9 additional questions that i have for the editor

alright… new month… new questions.

and my questions regarding the editors are;

is it possible, or how can i:

- Deactivate Group spawns on teammates

so to speak, the ability in lone fighter to spawn onto allies / people that you are in a group with.

as much i like this mechanic, it’s unrealistic and somewhat breaks the premise of my hardcore difficulty.
where players will not be able to respawn.

and having people " cheating " death by spawning on their buddies it’s a huge thing i’d like to avoid for realism sake.

i would like to turn it off. is it possible?

EDIT: i was thinking to tweak the rally point parameter, but i don’t know if it’s correlated. and… we have no way to test that…

- how can i attach explosions to a rendinst when it gets destroyed?

for example, i wanted to do a barrel that if destroyed, would explode.

and what i tried to do was;

entity{
  _template:t="game_rendinst_decor+jap_tnt_block+placeable_item_in_world"
  transform:m=[[-7.76272e-08, -1, 9.04703e-08] [0.75892, 3.55271e-15, 0.651184] [-0.651184, 1.19209e-07, 0.75892] [-77.4649, 5.01075, -165.979]]
  placeable_item_placeTm:m=[[-7.76272e-08, -1, 9.04703e-08] [0.75892, 3.55271e-15, 0.651184] [-0.651184, 1.19209e-07, 0.75892] [-77.4649, 5.01075, -165.979]]
  grid_obj__gridType:t="interactable"
  ri_extra__name:t="metal_barrel_a"
}

problem is,
the rendinst disappears:

has anyone found a different method or anything at all?

- how can i make Loopable effect

so, i wanted to apply some effects that never go away, for example, create some visuals ( even though i wished for an actual artificial ) artillery explosions off the distance that keeps going for eternity. but, for example, the explosion effects or others, disappears relatively quickly.

essentially, to create some background visual effects

like, the water one that goes away for my fountain, a never ending smoke from the smoke grenade ( which, i know there are the others, but the grenade with smoke has physic, which i really like as it’s dinamic )

next;

- how can i change melee weapon damage & melee weapon bashing damage ?

i know it’s through entities, but… i don’t really know what’s the code for it.
or how i can do that.

( yeah… i would really love a guide on entities… and i know both tommy and devender sent me some links… but what i can say… other than… i’m a blondie. deflection 1 0 1 amirite i really can’t understand how those works. unless i have examples in front of my tiny eyes and… to be honest, i don’t know how to use the datamine thingy i like, only managed to view parts models of vehicles, and that’s about it. )

but, the idea was to tweak damage parameters to make some melee weapons powerful than others. or, put them equally on the same par.

at least, for the mod that i’m work on, i kinda wanted to reduce weapon bashing damage ( for example, using the hip of the weapon ) to a minimum ammount in order to prevent the ability to destroy objects such as doors, barricades and what not, just to let axes and shoves be more effective at destroying objects.

and in other instances, i would like to create new weapons but tweak their parameters. ( which i will cover better at the bottom )

how can i change magazines sizes of weapons?

for example, i would like to make the dreyse_m1907_gun pistol have 15 rounds by default in the chamber. i know i can add magazines and change the number there, but i’d like to do it through entities ( even though… i don’t know how those really works yet )
is there a code that i can borrow from somewhere?

- how can i change vehicles hp?

what i tried to do was;


change the value.

but after a few shots, despite having 500HP as you can see… it’s burning.

not ideal.

also related to vehicles;

- what are the parameters to change for vehicle speed, accelerations, turn speed, and overall, handling performance?

i tried to change some parameters, but there are way to many and… it doesn’t really seem doing much.

and last question regarding vehicles:

how can i enable third person on vehicles?

i don’t like third person either. but:

yeah… for vehicles like this, i kinda need it. otherwise the driver is blind lol.

and last question for today ( i promised )

- how can i add rendinsts to weapons and / or change their animchar?

