A half-track vehicle that can be used in game: the M3 Half-track (E)

A workable M3 halftrack, non-historically accurate, but movie prop model.

@ErikaKalkbrenner might like this

big_action_vehicle_seat_fire_ready_m3_halftrack{
  _extends:t="vehicle_seat_commander"
  seat_anim__fireReadyLower:t="enlisted_idle_20_weapon"
  seat_anim__upper:t="enlisted_idle_20_weapon"
  seat_anim__lower:t="presentation_idle_beast"
}

big_action_vehicle_seat_fire_ready_m3_halftrack_drive{
  _extends:t="vehicle_seat_commander"
  seat_anim__fireReadyUpper:t="lower_stand"
  // seat_anim__fireReadyUpper:t="lower_stand"
}

big_action_m3_halftrack{
  _extends:t="base_civil_fire_ready_vehicle"
  _extends:t="truck_vehicle_brakes_sound"
  _extends:t="truck_vehicle_tracks_sound"
  _extends:t="car_vehicle_seat_sound"
  _extends:t="car_vehicle_suspension_sound"
  _extends:t="car_vehicle_engine_sound"
  _extends:t="truck_vehicle_gear_sound"
  _extends:t="car_vehicle_horn_sound"
  _extends:t="vehicle_horn_note_E4"
  _extends:t="simple_damage_model"
  _extends:t="vehicle_seats_effectors"
  _extends:t="tank_light_vehicle_tracks_sound"
  _extends:t="forestall"
  vehicleType:t="truck"
  animchar__res:t="halftrack_m13_char"
  collres__res:t="halftrack_m13_collision"
  vehicle_net_phys__blk:t="gamedata/gen/units/tanks/halftrack_m13.blk:VehiclePhys"
  particle_phys__blk:t="gamedata/suspension/empty.blk"
  damage_model__blk:t="gamedata/gen/units/tanks/halftrack_m13.blk"
  dmg_animchar__res:t="halftrack_m13_dmg_char"
  xray_resource__modelName:t="halftrack_m13"
  // hitpoints__maxHp:r=550.0
  // hitpoints__hp:r=550.0
  camera__offset:p3=0.0, -1.0, -6.0
  entity__recreateToOnDeath:t="big_action_wreck_tank_100s"
  destroyIfNoCrewLeft:b=no
  fatal_fire_fx__timeToExplosion:r=50.0
  fatal_fire__timeToExplosion:r=55.0
  item__name:t="controls/tab/Vehicle"

  "dm_parts__repairGroups:object"{

    "1:list<t>"{
      wheel:t="wheel_r_01"
      wheel:t="wheel_r_02"
      wheel:t="wheel_r_03"
      wheel:t="wheel_r_04"
      wheel:t="wheel_r_05"
      wheel:t="wheel_r_drive"
      wheel:t="wheel_r_back"
      wheel:t="wheel_r_top_01"
    }

    "2:list<t>"{
      wheel:t="wheel_l_01"
      wheel:t="wheel_l_02"
      wheel:t="wheel_l_03"
      wheel:t="wheel_l_04"
      wheel:t="wheel_l_05"
      wheel:t="wheel_l_drive"
      wheel:t="wheel_l_back"
      wheel:t="wheel_l_top_01"
    }

    "3:list<t>"{
      part:t="engine"
      part:t="transmission"
      part:t="radiator"
    }
  }

  "dm_parts_repair_names:list<t>"{
    part:t="part:t="
    part:t="drive_turret_h"
    part:t="drive_turret_v"
    part:t="cannon_breech"
    part:t="engine"
    part:t="transmission"
    part:t="track_r"
    part:t="track_l"
    part:t="track_r_01"
    part:t="track_l_01"
    part:t="wheel_l_back"
    part:t="wheel_l_front"
    part:t="wheel_l_drive"
    part:t="wheel_r_back"
    part:t="wheel_r_front"
    part:t="wheel_r_drive"
    part:t="wheel_r_01"
    part:t="wheel_l_01"
  }

