility helicopter
  • Attacking fast vehicles and infantry
  • Can be used for transport
  • Carries supplies
  • Weak armor
  • Vulnerable to anti-air guns and RPGs
  • Missiles
1
Armored Patrol - UH-1
CH-47 Chinook US transport helicopter

Attacking vehicles, artillery, structure, and infantry

  • Carries supplies, artillery, and Bofors
  • Mediocre armor
  • Front propeller is vulnerable to trackers
  • Missiles
1
Armored Patrol - CH-47
BM-13 Katyusha multiple rocket launchers Soviet artillery truck
  • Attacking Aircraft/APCs
  • Can also fire tracking and guided missiles
  • Minimal armor
  • Only 1 fast missile
  • Cannot fire and drive
  • Missiles
2
Barracks

Equipment[]

Players receive points for knocking out enemy players, being on patrol and damaging their structures. Points are needed to access equipment. The game will save a max of 3000 points for each player (Leaving the game with more than 3000 points will reset points to 3000). Notice that the game points (earned by capturing flags) aren't associated with player points.

Each player has an "Equip Open" button to the left of the screen. It opens a menu showing different upgrades, weapons, and tools that can be equipped or unequipped. The amount of the player's points depends on how many things can be equipped at a time. Some of the equipment is automatically given when the player joins the game. Equipment can be modified only near the player's spawn point.

Armored Patrol - A player building a silo

A player building a silo.

Equipment is split into three tiers. The player must gather 500 points to unlock tier 2, and 1000 to tier 3.

Weapons that have limited ammunition can be restocked by touching a crate (Smoke grenade can't be restocked). They will restock automatically when your character resets or is wiped out.

Equipment Description Quantity Tier
RPG (Rocket Propelled Grenade launcher)

Launches a direct explosive projectile which can damage armored targets. However, it's ineffective against heavier vehicles or fortifications.

Having the RPG equipped and touching a crate will give you 5 long-range shots, allowing you to hit targets from further distances.

If the RPG is fired at something at point-blank range, the projectile won't explode.

Very useful against helicopters as they have no maximum angle and can be used by infantry hiding in bushes.

Infinite/5 shots

1
Rifle (AK-47)

A semi-automatic rifle with infinite ammunition.

With machine gun upgrade: An automatic rifle with limited ammunition and overheat if you fire it for too long.

Infinite/90 shots 1
Pistol (Walther P99) Lower rate of fire and smaller clip than of the AK, but more powerful. 9 shots per clip, 2 extra clips 1
Grenade

Use B (Low arc) and T (High arc) to change the elevation you will throw the grenade.

Throws a fused high explosive grenade. Highly effective against infantry, but very weak against armor.

Infinite 1
Dynamite

Use B (Low arc) and T (High arc) to change the elevation you will throw the dynamite.

Use C to change between Lit and Sticky mode.

On Lit mode: Throws a fused charge which explodes and causes heavy damage to armored targets.

On Sticky mode: Throws a charge which sticks on vehicles and structures, and explodes once hit by a bullet. Less powerful than in Lit mode. Can be safely removed by firing an explosive projectile at it.

5 2
Molotov

Use B (Low arc) and T (High arc) to change the elevation you will throw the Molotov.

Throws a flaming bottle which sets vehicles, structures, and forests on fire. Burning parts will slowly corrupt and can spread the fire. Players take damage from touching the fire.

Burning wheels will prevent a vehicle from moving. You can use the extinguisher to fix it.

5 2
Smoke grenade Throws a charge creating a team-colored smoke, covering everything in it. Can be used three times a match. 3 2
Howitzer

Stand near an unhitched howitzer and select the tool to control the howitzer.

Pressing F will fire a direct projectile. Most effective against armored targets.

Pressing B will fire an indirect high explosive projectile. Most effective against infantry.

The colored rectangle on the howitzer will tell its state. Green: Ready to fire, White: Not ready.

If there are at least 20 building parts nearby, you can select the tool to place a new howitzer.

1
Vehicle/Arrow Operate a vehicle. 1
Build

Place building parts to form structures.

With Build prefabbed structures: Allows you to place prefabricated structures. They require and consume 1-2 nearby crates.

Each wall can take two to three shots from a tank before crumbling.

1
Carry Have the tool selected and touch a crate to pick it up. 1
Extinguisher Select the tool, target a burning part and hold the left mouse button to extinguish it. If the spray appears white, the part is burning. 2
Jack Creates a small ascending plate. Use it to lift vehicles. 1
Repair

Get on a seat and select the tool to start repairing the vehicle.

Once finished, you must wait a moment before you can use the vehicle. You can stop repairing by jumping off or deselecting the tool.

If you're out of parts, you must repair when there are crates nearby.

Max 30 parts 3
Pillbox

Places a small bunker providing full coverage to the player character.

After building one you'll have to wait 10 minutes to build another.

