Main Suggestion
so, today i come with another suggestion that will make modders lives 100% simpler ( if … possible to begin with )
and that is, allow prefab to be used through entities, and allow the possibility to create / modify prefabs through entities.
why?
well, as some of us loves to create custom vehicles and weapons;
such as:
vehicles:
( followings are made by the talented @Vik_2701 )
guns:
Glock:
m14:
Mac-10
As-Val ( of @124138805 )
Etc.
but, the problem that we have right now,
is that, the only way for us to attach things onto others, is a very long, and time consuming process.
of having to modify one rendinst at a time.
with axes being effed up every time.
like:
( btw this is relatively simple, even though it took me 35 tries across 2 hours. mainly due because the scale was inverted, and the axes all different from the universal 0 Y Z X )
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
}
so, it would be much simpler and easier if we could integrate somehow rendinsts onto one prefab that can be used through entities,
and modify only one parameter. the prefab it self with all the others rendinsts / objects attached to it, rotating / scaling / moving along side the prefab alpha ( which essentially will change everything underneath that prefab.
because on top of being tideous and the process being long, you also have the problem of having axes inverted, and the trivial task of trial and error 246times just to get the correct position that doesn’t look odd is super annoying and once again, time consuming.
Example of how it should work:
( keep in mind, doesn’t have to be final. just to show how it would be supposed to work )
1: i go in the game, create cosmetics and various custom made stuff that you want to apply onto an existing vehicle
2: select all objectis that you made:
3: create a prefab:
4: Select the prefab, and create a node in the entity node:
Prefab1{
prefab__id:t="3"
relativeTm:m=[[...] [...] [...] [...]] // Initial Position. ideally, should be on 0, 0, 0.
"attached_Object_List__templates:array"{ // All List of Attached Obecjet, which you can add / remove if needed. but, best if you do that inside the game rather than here
object_1:t="stalingrad_drama_theater_ground_cover_b"
object_2:t="stalingrad_drama_theater_ground_cover_a"
object_3:t="japan_tractor_model_92_glass_front"
obkect_4:t="[...]"
// Etc. Up until there list will be done
}
5: Apply it onto a vehicle
gmc_353_custom{
_extends:t="gmc_353_a"
vehicle_seats__exitTime:r=0.66
vehicle_seats__enterTime:r=3.2
vehicle__mapIcon:t="map_icon_train"
user_point__icon:t="map_icon_train"
team:i=2
vehicle_seats__autoDetectRestrictToTeam:b=no
vehicle_seats__restrictToTeam:i=2
"vehicle_seats__seats:shared:array"{
"seats:object"{
name:t="driver"
locName:t="vehicle_seats/car_driver"
seatOwnsEntityControl:b=yes
attachNode:t="char_driver_pivot"
entranceNode:t="char_driver_landing"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
seatComponent:t="isDriver"
nextSeat:t="passenger1"
canPlaceManually:b=yes
seatEnum:t="left_seat"
}
"seats:object"{
name:t="passenger1"
locName:t="vehicle_seats/shooter"
seatOwnsEntityControl:b=no
attachNode:t="char_passenger_01_pivot"
entranceNode:t="char_passenger_01_landing"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
seatComponent:t="isPassenger"
nextSeat:t="passenger2"
canPlaceManually:b=yes
seatEnum:t="right_seat"
}
}
"animchar__objTexReplace:object"{
"gmc_cckw_353_tex_d_tomoe*":t="dirt_tile_floor_tex_d*"
"gmc_cckw_353_tex_d*":t="dirt_tile_floor_tex_d*"
}
"attach_decorators__entities:list<eid>"{
}
"attach_decorators__templates:array"{
"templates:object"{
relativeTm:m=[[1.30205e-07, -1.55893e-08, -1] [0.0656765, 0.964341, -6.48199e-09] [0.997689, -0.0679477, 1.30963e-07] [-1.49, -4.6, -0.08]] // Where the Prefab box will be placed, and hence, only creating one decorator
template:t="Prefab1"
nodeName:t="emtr_fire_engine"
}
}
}
( Note, this method of attaching things to vehicles don’t work on all vehicles. i don’t know why. i’m still trying to figure out what works and what doesn’t )
and there you go, you will have your thing attached with only a couple of tries, instead of having to do everything and struggle for each and single one.
thanks for hearing me out.
doesn’t have to be final, but something that simplify our work would be apreciated.
because it’s driving me crazy trying to get things in the proper way, but coordinates are all different because of the attached node.
and no other solution.
so, would be simpler to make the stuff that we need, and then only use the prefab box to move and the rest will follow.