because, for example

i wanted to create a baton, a bottle weapon, a stick, knuckle buster ( even though we do not have those models, i was planning on using the horse shoe from the decorations ) and so on based on already existing weapons. so, with the questions of changing melee weapons, i would like to create new weapons with different appearance based on already existing weapons. ( if it’s even possible )

or, for example, make a custom glock through rendinsts:



and generally add more pieces and what not. ( for example, add ruggs, flags, marks, decals and what not through weapons inside rendinst decors )

( yes, i know devendder you told me to ask SCHYRIKAMI, but he… is probably in vacation or … i don’t know. but i’m close to deliver an actual mod after almost 2 years, i was hoping to find answers )

to be fair, i always have more questions. but for this thread will do.

7 Likes

Don’t have any idea, but maybe need to use another respawn points. Not respTeam1/respTeam2.
But I didn’t test it.

Maybe also it’s possible to do by editing some soldier properties.
Need to check their properties soon.

As I know… It’s not possible currently time.

Try to put tnt inside this barrel and a bit scale it.
Maybe not only one tnt.

Don’t forgot to edit some properties to make it shootable.
Need to put transform info to placeable_item_placeTm
And edit grid_obj__gridType to interactable

Try to use effect_area/effect_area_box/effect_area_sphere.


You can find effect_area__effectName in entities that in Create Entity (Effects section).

If you need to add some damage from infinite artillery then try to use benchmark_artillery_strike entity.

Increase gun__kineticDamageMult property. Almost all weapons have it, but not item version.
But real damage still hidden inside shell code (gun__shells).


Or maybe also in melee code (melee_weapon__blk).

Edit ammo_holder__ammoCount property in magazine item entity.
Would be good if you also edit gun__maxAmmo in weapon entity.
Works fine in multiplayer. Even if done by editing entities.blk

Maybe damage_model__blk or vehicle_net_phys__blk have link to files that may contains info about vehicle armor and modules hp.

Edit camNames properties and change first camera name to dev_tps_cam.
If vehicle don’t have it then you can add it by adding any …_camera_setup postfix template (for example create gaz_67+bike_camera_setup).

Hard to say. Probably need to add _extends that give some info from tanks.
And then need to add attach_decorators__templates.
Only possible to do in entities.blk.

3 Likes

ah… hello deven.

if it isn’t the cluther of all my problems.

anyway;

i wasn’t sure. because i don’t see the function how it’s called.

where you can spawn on others soldiers as long are not in a firefight.

oh well. one less to " worry " / deal about :joy:

isn’t it already in the code?

or it resets each time

ah, interesting. first time i see this property.

thanks.

image

does that mean… i can’t access it?

interesting.

sometimes that actually works through entities?

i m p o s s i b l e

( joking. but i’m glad it does )

ah. i see.

i found something:

DamageParts{
  formatVersion:i=2
  armorClass:t="RHA_tank"
  hp:r=100.0

  body{

    body{
      createSecondaryShatters:b=no
      armorThickness:r=0.1
      armorThrough:r=0.15
    }
  }

  engine{
    hp:r=55.0

    engine{
      hitTestType:t="inner"
      malfunctionDamage:r=0.7
      stopChanceOnDeadPart:r=0.0
      castOnKillAfterTankPartDead:b=no
      fireProtectionHp:r=5.0
      externalArmor:b=no
      minRelHpSelfRepair:r=0.5
      maxRelHpSelfRepair:r=0.5
      selfRepairDelay:r=0.0
      selfRepairTime:r=-1.0
      ignoreDeadWithSplash:b=no
      splashPenetrationToArmorThreshold:r=0.33
      pressureDamageMult:r=0.0
      napalmDamageMult:r=0.0
      sonicDamageMult:r=0.0
      vital:b=yes
      movement:b=yes
      fire:b=yes
      armorClass:t="armor_tank_engine"
      hp:r=90.0
      armorThickness:r=50.0
      restrainDamage:r=0.5
    }
  }