3
Run! Select the tool and hold the left mouse button to run. The player character will eventually exhaust and must wait a moment to run again. The less equipment you have the faster you can run. 2
Thermal imaging Adds a button to the left of the screen which activates a view mode where colored marks are drawn over player characters. Works only on close distance. 2
Drive rank 2/rank 3 vehicles Access to spawn and use higher rank vehicles. 2/3
Body armor Reduces damage taken from bullets and explosions on the player character. 2
Helmet Reduces damage taken from bullets and explosions on the player character. 1
Fire 30 Cal as a machine gun The 50 Cal gun on vehicles can be fired continually by holding the fire button. 3
Fire AK-47 as a machine gun AK-47 can be fired continually by holding the fire button. It can now overheat and has limited ammunition. 3
Build prefabbed structures Ability to construct prefabricated structures. They require and consume 1-2 nearby crates. 3

Tips & Tactics[]

Combat[]

  • Never shoot teammates, you'll find out why. So, be careful at firing at enemies near your teammates. Teammates do not lose health when shot by a player in the same team.
  • Resetting during a match is not recommended since it will double your Wipeouts score.
  • The bushes in the forests provide a good place to hide. You can't be spotted easily when you lie in the bushes. If you are attacking vehicles while in the forest, always hide in the trees, then get down to shoot.
  • Zoom out periodically to view the entire map to get a better vision of it, allowing you to see hidden enemies.
  • Vehicles are capable of flipping over, making them an easy target for the enemy.
  • ALWAYS keep the hatch of your vehicle closed, but open when you need to get a teammate in.
  • If the enemy appears to carelessly leave crates near their structures or vehicles, shoot the crates with bullets to detonate them, damaging the surroundings.
  • If a vehicle's wheels are set on fire, they can't move.
  • Vehicles and howitzers can shoot through nearby walls providing they are shooting through the transparent side.
  • If an enemy is awkwardly hiding in a pillbox, try throwing a grenade in it, or a Molotov on the hatch.
  • Dynamite and C-4 explosives are very effective against vehicles and buildings if you get them to explode near them.
  • Remember that sticky dynamites are less powerful than lit non-sticky ones.
  • Try to destroy the tails on helicopters, ultimately making the helicopter unable to maneuver.

Buildings[]

  • Building parts in progress are translucent and disappear if shot by the opposite team. Prevent enemies from building stuff by quickly shooting at them.
  • Build obstacles to prevent enemy vehicles from entering areas and infantry from reaching flags.
  • Have a roof on your outpost, so artillery can't hit you in the first place.

Other[]

has had several game thumbnails over the years. Due to how game thumbnails worked at the time, some early thumbnails were made by putting images on a board, then lining the camera up with the board. It is possible there are more thumbnails that are lost to time.

Old Game Icons/Thumbnails
v1

2009 - v1.0 Thumbnail

v3

2009 - v3.0 Thumbnail

v6

2012 - v6.8f Thumbnail

v6

2013 - v6.9 Thumbnail

v7

2014 - v7.4 Thumbnail

v7

2014 - v7.4 Thumbnail Variant

v8

2014 - v8.0b Thumbnail

2014 - v8

2014 - v8.2 thumbnail

v8

2015 - v8.3 Thumbnail

v8

2015 - v8.4 Thumbnail

v8

2015 - v8.5 Icon

v9

2017 - v9.0 Thumbnail

v9

2017 - v9.0 - (current thumbnail)

Bugs, Glitches & Notes[]

  • Sometimes when you get on a seat and select the vehicle tool, you can't use weapons on the vehicle but can drive still.
  • Sometimes when you get to a tank or vehicle, the control will sometimes disappear.
  • If you fire a weapon inside an enclosed vehicle, the vehicle might bounce in the air and flip over. This happens due to the solid projectile getting stuck between your character.

Version History[]

Version History
This is not a complete timeline. Things could be missing. This timeline was created through searching through the Wayback Machine. Not even close to all of the unlisted changes are listed here.


Before it was Armored Patrol, it was a place called Invasion City. As far as can be known, Invasion City is Wingman8's first game. It seemed to be a precursor to The War of the Worlds. Very little is known about Invasion City, though, as by June 13, 2009, Armored Patrol had been released, and Invasion City was replaced. For whatever reason, Armored Patrol v3.0 was published to the place that later became Checkpoint Racing.

September 10, 2008 - Invasion City
game description:
Evil flying robots have invaded your city! Find and destroy their bot factory and save your city!

June 13, 2009 - Armored Patrol v1.0
game description:
Turned off comments, too much spam, but thanks for the legit ones. It seems the vehicle regens stop working sometimes. Not sure what's going on with that. Some basics: Tanks and ASVs can have a driver and a gunner. The driver can control the gun, but only if there is no gunner. The howitzer must be unhitched from the jeep by the driver (r key) before it can be used. If a vehicle flips over, stop the wheels (x key) and it will auto-right itself. The grenades arm (with a 5 sec fuse) when the left mouse button is pushed down, and thrown then the left mouse button is released. There are long range missile caches (for the RPGs) in random locations in the caves. Mountains/caves/caches regen into a new random configuration every 30 minutes. Have fun!

