Another bunch of questions. ( custom profiles, AI tank, Auto_mg42, and locking passengers/gunners in tanks? )

ok so, i have another batch of questions because i failed to understand a couple of things.

first question,

how do i make profiles.
like, what should i be keep weary of? are there any limits? how do they work?
i know there are models and such that were previously posted by @Euthymia07 ( which huge thanks to him )

but like, previous informations are kinda outdated and i don’t know how stuff works. can someone guide me through? is it possible to customize pictures of the squads and such? can i give them customized appearance? how do i make custom profile for lone wolf and squads? are there any differences between the two? speaking of differences, what differences are there between the bot profile, and the profile for players?

do they also work online? or only in editor.

reason being, the profiles that i used to use in my mods, do not work anymore. so i was hoping to find a solution.

( i remember @tommyZZM having a plug in for vs code and stuff, but i lost the messages etc. )


second question is,

has someone managed to make an AI tanks that fires upon on other tanks but can be blown up ?

so, thanks to @tommyZZM i played around and made some attempts. “i” managed to get a semi working AI tank ( thankfully to his Artillery in his mod ).

problems are

  • engage and range distances are fairly low
    meaning that, in order for the AI to open fire, it requires the players to be in the proximity of at least 40 meters or so. which, for tanks engagements, it’s really off putting.


  • when players are in range, the tank starts shooting upon the players even if they don’t have clear visual ( because of buildings in between or other objects ) essentially opening fire when there’s no clear visual between the twos.


  • tanks shells do not break nor destroy the tank in question.
    ( despite having the correct collisions ( of actual tanks )


    but explosives can harm/destroy the tanks:
    ( even frag grenades :upside_down_face: )

and last, but kinda least

  • the system that i borrow for the tank, kinda makes any tank armed with a 150mm and it’s pretty darn accurate with it.
    resulting in one shot one kill.

has anyone found a better system or solution?

( now that i thought about it, @Aurora_Pioneer_I in his latest mod, has auto mg42 with higher caliber that can pen tans but not one shot them if i’m not mistaken. would love to hear more about it )


Third question and fourth question related to the automg42,

so, i use auto_mg42 for alot of things, it’s really useful, and i mostly use them in my mod for scenary.

whether i found the way to change it’s armchair, i was wondering, how can i give it a different sound? beside the mg 42?

kinda off putting to see a calibre 50 or maxim with the mg42 sound.

like, i suspect i have to change the gun_shot_dry_sound_path , right? but, where can i find or hear the others sound files from the game?

i can’t figure out how to change the rate of fire parameter along side the for how much time it has to fire. ( so many parameters… yet, despite me changing them, i see almost no differences at all )

because i would like for my mgs to increase the time when they are firing, and decrease the time before shooting again. is this possible?

Fifth and last question, ( i promise :joy: )

how can i lock gunners or positions for tanks? like, straight up remove them? i’m trying to make working halftracks, but i need to remove for example the gunner. is it possible?

cheers.
that is all for me.

sorry for asking quite alot. but i have no idea where to look or ask for these things.

2 Likes

I don’t think there are AI tanks or planes?

there are AI tanks, and there are AI planes.

with mods, we made them kinda work.

but i was here to hear or know if others modders made more functional examples ( as some of them actually found similar ways. ) if we combine them, we can have functional tanks.

so…

how do i make profiles.

Oh that is a funny process, without a proper tool you are not. The JSON file is just too complex (at least for me). It is very easy to get lost in it.

are there any limits?

What do you mean by limits? Max soldiers per squad? Because it is possible to make squads that consist 20-40 soldiers and more…
It is so limitless that i could make this: Enlisted - Moscow Map tour with Super Hans - YouTube

how do they work?

They don’t at the moment. Or my profiles got corrupted.

is it possible to customize pictures of the squads and such?

I don’t think you can. AFAIK every squad icon is tied to an id like berlin_assaulter_i or something like that belongs to an icon.

can i give them customized appearance?

Yes. You can customise everything on the soldiers, even small things like ammo pouches on their waist. But again it is very cumbersome process.

how do i make custom profile for lone wolf and squads?

You could just make 1 soldier squads. Or simply launch the match as lone fighters?

speaking of differences, what differences are there between the bot profile, and the profile for players?

Good question. Player profile probably has more data, but i really don’t know.

Do they also work online?

Bot profiles used to work online, player profiles only worked in-editor only.

profiles that i used to use in my mods, do not work anymore.