  "dm_phys_parts__wheels:array"{
    wheel:t="wheel_r_01"
    wheel:t="wheel_r_02"
    wheel:t="wheel_r_03"
    wheel:t="wheel_r_04"
    wheel:t="wheel_r_05"
    wheel:t="wheel_r_drive"
    wheel:t="wheel_r_back"
    wheel:t="wheel_r_top_01"
    wheel:t="wheel_l_01"
    wheel:t="wheel_l_02"
    wheel:t="wheel_l_03"
    wheel:t="wheel_l_04"
    wheel:t="wheel_l_05"
    wheel:t="wheel_l_drive"
    wheel:t="wheel_l_back"
    wheel:t="wheel_l_top_01"
  }

  "dm_phys_parts__engine:array"{
    engine:t="engine"
  }

  "dm_phys_parts__transmission:array"{
    transmission:t="transmission"
  }

  "dm_phys_parts__tracks:array"{
    tracks:t="track_l(_\w+)?"
    tracks:t="track_r(_\w+)?"
  }

  "dm_phys_parts__ammo:array"{
    // ammo:t="ammo_\w+"
  }

  "disableDMParts:list<t>"{
    item:t="bone_turret"
    item:t="bone_gun"
    item:t="gun_barrel_01"
    item:t="gun_barrel_02"
    item:t="ex_decor_04"
    item:t="ex_decor_05"
    item:t="ex_decor_03"
    item:t="ammo"
  }

  "vehicle_seats__seatTemplates:shared:object"{
    default:t="vehicle_seat_driver"
    commander:t="big_action_vehicle_seat_fire_ready_m3_halftrack_drive"
    passenger:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
    passenger1:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
    passenger2:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
    passenger3:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
    passenger4:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
    passenger5:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
  }

  _group{
    _tags:t="server"

    "dependent_templates:ecs::TemplatesListToInstantiate"{
    }

    "dependent_templates_list_shared:shared:list<t>"{
      template_name:t="vehicle_seat_driver"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack_drive"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
      template_name:t="big_action_vehicle_seat_fire_ready_m3_halftrack"
    }
  }

  "defaultCameraTypes:shared:object"{
    driver:t="passenger"
    commander:t="passenger"
    passenger:t="passenger"
    passenger1:t="passenger"
    passenger2:t="passenger"
    passenger3:t="passenger"
    passenger4:t="passenger"
    passenger5:t="passenger"
    passenger6:t="passenger"
    passenger7:t="passenger"
    passenger8:t="passenger"
    passenger9:t="passenger"
    passenger10:t="passenger"
  }

  "camNames:array"{
    camNames:t="soldier_cam_perlin"
  }

  "dm_parts__repairGroups:object"{

    "1:list<t>"{
      part:t="track_r"
      part:t="track_r_01"
      part:t="wheel_r_back"
      part:t="wheel_r_front"
      part:t="wheel_r_drive"
    }

    "2:list<t>"{
      part:t="track_l"
      part:t="track_l_01"
      part:t="wheel_l_back"
      part:t="wheel_l_front"
      part:t="wheel_l_drive"
    }

    "3:list<t>"{
      part:t="engine"
      part:t="transmission"
      part:t="radiator"
    }
  }

  "vehicle_seats__seatsProvideOrder:tag"{
  }

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      attachNode:t="driver"
      seatOwnsEntityControl:b=yes
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.0, 0.19, -0.27]]
      seatComponent:t="isDriver"
      nextSeat:t="commander"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
    }

    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      seatOwnsEntityControl:b=yes
      shouldHideOwner:b=no
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.05, 0.17, 0.03]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger1"
      canPlaceManually:b=yes
      isHoldGunModeAllowed:b=yes
      isInHatch:b=no
      maxPosWithOpenHatch:r=0.1
    }

    "seats:object"{
      name:t="passenger3"
      locName:t="vehicle_seats/passenger3"
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.0, 0.0, 1.0] [0.0, 1.0, 0.0] [-1.0, 0.0, 0.0] [-2.03, 0.19, -0.09]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger1"
      shouldHideOwner:b=no
      canPlaceManually:b=yes
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=yes
      isInHatch:b=no
    }

    "seats:object"{
      name:t="passenger4"
      locName:t="vehicle_seats/passenger4"
      attachNode:t="commander"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.0, 0.0, -1.0] [0.0, 1.0, 0.0] [1.0, 0.0, 0.0] [-1.8, 0.19, -0.01]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger1"
      shouldHideOwner:b=no
      canPlaceManually:b=yes
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=yes
      isInHatch:b=no
    }