June 28, 2009 - Armored Patrol v1.1 (Beta)
game description:
Beta version to test changes (original 1.0 version still available in another place): The vehicle regens are themselves regened every new game (thanks to every one who suggested, not sure if this will help the stuck regen problem, I think it is caused by a memory leak somewhere, which I think also causes stuck in sky spawn box problem.) Made ASV and howitzer shells (but not missiles) longer range, more powerful. Hand weapons now match team color to help id Player's team. Driver can remove the gunner seat (p key). Fixed team change tool. Beefed up anti-TK to include vehicles. Changed pistol with M-16, longer range, more rounds/sec. Grenades have bigger blast radius, 3 sec fuse. Some basics: Tanks and ASVs can have a driver and a gunner. The driver can control the gun, but only if there is no gunner. The howitzer must be unhitched from the jeep by the driver (r key) before it can be used. If a vehicle flips over, stop the wheels (x key) and it will auto-right itself. The grenades

July 26, 2009 - Armored Patrol v3.0 (beta) Build Fortifications
game description:
Still behaving pretty weird. Still stuck in spawn box, and sometimes your end up playing Galleons?!?!?! Seems to work ok for a couple hours, so I still think its memory leak. I will leave it running for now, but you may experience significant problems with this beta! New in v3.0: Build fortifications. Select Build tool and click on ground nearby. Takes 30 seconds to get solid, max of 20 blocks per player. This is just a beta game to figure out why v3.0 seems to leave players stranded in sky spawn box. I think memory leak and included some in-game displays to display current Lua memory usage. Comments welcome. Some basics: To start hill capture touch flag then remain on hill top until flag stops flashing. Hill value increases the closer to enemy base. CCap shows current captured hills value, TCAP is total over time. Tanks and ASVs can have a driver and a gunner. The driver can control the gun, but only if there is no gunner. Driver can remove gunner seat (p key). The howitzer

August 20, 2009 - Armored Patrol v4.1
v9.0 ReadMe changelog:
-removed the touches on anchored objects because the anchored touches seemed to precede the unachored touches resulting in shells that go thru a vehicle and explode on the ground underneath.
-Move projectiles by incrementally adjusting .Velocity. Also had to eliminate weird "advanced" touch events where touches on farther away parts come before closer ones and the projectile position is indicated as very receeded.
-To keep the appearence of smooth moving projectiles, the Bolt and BoltG create a fake FBolt what flies with neither incremental adjustments nor touch events on the same path as the real Bolts.
-Reworked Slabs so a centralized ScriptSlabManager manages all Slabs. The whole Fortifications Model (including this script) is now regened each game. Hopefully this will fix any Slab related memory leaks.
-Made soft blast radius 5 less for all vehicles since it seemed too easy to hit Players.

August 22, 2009 - Armored Patrol v4.2
v9.0 ReadMe changelog:
Added Howitzer gen capability near captured hills, shortened Howitzer, increase left/right range. Never released to public.

September 12, 2009 - Armored Patrol v5.0
v9.0 ReadMe changelog:
-Howitzer gen capability if near 20 fortification blocks. This is the major change from public point of view.
-Reworked all projectiles in light of the 2009/9/3 Roblox update that fixed the shakiness and out of order or missing touch events. Now Missiles and Shells fly by BodyForce removing gravity and initial setting of .Velocity to throw projectile, then with incremental changes to .RotVelocity every wait() interval to insure all touch events received. These are CanCollide=false. Bullets are CanCollide=true allowing Roblox physics to do ricochets.
-Enlarged map to 2048x1800, enlarged size of hills and rocks.
-Added hill ridges that project to edge of playing field.
-Shortened howitzer, increased left/right range.
-Used new materials to add cosmetic changes.
-Added floor to bases.
-Twiddled with some of projectile ranges, blast strength and fort blocks defense strenght. Probably messed them up.

November 9, 2009 - Armored Patrol v5.2
v9.0 ReadMe changelog:
-Increased the tolerance in ScriptDamageControl for the tank since the old tolerance caused some parts on top of tank to regularly disappear. Do not know why this happens.
-Also made grass on ground.

November 10, 2009 - Armored Patrol v5.3
v9.0 ReadMe changelog:
-Experimenting with replacement for the Hint line since that is very obscured by the tool buttons.
-Added a little embankment to the top of each Hq.
-Increased tolerance of the Jeep so the windshield does not disappear.

November 26, 2009 - Armored Patrol v5.4
v9.0 ReadMe changelog:
-Added M109 as a 4th vehicle.
-Change ak47 sound since it seems the old sound id was not working.

November 28, 2009 - Armored Patrol v5.4a
v9.0 ReadMe changelog:
M109 seemed a little to powerful, increased reload time to 10 seconds.

December 11, 2009 - Armored Patrol v5.5 (Added Truck!)
unlisted changes: (from v9.0 ReadMe)
-M109 speed increased to 15
game description:
Version 5.5: Added a truck. Can be used for troop transport, plus carries a load of extended range missiles. Also increased speed of M109, decreased reload time to 8 seconds, and beefed up its armor (but only against the Howitzer and M109 shells). Still tinkering with the right combination. It's suppose to be an indirect fire weapon and I did not want it to be able to go face to face with the tank. Comments appreciated as always. Have fun!

February 27, 2010 - Armored Patrol v5.6
game description:
Version 5.6: Just a maintenance release to fix the problem where the vehicle gen pads and hill capture flags stop working. Comments appreciated as always. Have fun!