Same here. It was probably disabled.

About AI tanks, someone told me that Berlin had working AI tanks back in the pre-alpha stage of the game

Let’s hope it gets re-added. Someday.

1 Like

Many code. You can a bit easy lost while working on it.
I think devs uses some special programms for this, but not sure.
Maybe they too use some Json editor.

Ummm… No.
You can do many soldiers or many squads.
Give almost all type of weapons (mines too, just check how they writen in editor profile).
Oh wait… Currently time only 1 limit… And it’s that player profile doesn’t work in multiplayer.
But bot profile does.

You have link to datamine source.
Well… Just take any profile and edit it.
Put it to your modname folder and in scene.blk (or in editor) just create custom_profile and custom_bot_profile

entity{
  _template:t="custom_profile"
  customBotProfile:t="%ugm/YOUR_PROFILE_NAME_FOR_PLAYERS.json"
}

entity{
  _template:t="custom_bot_profile"
  customBotProfile:t="%ugm/YOUR_PROFILE_NAME_FOR_BOTS.json"
}

(%ugm is your modname folder).

Don’t know. Didn’t have enough free time to test it :frowning:
But about range… I think you can set it be editing properties?
Also turret from “Uknown War” ignores walls - i think you can’t fix it.

Edit it in scene.blk?


Didn’t test this code yet and not 100% sure, but maybe it’s:

  "gun_sound__shotPath:shared:object"{
      path:t="/weapon/mgun/mg42"
}

Or use ship_gun_105mm and with postfix +weaponName? Dont forgot to check properties for teams.
:question: Your questions about the mission editor and launching user missions in the game.
How to make that firefight were from other weapons?
Not only from ship cannon/turret?

Same with seats. But yeah… It works only to vehicles that you put in map.
But you… Maybe can try use entities.blk for players… But I’m not sure that everything will be okay.

1 Like

ah…

mhhh that’s a good start. i’m certainly interested in this.

alright. i’ll give it a try, but… not sure how this thing works. we’ll see.

got it

that is very unfortunate.

i haven’t though about this, i’ll give it a try.

( i just… don’t know where to get sounds or unpack them though. i’ll ask vault )

oh dang, this way it’s much easier. although, somewhat more deadlier.

but on two feets, this mg is perfect for my halftracks.

yeah, that’s what i want / need.
but… maybe i’m doing something wrong…

either way, they do not work for me:
image

image

i mean, they remove the ammo in the gun, which it’s a good start. but the gunner it’s still there and the access to the weapon too.

2 Likes

We can set the ammo of auto_mg42 and change their shooting frequency and appearance

entity{
  _template:t="auto_mg42"
  transform:m=[[……] [……] [……] [……]]
  team:i=0
  auto_gun_controller__targetTeam:i=1
  animchar__res:t="maxim_gun_char"(appearance)
  gun__locName:t="Maxim"
  gun__shotFreq:r=5(smaller number for longer reloading time)
 
  "gun__shells:array"{
    gun__shells:t="gamedata/gen/weapons/shells/152mm_ml20s_152mm_ussr_heat.blk"
  }
}

or

  "gun__shells:array"{
    gun__shells:t="gamedata/weapons/shells/37x263bmm_pzgr_h_l_spur_bullet.blk"
  }

and so on, you can find shells in the enlisted flies

I also used ship_gun_105mm to replace some MGs, they are more powerful to anti infantry but still cannot destroy tanks, so maybe auto_mg42 would be better

2 Likes

thank you very much!

i was planning on doing the maxim, but out of all 50 parameters i wasn’t sure which one was. and kinda gave up by tweaking 20 parameters that were closely.

which, i might have teweaked the shotfreq, but didn’t know the smaller the number caused a longer reload.

a bit of a shame that the ship gun 105 does not work if applied on vehicles.

gotta see if it works with the auto mg.

1 Like

I‘ll ask him for more info. Thanks

1 Like

i can give you the code of the t34, but as i said, kinda has many drawbacks.

still. functional nevertheless to oppose threat to tanks.
but the biggest issue, is that the range it’s short, and is kinda immune from player’s tank shells.

now, i’ll try to convert the auto mg42 into a tank, and see the results.

EDIT: nvm. trying to convert the mg42 into a tank, makes my editor crash :joy:

3 Likes

Well… Custom profiles will fine works in local game (custom room with 1 player).
If you plan do something like coop then don’t create custom_profile.

