Probably only as another files. Like you already have in userPrefabs folder. Or in new file Prefabs.
Currently time prefabs works in editor only as group object. Not as object that creates other objects (or maybe I don’t know something). And yeah. Other objects moves with prefab only in editor while in game objects will not move.
I’m not programmer/developer, but probably this code will be a bit better:
well, the idea was to create ( that you can actually see ) based on a chassy that you want, once, so that you don’t have to adjust everytime every single component.
because this can actually be time consuming and you have to do alot of trial and error.
hence, something simplier that works like prefab, but can be used in entities.
would be really apreciated.
that’s actually great and would become the ultimate solution,
but, i’d argue, as you pointed out, kinda too much.
therefore, a small code and features at a time.
so, i tried to use @tommyZZM opel blitz, and wanted to recreate this:
although, when i tried to just to begin with the mounth, unlike tanks, it didn’t worked for me ( despite having changed the tent, and the model following his template
just like the colored armors, didn’t worked either.
not sure if it’s because the templates do not work on normal vehicles or what.
( which… it’s kinda why this suggestion exists in the first place. would make things alot simplier… )
this attribute not yet be synchronized to the client.
I think it’s a purely client-side operating property. Therefore, it is reasonable to synchronize without wasting the server’s bandwidth traffic.
Once the developer can pre-sync entities.blk this approach would be the best solution for cosmetic attachments (but it won’t work for interactive logical objects such as flames and pickable guns etc.)
Here is another property that can be synchronized via the server.
But it has other problems. The bound items cannot be destroy at the same time.
Ortherwise, Currently we don’t have a good way of creating additional sticky items for vehicles
Another entity type that can be explicitly attached to a mobile vehicle is the soldier mobile rally point.
via respawn_on_sodier__respawnBaseTemplate.
Because this attribute does not exist in the client’s vehicle entity, then it will not take effect even if it is added in scene.blk in multiplayer games.
An entity is based on its template. If its template does not have ABC attribute, then you cannot add ABC attribute from the entity instance.
Another way is that you can try to use the train_panzerzug_bp_44_lokomotiv entity to attach the attach_decorators__entities attribute to your vehicle.
the editor should be made relatively easier for everybody.
so we can have more mods out there, and have higer quality.
to not end up having just compentitions, and half baked mods out there.
( ironic coming from someone who uses other codes, and has literally 2 hangar mods which are the same and one broken mod )
but, for the next month i have big plans.
it’s just that… my time is shrinked and the editor is not really intuitive or easy to work with if it wasn’t for people like you and devenndar taking the time to explain.
so essentially, you can’t add more than one rendinst?
This isn’t prefab (which is just collection of saved entities with their values), it’s a template (a prototype, because templates should have different names, not just Prefab) with seemingly composite object functionality intended. This way it may be coded to spawn listed entities, or check and control them in some way. Will need Triggers system or scripts to be useful, anyway. But it will be template, not something else.
well, can’t we have… some sort of feature that does what prefab sort of do but for templates?
because i feel like it would be much easier and helpful for us instead of having to place each and singular rendinst through decorators that have different axes too.
so that, in order for us to move it, we would only have to move one decorator instead of each and single one of them. and it gets complicated to go one by one for larger things…
Triggers system planned has trigger_spawner template (in plans, not for real) which does exactly this: spawns listed objects in specified area with given properties values. Also editor will need “Bake entities as spawner” and “Spawn entities from spawner” functionality to ease work with trigger_spawner entities.
so a simpleton like me can understand, and make use of such things ( when will actually be implemented ) instead of bothering folks like you or other fine people.
because, as far as i know, triggers are usually prompted based on X ( or Y ) happens with Z is / has initialied / triggered.
sort of, a chain reaction so to speak.
correct?
so, for example,
a large explosions with effect and damage template happens because ( for example ) the rendinst underteath that it’s a fuel tank exploded.
right? ( as long i or anyone code it in a way that happens. through triggers or some sort )
then, how would i end up using triggers for decoration purposes
It’s easy, trigger_spawner will react to specified trigger signal and spawn listed objects in its area. As signal source you will be able to use trigger_start, for example, which sends trigger signal at mission start. So at start of your mission trigger_start entity will send trigger signal ID to every other trigger entity which accepts them and in this case it will be trigger_spawner entity with same signal ID.
As for example, you can create anything like a prefab or just bunch of entities. Then select them. Then press “Make trigger spawner” button and you will get trigger_spawner entity with all those entities encoded in its values. Then you may delete original entities and leave spawner only, connecting it to some trigger event (by trigger signal ID), like mission start.