  transmission{
    hp:r=10.0

    transmission{
      createSecondaryShatters:b=no
      armorThickness:r=0.3
      armorThrough:r=10.0
    }
  }

  wheels{
    hp:r=55.0

    wheel_r_01{
      hitTestType:t="exclude"
      malfunctionDamage:r=0.7
      stopChanceOnDeadPart:r=1.0
      castOnKillAfterTankPartDead:b=no
      fireProtectionHp:r=-1.0
      externalArmor:b=no
      minRelHpSelfRepair:r=0.5
      maxRelHpSelfRepair:r=0.5
      selfRepairDelay:r=0.0
      selfRepairTime:r=-1.0
      ignoreDeadWithSplash:b=no
      splashPenetrationToArmorThreshold:r=0.33
      pressureDamageMult:r=0.0
      napalmDamageMult:r=0.0
      sonicDamageMult:r=0.0
      vital:b=yes
      armorClass:t="car_wheels"
      hp:r=55.0
      armorThickness:r=10.0
      restrainDamage:r=0.5
    }

so, if i were to edit it,

i should type?

opel_blitz_kfz_305{
  _override:b=yes
  formatVersion:i=2
  armorClass:t="RHA_tank"
  hp:r=100.0

  "ri_extra__overrideHitPoints:i"{
    value:i=5000
    _info:t="hitpoints__maxHp"
  }
}

?

EDIT. no it doesn’t work.

effe me…

:+1:

YES

I MANAGED TO MAKE THE CODE

wearable crsed "dummy" heads
Monika_Head{
  _extends:t="attachable_wear_head_04_ussr_female_item"

  animchar__res:t="dummy_female_head_01_char"
  item__template:t="attachable_wear_head_04_ussr_female_item"
}

Jack_Head{
  _extends:t="attachable_wear_head_01_ger_summer_item"

  animchar__res:t="dummy_male_head_01_char"
  item__template:t="attachable_wear_head_01_ger_summer_item"
}

so now i can do the armors next :3

although, i still have to understand decorators in entities…

2 Likes

Oh. Seems they a bit changed something. So now not need to edit placeable_item_placeTm. But still need to change grid_obj__gridType. Because it’s by default have loot as result it can’t be explode by explosions/bullets/e.t.c…

gun__kineticDamageMult works for almost all fireguns. You can set it by editing entities.blk or customProps property in weapons that placed on map.

As another file. Put it in your mod folder and then in entities.blk or in scene.blk write path to it.
Write it inside damage_model__blk or vehicle_net_phys__blk properties.
Path will be looks like %ugm/YourFileName.blk.
Same for custom gun__shells.

2 Likes

Need to support the function of loading custom blk;

And you also need to set the shortcut key function, first-person and third-person lens switching, which comes from CRSED, but in Enlisted, the lens switching function cannot be set directly.


For example, set up a War Thunder-style third-person aircraft lens through entities.blk.

Vehicles also use a similar method

big_action_plane_tps_cam{
  _extends:t="plane_tps_cam"
  shooter_cam__blk:t="%ugm/data/cameras/planecam_tps.blk"
  zfar:r=60000.0
  bindToVehicle:b=no
  camera__animcharMaxDtThreshold:r=0.5
  shooter_cam__magnificationTau:r=0.2
  fovLimits:p2=10.0, 70.0
  // camera__animcharDtThresholdMaxDistance:r=1000.0
}
plane{
  _override:b=yes

  "camNames:array"{
    camNames:t="big_action_plane_tps_cam"
    camNames:t="plane_fps_cam"
  }
}

These are features I’ve been requesting for a custom blk for almost 1 year.


The complete function here should be that the lens type can be switched through shortcut keys in the vehicle.

We have this feature in the game, but we can’t set a shortcut key for it.

You need to load additional files. It is another blk file in your mod folder.