August 8, 2010 - Armored Patrol v5.7
unlisted changes: (from v9.0 ReadMe)
-Caches not still in trucks have infinite reloads. Extended RPGs like in CityPatrol: must select RPG tool near cache or touch cache while it is selected.
-Made team change any time not just start of game, used button instead of Tool for it.
-Used ProtoGrenade technique from CityPatrol.
-Fixed flag touch not work because Torso color had mysteriously changed to white.
-Smart bullets from City Patrol.
-Reworked all vehicles to use VehicleGlobalScripts for common scripts.
-Fixed the ASV from going crazy eddie sometimes when hit (finally)! Problem turned out to be that the 50cal gun was surface welding to top of the roof. When the roof was released on account of other parts being blasted, it suddenly swung around to align with the 50cal and destabilized the whole vehicle.

game description:
Replaced _G with shared. Added the Carry tool so you can carry the crates from the trucks. Added another attempt at anti-vehicle TK. (You're penalized if you hit same team vehicle but only if it has a driver. This way enemy can't use abandoned vehicles as unfair shields.) Some cosmetic enhancements. Let me know if problems. As always, have fun!

August 27, 2010 - Armored Patrol v5.8
game description:
New in v5.8: fixed the collectgarbage() problem. As always, have fun!

October 21, 2010 - Armored Patrol v5.9
game description:
New in v5.8: mainly cosmetics: uniforms, weapon poses, dynamic enemy/friendly aiming cursor. As always, have fun!

May 27, 2011 - Armored Patrol v6.0
unlisted changes: (from v9.0 ReadMe)
-Player points earned by (1) being on patrol away from home base,
(2) Closeness to captured flag (friendly or enemy), (3) damage to
enemy vehicles, (4) team holding flags, (5) winning game.
-Added trees.
-Projectiles not move by Roblox physics. They remain anchored and are repositioned explictly by script each wait() interval, using FindPartOnRay() to detect collisions.
-Genericized a lot of vehicle scripts.
-Reworked some vehicles to use the WedgePart and CornerWedgePart.
-Re-purposed the remove gunner command (p) to toggle closing/opening hatch.
-New EventA handler for all user defined events.
-Replaced vehicle missiles with low gravity direct shells.
-Reworked the damage handler with a generic EventA.

game description:
Changes for v6.0: Players use their points to select their set of weapons, tools, and upgrades. Earn more points thru combat and flag captures. Added dynamite, molotov, fire extinguisher, pillbox, improved body armor, helmets, forests, closable vehicle hatches (thanks, Sothe0). I will add data persistence soon! Game time displayed. Relocated the GUI buttons that were inaccessible. Max players to 12. Probably goofed up a lot of things. Comments welcome. As always, have fun!

June 18, 2011 - Armored Patrol v6.1
unlisted changes: (from v9.0 ReadMe)
-Added Hummer and FV101.
-Reinstated most of the soft and mitigated soft radius from v5.9.

game description:
New in 6.1: Changed so when you first enter you should have all the legacy tools defined just like in 5.9 (sometimes you have to wait a while if server is slow. If you never see them please click the Log button and PM me what you see, especially stuff about "waiting for something"). The point system is still in place for the new stuff but you don't have to mess with it if you don't want to. Fixed at least one bug where the GUI would not open (thanks Imanoob20 for the help). Added 2 new vehicles, they unlock at 2000 points. Added pistol. Sorry, no persistent data yet, still working on it. As always, have fun!

June 25, 2011 - Armored Patrol v6.2
unlisted changes: (from v9.0 ReadMe)
-Dynamite reload time reduced.
-Decreased pillbox strength.
-Fixed hatch on FV101.

game description:
New in 6.2: Data persistence! Saves your Points for the next game (up to 3500). My first time with this, so probably some screwups. Status shown in lower left corner. Check the Log if things go haywire. Also, made dynamite more powerful, allowed more than one fire at a time. Couple other minor changes. As always, have fun!

August 20, 2011 - Armored Patrol v6.3
unlisted changes: (from v9.0 ReadMe)
Fixed vehicle drives not disabling with fire.
game description:
New in 6.3: Auto-fire on AK47 and vehicle 50Cal. Thermal imaging to see players in trees. Moved drive controls to a local script, should be more responsive in high lag games, but won't help fire controls. Reduced Pillbox strength, can only gen one per 10 minutes. Extinguisher works faster. Some bug fixes. No fix yet for random WOs, but there is a popup indicating if you TKd, maybe this will help sort out TK WOs vs random ones. Let me know if I goofed up anything or if your points don't carry over from previous game. As always, have fun!

August 22, 2011 - Armored Patrol v6.3a
game description:
6.3a: Fix for reloading AK47 from crate. Also, possible fix for thermal imager. Not sure, cannot reproduce this problem in studio. Put in some defensive checks, might help. Let me know.

September 2, 2011 - Armored Patrol v6.3a
game description:
Mmmmmm. Seems the 2nd parameter to FindPartOnRay() is no longer optional! Since the game is just not as fun without projectiles I am shutting down for update. Hopefully have it back up soon!

