I am thinking it would be fun if people can build sentry guns (i.e. auto_mg42 entity) in my zombie map but there are a few problems.
The ability to carry 2 weapons would not be possible (if i edit player profile normally to put hammer)
Resources will deplete and no way to get more
I don’t know how exactly i can remove the default things in the build menu(because sandbags and barbed wire will break navmesh of zombies) and add auto_mg42 (i have read the older posts but those don’t work anymore)
(because sandbags and barbed wire will break navmesh of zombies)
It won’t break the navmesh. The navmesh is generated before building these obstacles and it won’t affect navmesh. You can simply place the building hammers down like with zombie weapons with (+paid_loot_item) postfix.
The ability to carry 2 weapons would not be possible
All weapons use entity main_weap_slots . If you override that you should be able to equip a weapon to any slot.
main_weap_slots{
_override:b=yes
"item__weapSlots:array"{
slot:t="primary"
slot:t="secondary"
slot:t="melee"
slot:t="tertiary"
//you could add grenade slot too but not recommended: slot:t="grenade"
}
}
Resources will deplete and no way to get more
There are multiple ways to do this, you can set the perk which gives the player extra building resources to a very high number is custom profiles OR
You can set the limit for a buildable to a very high number. Remove the lines with it’s limit to remove it from the buildable list.
ussr_building_tool_gun{
_override:b=yes
_use:t="building_tool_gun"
item__weapTemplate:t="ussr_building_tool_gun"
item__template:t="ussr_building_tools_item"
"previewTemplate:list<t>"{
template:t="ussr_rallypoint_preview"
template:t="ammunition_box_a_preview"
template:t="czech_hedgehog_a_preview"
template:t="barbedwire_engineer_a_preview"
template:t="sandbags_wall_2_preview"
template:t="cannon_ussr_25mm_72k_preview"
template:t="cannon_ussr_towed_at_pak40_preview"
template:t="sandbags_wall_maxim_no_shield_preview"
template:t="sandbags_wall_dshk_1942_preview"
template:t="sandbags_wall_ampulomet_preview"
}
"buildingLimits:list<i>"{
limit:i=1 //how many times you can build a buildable
limit:i=3
limit:i=6
limit:i=10
limit:i=10
limit:i=2
limit:i=1
limit:i=1
limit:i=1
limit:i=1
}
}
Is it possible to “buy resources” like item
I mean paid_loot_item cannot trigger things like doors or barricades (i mean we cant resemble the door unlock we have in COD zombies) so non-item stuff(such as building resources) cant be modified?
Anyways thank you for your help. It will be released on the next update of my map (i am not leaving until i have fix the ai tank crashing server issue)
Not currently, but we do have a refrigerator with similar functionality in CRSED. . .
Before they import CRSED things to Enlisted.
You may probably make something like this a workaround, such as getting a medkit box gun that can be placed on the ground and then limiting the number of times it can be used or how long it lasts in a scene.
But personally, I recommend simply letting players obtain resources unlimited times through a chest or device (usually they can’t survive for too long)
I recommend using moon turret, it may have better performance and performance
auto_mg42 fires at thin air when no targets and the whole mechanism is kind of weird
I might add both of them but with different building time
Thanks for the answers guys
I couldn’t find the ammo that i can modify, can you show me how?
And that error might indicate that a navmesh is missing from the loadExtraNavMesh thingy in the level (just like with tank navmesh)
Yeah. Engineer tools just not visible in weapons/equipment/other items, but you can find it in all and add +item_in_world before creating it (need to use with _item in name).
Box with resources works fine if you add medkit paid loot. Here is scene code:
find_vehicle_obstacles: nav obstacle without tile cache enabled
This error still happens with @tommyZZM 's codes added
It happens when the builded_auto_turret tries to shoot zombies through a wall or floor
Also the turret always aim higher than the target after adding the code
Maybe need to ask @Devenddar how to fix both issues