For example

pak_36{
  // ...
  vehicle_net_phys__blk:t="%ugm/data/units/cannon/towed_at_pak36.blk:VehiclePhys"
  damage_model__blk:t="%ugm/data/units/cannon/towed_at_pak36.blk.blk"
}

Then place the blk file in your mod in path data/units/cannon/towed_at_pak36.blk

Note this does not currently work in multiplayer games

2 Likes

oky.

so… to what i should precisely change it?

ah, nice. so i can change melee parameters :+1:

although, how do i change the bash/hip damage from weapons that are in normal weapons?

is the damage also integrated in the kineticdamage?

isn’t there a separated parameter for that? because it would make firearms kinda useless if i reduce the damage.

because for example, i would like to change the pistols, rifles bash damage and reduced it.
but not the overhaul damage of the weapon against other targets

make that only shovels and axes can break structures.

no, i ““know”” how entities works,

i was wondering about the code it self.

that i have to insrt in the entities.

i’m not really familiar with the process, format and what not.

all i did so far, was to replace clothing textures :upside_down_face:

1 Like

yeah, i’m well aware through time and time that entities ( for the majority ) will not work in multiplayer.

so i’m more aiming for singleplayer missions

( just like schyrikami did )

since… pves are out of the question until i can properly lock team 2 of players and be able to let team 1 play.

anyway, regarding the opel blitz hp changes,

how the heck.

now you’re telling me i need a third file?

how does this inception of blks does work?

how do you know these?

how am i supposed to know this outside you two?.

so many questions. and little answers.
( not from you guys, you guys are being amazing )

but… i’m not really a programmer. i’m just a lunatic trying to make things works with the little knowledge that i have.

Maybe will be better to put anti-tank mines. Because tnt will not explodes when tank rides on it.

Nope. This property should affect only to bullets.

In melee_weapon__blk. You will need to create another file. It can be one for almost all fireguns. By default for weapons without bayonet it will be set to content/common/gamedata/actions/melee.blk.

Also soldiers have property/mod/perk entity_mods__meleeDamageMult.
It allows you to increase or decrease melee damage.

Yeah… A little confusing. Blk files may have different structure depends where they used.
And gun__shells / vehicle_net_phys__blk / damage_model__blk / melee_weapon__blk have different file structure that incompatible with entities.blk.

1 Like

ah…

turns out;

it already was on interactable

although, thanks for the advice of changing the jap_tnt onto a mine.

because i had the issue that if i destroyed the rendinst, the mine wouldn’t activate it and straight up disappeared once the rendinst was destroyed.

but now, with a mine attached to it, it works ( and no flickers / rendists disappearing too )

here’s the new working code :slight_smile: ( if you guys need an explosive barrel )

entity{
  _template:t="game_rendinst_decor+it_antitank_mine+placeable_item_in_world"
  transform:m=[[-0.651184, 0, 0.75892] [0, 1, 0] [-0.75892, 0, -0.651184] [425.193, 5.11664, 169.383]]
  placeable_item_placeTm:m=[[-7.76272e-08, -1, 9.04703e-08] [0.75892, 3.55271e-15, 0.651184] [-0.651184, 1.19209e-07, 0.75892] [-77.4649, 5.01075, -165.979]]
  grid_obj__gridType:t="interactable"
  ri_extra__name:t="metal_barrel_a"
  ri_extra__overrideHitPoints:i=0
}

feels like another can of worms we’re about to involve our selves into :upside_down_face:

r-right…

and … how do i open these?

i tried with the cmd stuff, but it ain’t really working.

is there a video of how to read those laying around?

because all i get from blks are:

2 Likes

you have to decode them to human readable, by another program

how do i do that…

1 Like

message to you

There some code example: TEST_GUN.zip (5.1 КБ)
You can put code inside other folders. Or not do it.

2 Likes

Forgot to sent code example and screenshots. Thanks to Schyrikami.