September 2, 2011 - Armored Patrol v6.3b
unlisted changes: (from v9.0 ReadMe)
Make auto-fire bullets weaker and dumber.
game description:
New in v6.3b: hopefully fixed hanging projectile problem, fixed thermal imaging. Let me know if problems. As always, have fun!

October 23, 2011 - Armored Patrol v6.4 (new vehicles!)
unlisted changes: (from v9.0 ReadMe)
-Popup help for Vehicle tools.
-Control all GenStations with a single script.
-Higher rank vehicles now unlocked by player getting the vehicle tool upgrade for each rank.
-Scaled back armor and fire power of the fc101.

game description:
New in v6.4: two new vehicles: German Leopard 1A3 MBT, and Russian BTR80A APC (both Rank 3). Scaled back armor strength and fire power of the FV101 since it is only a light tank. Added Arrow drive tool as an option (with Mouse firing). Repeat fire for most guns by holding down fire key or mouse (but reload time the same for most vehicles). BTR80A has a rapid fire 30MM gun, may need some tweaking for balance and playability. Changed how you unlock higher rank vehicles: must get the vehicle upgrade for that rank. Data persistence saves up to 4000 points now. Comments welcome. As always, have fun!

November 29, 2011 - Armored Patrol v6.5
unlisted changes: (from v9.0 ReadMe)
-Hatch auto-opens when driver unseatwelds.
-Fix mouse-down firing of 50cal.

game description:
v6.5 is just a maintenance release: fixed the sounds not attenuating with distance (seems if you create a sound object and immediately play it, there's no attenuation? Dunno, but it was driving me crazy). Finally fixed (I hope) the player not initializing problem (this is where the game loads but you never get tools or uniform. The never loading problem, I still don't think is me). Few other small fixes. Let me know if I broke anything. As always, have fun!

December 22, 2011 - Armored Patrol v6.6
unlisted changes: (from v9.0 ReadMe)
-Reworked cache so it is managed either by the damage handler script (while in a vehicle) or by managed objects script if a free object.
-Fixed ouch sound not attenuated.
-Increased field size from 2048x2048 to 2200x2200.

game description:
New in v6.6: Repair tool (rank 3): each vehicle has a limited number of spare parts, plus get more by being near some crates. Probably needs some tweaking. Run tool (rank 2): run speed determined by amount of equipment currently selected (less equipment = faster). Added dump command (r) to the truck to dump its contents. Loosened one vehicle per player rule so you can have a truck or hummer along with another vehicle. Made playing field a bit bigger. Let me know if I broke anything. As always, have fun!

January 27, 2012 - Armored Patrol v6.7
unlisted changes: (from v9.0 ReadMe)
-Added inner "lining" to leaves and brush so player inside these meshes see semi-transparency.
-Reduced M109 reload time to 6 seconds.

game description:
New in v6.7: Russian T34 Model 1943 tank, also smoke grenades, both Rank 2. Increased number of players to 14. Increased save max to 5000. Let me know if I broke something. As always, have fun!

February 1, 2012 - Armored Patrol v6.7
game description:
As always, have fun!

March 3, 2012 - Armored Patrol v6.8
unlisted changes: (from v9.0 ReadMe)
-Increase spawn force field time to 20 secs.
-Fixed trees not being blastable (LeavesInner was never being unanchored).

game description:
New in v6.8: Prefab structures (Rank 3), build whole structures in one click, increased block max to 90. Requires crates nearby. Added M2A1 howitzer (Rank 2), longer range, faster, stronger armor. Speeded up repair time. Truck now has closable rear door (p key). Fixed Thermal Imaging. Save max raised to 6000. Let me know if problems. As always, have fun!

March 27, 2012 - Armored Patrol v6.8
game description:
OK, dunno what's up with the camera when you go inside the vehicles. Until I fix please select the v key 3 times (so you have camera view of track) after you select the vehicle tool as a workaround.

April 6, 2012 - Armored Patrol v6.8b
unlisted change: (from v9.0 ReadMe)
-fixed original howitzer max range for indirect shells.
game description:
New in v6.8b: made the camera workaround the default. When you select the Vehicle tool, you get Track camera type. Not exactly the same as it was but better than the glitchy camera. Let me know if problems. As always, have fun!

August 6, 2012 - Armored Patrol v6.8b
game description:
Shutting down till I can fix the bytecode issue. Sorry for the inconvenience!

August 24, 2012 - Armored Patrol v6.8c (Open again!)
unlisted changes: (from v9.0 ReadMe)
-Removed all active tools from a wipedout player so cannot fire after WO.
-Reduced Molotov speed from 150 to 120.
-Increased Dynamite AP power from 15 to 16.
-Anti-tk reduces attacker by 80% but no damage to victims vehicle.

game description:
Sorry for the long wait! Fixed the bytecode issue and a few other (minor) things. Let me know if I broke something. As always, have fun!

October 6, 2012 - Armored Patrol v6.8d (still broken)
v9.0 readme changelog:
-I think the problem with tools and uniforms not showing is the refreshCharacter gets called when CharacterAdded fires and assumes Player.Backpack is present. Added a wait for it before calling refreshCharacter.