    "seats:object"{
      name:t="passenger1"
      locName:t="vehicle_seats/passenger1"
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.0, 0.0, 1.0] [0.0, 1.0, 0.0] [-1.0, 0.0, 0.0] [-1.36, 0.19, -0.08]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger1"
      shouldHideOwner:b=no
      canPlaceManually:b=no
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=yes
      isInHatch:b=no
    }

    "seats:object"{
      name:t="passenger2"
      locName:t="vehicle_seats/passenger2"
      attachNode:t="commander"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.0, 0.0, -1.0] [0.0, 1.0, 0.0] [1.0, 0.0, 0.0] [-1.2, 0.19, -0.02]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger1"
      shouldHideOwner:b=no
      canPlaceManually:b=no
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=yes
      isInHatch:b=no
    }

    "seats:object"{
      name:t="passenger5"
      locName:t="vehicle_seats/passenger5"
      attachNode:t="commander"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, -1.0] [-2.7, 0.19, 0.6]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger1"
      shouldHideOwner:b=no
      canPlaceManually:b=no
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=yes
      isInHatch:b=no
    }

  }

  "vehicle_seats__canAcquireControls:shared:object"{

    "default:object"{
      movement:b=yes
      camera:b=yes
    }
  }
}

14 Likes

I really hope this one will be added to the big action mod too :wink:

3 Likes

It was arranged as a special transport vehicle for the allies forces

soviet unlock by flamethrower squad ampulomet technology

us/uk unlock by anti-tank gun technology


video by @Bazsi37

We don’t have sdkfz251 here yet, so the Axis don’t have such a vehicle for the time being.

3 Likes

i can land you mine if you want

4 seater, with working rear machinegunner, commander and passenger.
no rockets.

( ps, i adjusted the " flying " antenna as this is an old screenshot )

interested?

2 Likes

A little bit not look good! not applicable for my aesthetic!

I want this

image

3 Likes

then you will have to wait for quite a long time.

( or maybe not. hoping that halftracks will be introduced with this new major update. but it’s unlikely )

image

image

and thesssssssss

4 Likes

interesting

1 Like

Ahh…a tribute to our fallen comrades who got snuffed out before seeing the light.

:saluting_face:

3 Likes

update time.

upon the new second test phase, in the editor, majority of older vehicles have been reinstated:

among the 251/10, kv2, isu 152, zis, etc.

so, if you want and need, you’ll be able to make a batter transport halftrack.

i would really love to make one on my own ( and i will ) but unfortunately, i’m not really good as you are and i’m currently focusing on other mods… so, you’ll probably beat me to it. and to somewhat speed up the procees and aid you,

all i can offer, are the default sheets which i already encoded ( seats, driver codriver, etc ) camouflage, and the code to hide turret and munitions:

camouflage code:

  "animchar__objTexReplace:object"{
    "ger_camo_dunkelgelb*":t="X*"
  }

// Change the X with what you want. if you want it historical, i'd but ger_camo_grey* considering your mod is in the snow

hide turret and ammo parts code:

  "disableDMParts:list<t>"{
    part:t="bone_turret"
    part:t="bone_gun"
    part:t="bone_roll_turret_v"
    part:t="bone_roll_turret_h"
    part:t="gun_barrel"
    part:t="bone_mount_camera"
  }
}

// if you want to remove the rear machinegun ( since... it doesn't work )
// add:  part:t="gun_mount_02"
// add:  part:t="mg_42"
// add:  part:t="mg_mg_34_zenit"
// add:  part:t="gun_mount_01"

and here are the various information regarding the tank it self

sdkfz_251_10.blkx.txt (69.6 KB)
germ_sdkfz_251_10.blkx.txt (4.0 KB)

hope it can save you some time… even though wished i could have done more.

if not peace, but i thought you wanted to know this.

3 Likes

we need more warthunder vehicles and 3d models here :kissing_heart:

1 Like

no… ( well… i wouldn’t say no to that, but )

i’d argue we need better customs ( speaking of, the new update broke customs… ) and more management options first.

such as allowing both custom and players profile, your score system, pves, locking slots, readding jam animations, things that are easy to do, and are already in the game.

i think it’s not the right time to side track with other things.

even though, those might come sooner than anticipated.

94k has already exist in the game. Basic client:

2 Likes