Need to add attach_decorators__templates property and then attach_decorators__entities.
There some entities.blk code example:

mp40_gun{
  _override:b=yes

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0,0,0]]
      template:t="mp40_gun_item+item_in_world"
      nodeName:t="gunFx_main"
    }
  }
}

mp41_gun{
  _override:b=yes

  "gun__shells:array"{
    gun__shells:t="%ugm/bomb.blk"
  }

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0,-1.5,0]]
      template:t="german_balkenkreuz_flag_carrier_decor"
      //nodeName:t="gunFx_main"
    }
  }
}

ussr_moon_soldier{
  _override:b=yes

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0.3,0,0]]
      template:t="myRendinst"
      nodeName:t="Bip01 L Hand"
    }
  }
}

ger_knife_weapon{
  _override:b=yes

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0.3,0,0]]
      template:t="myRendinst"
    }
  }
}

myRendinst{
  _extends:t="game_rendinst"
  ri_extra__name:t="is_table_a"
}

Keep in mind that if attached object was destroyed then it can’t be created again.
And if object was hidden (like knife after that you switch to main weapon) then attach object will still in map.

It’s still possible to do. Maybe need to add _extends:t"equipable_gun" to your pistol.

ger_knife_weapon{
  _override:b=yes
  _extends:t="equipable_gun"

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0.3,0,0]]
      template:t="myRendinst"
    }
  }
}


But for melee weapons it may be bad way to fix it, because it can broke anims.
So if you want to unhide melee weapons… You will need to add this code:

  "gun_attach__holsterSlots:array"{
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
  }

  "gun_attach__holsterSlotsIds:list<i>"{
  }

gun_attach__holsterSlots set position for your weapon. It depends on weapon slot. First line for primary weapon and e.t.c. I put slot_weapon_4 because it’s probably best position for this weapon. In other slot weapons it will flight in sky. gun_attach__holsterSlots can have noy only slot_weapon_X (X can be 1-5), but some other names, but I don’t know about them.

1 Like

cheers.

i’ll gave it a look when i’ll can and report eventual progress :slight_smile:

1 Like

Also you can move attached objects in editor. Just select entity and edit node_attached__localTm. And then write numbers that you like in attached item code.


Sadly, but we can’t edit scale by this way, but I think you can create rendinst. Scale it (don’t do rotate). And then copy first three transform boxes (I mean first three [ ]) and then paste it to your attached item code.

1 Like

maybe i’m doing something dumb… but…

as you can see, it’s where i want it. and looks more of a glock.
but when i start moving,

the rendist it self doesn’t remain firm to my weapon:


does that happens to you? this… ghost effect?

code
dreyse_m1907_gun{
  _override:b=yes
  _extends:t="equipable_gun"

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[0.0467371, 0, 0] [0, -5.5053e-09, 0.125947] [0, -0.462524, -2.02175e-08] [0, -0.00326478, 0.00133297]]
      template:t="myRendinst+item_in_world"
      nodeName:t="gunFx_main"
    }
  }
}

myRendinst{
  _extends:t="game_rendinst_decor"
  ri_extra__name:t="ammunition_box_d"
  ri_extra__hasCollision:b=no
}

i tried to change the gunfx_main with any possible information.

like, i putted the highlighted in yellow tags on it:

image

but nothing seemed to work

p.s i had to change the rendinst into a decor so it was indestructible and i had to turn off collisions, otherwise the character was moving on his own without touching controls

1 Like

Sadly, but there I can’t help much, but…

Try to remove +item_in_world?

i did…

but… it didn’t worked
… soo i guess i’ll have to keep my glitchy glock i’m afraid.

which it’s weird.

because now that i tried with:

Bip01 L Hand

which, does the intended work. the piece will remain there. without ghosts and what not.

but… all axes are weird, and when the gun is not being used, the rendist will remain. despite the gun being else where.

and… i also noticed that when you reload, it follows the hand ( rightfully ) instead of the weapon

even if i added

1 Like