October 13, 2012 - Armored Patrol v6.8e
game description:
New in v6.8e: another attempt to fix the tool problem (thanks to Radioaktiivinen for some ideas). Let me know if still a problem. Also trying out some aiming animations. As always, have fun!

October 14, 2012 - Armored Patrol v6.8f
game description:
New in v6.8f: some more fixes: added back the leaderboard stats (did not mean to remove that) and fixed some animation glitches. Let me know if anything broken. (Did not shut down all the old servers. Check the help page to make sure you are on the newest version: v6.8f). As always, have fun!

June 17, 2013 - Armored Patrol v6.8f
game description:
As always, have fun!

November 16, 2013 - Armored Patrol v6.9
unlisted changes: (from v9.0 ReadMe)
-Speed up repairs to .5 secs per part.
-Help displays only on demand.
-Camera type stuck as Track (don't know if this is still a problem or not).
-Put in end of game audit for stuck bolts/bullets.

game description:
Sorry for long delay. Fixed seats, fixed spawn on roof problem, square hubcaps, made anti-tk like Urban Patrol, made GUIs so they don't overlap, a few other things. Nothing really new. This game definitely needs a facelift. Let me know if I goofed up anything. As always, have fun!

July 7, 2014 - Armored Patrol v7.0 (Helis!)
unlisted changes: (from v9.0 ReadMe)
-Major facelift.
-Two overlapping triangle terrains.
-Helicopters.
-New vehicles: Huey, Jeep/Bofors, VecM1, from Urban Patrol: M48A5, V150.
-Hidden enemy name tags.
-Crawl mode.
-Binoculars, signal flares, super jack tool.
-Save your own buildings.
-Vehicle motor sounds, atmospheric sounds.
-Rank 2 and 3 morphs.
-Similar to Urban Patrol:
---Flags,
---Bolt upgrade system and shop,
---Safe zones
-Save not implemented.

game description:
Thanks for all the visits!

I know about the vehicle genning without wheels.

I will be adding save but may take a couple weeks.

Also, about the name hiding: enemy names are only visible if the enemy is seated or for 2 seconds after enemy is hit by fire.

Sorry I cannot answer all the PMs individually, there are just too many.

As always, have fun!

July 15, 2014 - Armored Patrol v7.0 (Shut down for maintenance)
game description:
Still shutdown, changes being tested: 1) Heli changed as follows: crash damage threshold changed from 70% to 50% (i.e. crashes with less damage now), crash if tail rotor shot off, crash is no one onboard, floor is now damageable, weapons remain the same. 2) Fixed various vehicles missing wheels and parts when genned. 3) Fix tower falling when built. 4) Fixed back door on truck. 5) Various other things. Should be up in a day or so.

July 16, 2014 - Armored Patrol v7.1
unlisted changes: (from v9.0 ReadMe)
-Anti speed and points hack attempt.
game description:
Changed the things below, as previously described. Also, still no save but the shop has a kind of preview of what I am thinking of for save. Also, I removed the ultra shells and other consumables for now . Also, special thanks to AssassinToob for help and testing. 1) Heli changed as follows: crash damage threshold changed from 70% to 50% (i.e. crashes with less damage now), crash if tail rotor shot off, crash if no one onboard, floor is now damageable, weapons remain the same. 2) Fixed various vehicles missing wheels and parts when genned. 3) Fix tower falling when built. 4) Fixed back door on truck. 5) Various other things. Feedback appreciated. As always, have fun!

July 10, 2014 - Armored Patrol v7.2
v9.0 ReadMe Changelog:
Had most of the stuff from above but had the "keys must be strings" bug that made me shut it down after only a few hours.

August 15, 2014 - Armored Patrol (v7.3)
unlisted changes: (from v9.0 ReadMe)
-Made 25mm probe a larger area around the center bolt so there is a larger area around bolt. Also damage handler considers not only the part hit but also a certain number of connected parts (but only if hit heli).
-Reduced steepness of hills, increased friction of ground to 1.5, vehicle wheels to 1.5.

game description:
Hopefully fixed last week's bug (everything broken), let me know if still happening.

1) Still no save, coming soon, I promise. I had to move all the player data to the server to use the new Data Stores (that was part of last week problem), and make sure it works w/o bugs before I can turn on saving.

2) Made 25mm more effective against heli (especially Bofors).

3) Trying another algorithm to improve flag placement fairness so neither side has a geographic advantage.

4) Vehicle go non-operational after 50% damage.

5) Decreased hill steepness, increased vehicle wheel friction.

6) Faster upside-down re-orienting.

7) Fixed seats on T34, fixed heli keeps firing after crash, other small fixes.

Let me know if something broken. As always, have fun!

August 22, 2014 - Armored Patrol (v7.4)
unlisted changes: (from v9.0 ReadMe)
-Increased AP radius (by 1.05) and force (by 1.5) for all shells and missiles (not so much for heli missiles).
-Increased speed by 1.5 for all low arc shells and for all missiles.
-Increase M109 AP radius and force to match small howitzer.
-Added cool Armored Patrol sign.
-LsUpgradeSel displayed "LsUpgradeSel smClick: failed to make Selected: ...", fixed.
-Tower had some shoot thru blocks reversed.
-Vehicle auto-righting still was checking for veh motion, also made 2 sec proving time.
-Added defensive check for pegging negative points.
-Heli FastReload and LongRange both said FastReload in shop.
-Remove forcefield check. Unneeded an potentially hackable.

game description:
1) Added save but currently only for points. You still get a minimum of 1000 points but if you had more when you left the previous game (up to 3000) you get that. Upgrades in shop NOT saved, at this time.

2) I thought armor a bit too tough so I increased armor piercing for all shells and missiles.

3) Terrain now changes 4 times per day instead of once per day.

4) Speeded up repair time and made repair tool rank 1. Trying to encourage repair and heli roll as supply to damaged tanks.

5) Various fixes.

Let me know what's broken. As always, have fun!

November 1, 2014 - Armored Patrol v8.0
v9.0 ReadMe changelog:
-FE compliant. Reworked lots of scripts for this.
-Changed out the small arty for the QF 25pdr. Made the previous large arty what gets built with Build tool (now the small arty). Removed the other Jeep/large arty vehicle.
-Change Lighting.Ambient so caves are darker and added flashlight tool.
-Made M109 stronger armor piercing and longer range than QF 25pdr.
-Made change team button ask an "are you sure?" type confirmation.
-Fixed Armored Patrol sign so does not require reflection which did not work in some thumbnails.
-Restricted some direct fire to max of +20 degrees, -20 or -30 degrees elevation. The goal is to make arties and heavy tanks pretty defenseless against heli.
-Binocs now a button that can be used in conjunction with other weapons, vehicles.
-Fixed game to game save of buildings.
-Trying CSG wheels on some vehicles.
-The 1st attempt (2014/10/31) had bad lag. Fixed problem with character monitor never quitting.

November 2, 2014 - Armored Patrol v8.0b
game description:
2nd attempt at v8.0. Found bad bug (too embarrassing to describe), hopefully fixes lag problem. Let me know. As always, have fun!

~ November 5, 2014 - Armored Patrol (rolled back to v7.4)
game description unknown

November 22, 2014 - Armored Patrol (v8.1)
unlisted changes: (from v9.0 ReadMe)
-Added Chinook towing either QF25pdr or Bofors.
-Driver/Gunner seats near each other can cause seatweld events on both. Fixed by force unsit on prior. I think this fixed T34 not shoot problem since driver was seatwelded to both seats.
-Building fall apart caused by slab scripts running before all slabs have arrived. Fixed by all slab scripts wait 1 second before running.
-Truck had no motor sound.
-Missile fast reload said Premium in shop.
-Slug hit cloud was hitting creator in BTR40, fixed.
-Fixed Build save not saving if there are truss parts. Fixed build not saving game to game.

game description:
New in v8.1: Foxhole tool. Fixed: Prefab building falls apart, building save not work (special thanks to kilianator8888 for isolating this problem!), T34 not fire, various vehicles not move (partial fix), player limbs not move, 50cal auto not track target, various other small fixes. Let me know if I broke something, or other problems. As always, have fun!


November 24, 2014 - Armored Patrol (v8.1b)
Game description:
Sorry had to disable the freaking-out Chinook (it was affecting game play) until I can figure out problem.

December 13, 2014 - Armored Patrol (v8.2)
unlisted changes: (from v9.0 ReadMe)
-Added Chinook back with the hitched equipment welded inside them instead of towed.
-Changed probing for detection of landing mode.
-Re-added anti-speed hack. This was in v7.4 but somehow got dropped since then.
-Fixed a large prefab with a block facing wrong direction.
-Increase speed of all direct fire shells, especially QF 25PDR. Also the arcing shell for M109.
-Made the FV101 and APCs accel slower.
-Increase reload time for FV101.
-Increase height of spawn protection zone.
-Another attempt to fix the not-moving vehicles. Shrunk size of Chassis part so all vehicles have RootPart == SeatDriver.
-Anti WalkSpeed hack by a server script monitoring character Velocity every 1 sec and reset WalkSpeed if needed.
-Toned down bump effect by 1/3.
-Added fast build command to build tool. Also, same team player touches and owned vehicle touches do not destroy in-progress blocks.
-A new algorithm requires the side specific flags be a min distance from equi-distant flag.
-Added min reload time for manual 50cal to prevent rapid manual fire using both key and mouse.

game description:
Another attempt at Chinooks. Moved the arties inside, they unload at the back. Also, helis can re-supply by returning near base, more attempts to fix stuck vehicle problem (let me know), toned down the vehicle "bump" effect, added fast build to build tool (f key), tweaked flag placement algorithm to prevent them from all being close together, fixed 50cal bug (much thanks to Noelzilla1 for help), tweaked some shell parameters, other small fixes. Let me know what's broken. As always, have fun! p.s. I know what the problem is with the Chinook flopping on the ground when hit with a shell.

March 6, 2015 - Armored Patrol (v8.3)
unlisted changes: (from v9.0 ReadMe)
-Fixed switching ammo changing non-default vehicle camera.
-Fixed tower floor facing wring direction.
-Put guides for chinook crates so they do not get stuck if not level.
-Fixed Build not saving door.
-Heli fire hits pilot.

game description:
Bug fixes only: fixed messed up GUIs, Chinook flopping on ground when hit with shell, autoclick on C4 and rifle, walls to help Chinook crates not get stuck when dropped, heli pilot hit with own 50cal/missile, Build tool can now save doors, various other smaller bugs. Let me know if problems. Thanks for playing. As always, have fun!

May 8, 2015 - Armored Patrol (Shutdown)
game description:
Sorry about the camera problem. Shutting down until I can fix. Sorry for the inconvenience!

May 12, 2015 - Armored Patrol v8.3
game description:
I think camera issue is resolved. Let me know if problems. As always, have fun!

August 26, 2015 - Armored Patrol v8.4
unlisted change: (from v9.0 ReadMe)
-When a character resets while a vehicle is under him it used to do a breakjoints in that character view. Other players see vehicle normal. If they ride it it appears invisible in original player view. To fix that, at reset time the client asks the server for a complete list of all joints for that vehicle and refreshes them. Kinda crazy.
game description:
Maintenance update: hopefully fixed stuck vehicle problem! (let me know, I used the new SetNetworkOwner() functions), turn with vehicle camera mode should work now, used some of the new colors for the terrain, resetting now pegs WO. Let me know if problems. As always, have fun!

September 9, 2015 - Armored Patrol v8.4
game description:
Note: I know about the pegging of WO upon game restart. My bad, will fix in next update.

Maintenance update: hopefully fixed stuck vehicle problem! (let me know, I used the new SetNetworkOwner() functions), turn with vehicle camera mode should work now, used some of the new colors for the terrain, resetting now pegs WO. Let me know if problems. As always, have fun!

November 6, 2015 - Armored Patrol v8.5
game description:
New in v8.5: just a fix to not peg WO when game ends. Let me know if other problems. As always, have fun!

April 8, 2016 - Armored Patrol v8.5
game description:
Oh, my! Looks like I have a problem. Shutting down till I can address it. Sorry about the inconvenience!

April 9, 2016 - Armored Patrol v8.6
game description:
Ok, I think fixed, totally my fault, sorry for the inconvenience. Let me know if anything still broken. As always, have fun!

March 29, 2017 - Armored Patrol v8.6b
v9.0 ReadMe changelog:
Changes to GetDataStore makes it throw an error on offline play. So this version is identical to 8.6 except for fixes for this.

(possibly ~August 4) July ?, 2017 - Armored Patrol v9.0
unlisted changes: (from v9.0 ReadMe)
M4a3e8 Sherman tank.
game description:
Sorry for long wait for this update! Probably will need some balancing as new types of weapons (tracking/guided missiles) are added.

Let me know if I messed something up (I know about random sounds stopping). Much thanks to ################ for help debugging!

As always, have fun! New in v9.0:

PGS physics! Vehicles all have suspension now, and flexible (looking) treads. Easier, more realistic handling and less bouncy.

M4 Sherman tank.

New missile truck with guided and tracking missiles (must sit in back to work missiles, they constantly aim per your mouse cursor, not snap rotate like other vehicles). Chinook has them too.

New camera handling, using Invisicam. Also, your vehical still partly visible when zoomed all the way in so you can check its status.

New save system, all points earned this session (spent or not) are saved (up to max of 3000). Also, if you get disconnected and rejoin within an hour, all your prior points are restored.

Improved targeting cursor for helis.

New animations, should replicate to other players correctly now.

September 4, 2018 - Armored Patrol v9.1
game description:
Sorry for the delay, the problem was my using surface types to show damage. This was causing joints to break. Totally my fault. Let me know if remaining problems. As always, have fun!

July 8, 2021 - Armored Patrol v9.1
game description:
Sorry I have been absent for so long. Looks like some repairs needed so I am shutting down until I can work on it. Sorry for the inconvenience.

August 9, 2021 - Armored Patrol v9.3
game description:
I fixed all the stuff I saw broken. Let me know if there are other things. As always, have fun!

April 9, 2022 - Armored Patrol v9.3
game description:
Broken

Trivia[]

This section is a trivia section. Please relocate any relevant information into other sections of the article.

  • The Hummer H2 once appeared in Checkpoint Racing, another game made by Wingman8. It was later removed.
  • Wingman8 accidentally uncopylocked the v9.0 version of Armored Patrol in 2017. With a somewhat recent version of the game now out in the open, several people have taken matters into their own hands to keep the game playable, as Wingman8 has been less active. None of these new versions are quite as good as the real game.

    Using the v9.0 version of Armored Patrol, a user known as ArmoredPatrolHero made his version of the game. Since then, he has had serious allegations against him, which have deterred many from playing his version.

    Following ArmoredPatrolHero's allegations, several others made their own versions. Currently, the most popular restoration (in terms of concurrent players) is a version aiming to fix every bug in the original game, called ARMORED PATROL, made by M U G E N, amassing about 22.7 million visits as of October 2025. For now, this is still second to AP 9.5, with 35.2 million visits as of October 2025.