Hmmm… You write these properties on seat slots.
I mean…
It’s in original vehicle code:

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.848, 0.53, 0.0] [-0.53, 0.848, 0.0] [0.0, 0.0, 1.0] [-0.15, -0.3, 0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="us_halftrack_m13_gunner_cockpit"
      directTurretControl:b=yes
      cameraOffset:p3=-0.35, 0.2, 0.0
      maxPosWithOpenHatch:r=0.0
      hatchRotationAxis:p3=0.0, 0.0, 0.0
      canLoadInHatch:b=yes
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"

      "turretNames:array"{
        turretNames:t="turret_01"
        turretNames:t="turret_02"
      }

      "hatchTurretNames:array"{
        turret:t="turret_01"
        turret:t="turret_02"
      }

      "hatchNodes:array"{
        node:t="hatch_01"
      }

      "loaderTurretNames:array"{
        turret:t="turret_01"
        turret:t="turret_02"
      }
    }

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      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, 0.2, -0.13]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cockpitTemplate:t="us_halftrack_m13_driver_cockpit"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
    }

    "seats:object"{
      name:t="machine_gunner"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      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] [-0.0, 0.2, 0.11]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
    }
  }

So you need copy and paste it to your vehicle, but…
Change directTurretControl:b=yes and remove turrets info for first seat?
As result it maybe should be like this:

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.848, 0.53, 0.0] [-0.53, 0.848, 0.0] [0.0, 0.0, 1.0] [-0.15, -0.3, 0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="us_halftrack_m13_gunner_cockpit"
      directTurretControl:b=no
      cameraOffset:p3=-0.35, 0.2, 0.0
      maxPosWithOpenHatch:r=0.0
      hatchRotationAxis:p3=0.0, 0.0, 0.0
      canLoadInHatch:b=yes
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"
    }

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      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, 0.2, -0.13]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cockpitTemplate:t="us_halftrack_m13_driver_cockpit"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
    }

    "seats:object"{
      name:t="machine_gunner"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      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] [-0.0, 0.2, 0.11]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
    }
  }

And maybe after that gunner will unable use turret.

1 Like

yeah, i’ll just use custom bot profiles for bots and ai ( to give them the right ascetic and what not ) and don’t add the custom profile for players. technically, the players will be able to use their equipment, right?.

Ah.

ugh… i still don’t understand all of this stuff. i swear, i’m trying :joy:

buuutttttttt…

it’s not working. my editor crashes.

i suspect it’s because of the kubelwagen at the beginning of the name?

or… syntax error?

entity{
  _template:t="vw_kubelwagen+us_halftrack_m13_common"
  transform:m=[[-0.465021, -0.0517487, 0.883786] [0.0755872, 0.992324, 0.0978757] [-0.882067, 0.112317, -0.45754] [513.752, 1.46581, -621.029]]
 
 "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.848, 0.53, 0.0] [-0.53, 0.848, 0.0] [0.0, 0.0, 1.0] [-0.15, -0.3, 0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="us_halftrack_m13_gunner_cockpit"
      directTurretControl:b=no
      cameraOffset:p3=-0.35, 0.2, 0.0
      maxPosWithOpenHatch:r=0.0
      hatchRotationAxis:p3=0.0, 0.0, 0.0
      canLoadInHatch:b=yes
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"
    }

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      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, 0.2, -0.13]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cockpitTemplate:t="us_halftrack_m13_driver_cockpit"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
    }

    "seats:object"{
      name:t="machine_gunner"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      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] [-0.0, 0.2, 0.11]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
    }

  "disableDMParts:list<t>"{
    item:t="bone_turret"
    item:t="bone_turret_01"
    item:t="bone_turret_02"
    item:t="bone_turret_03"
    item:t="bone_turret_04"
    item:t="bone_turret_05"
    item:t="bone_turret_06"
    item:t="cls_body_01"
    item:t="bone_gun"
    item:t="optic_gun"
    item:t="drive_turret_v"
    item:t="cannon_breech_01"
    item:t="cannon_breech_02"
    item:t="bone_gun_barrel_01"
    item:t="bone_gun_barrel_02"
    item:t="Spine_3"
    item:t="ex_armor_body_01"
    item:t="emtr_lantern_02"
    item:t="ex_armor_body_02"
    item:t="gun_barrel_01"
    item:t="gun_barrel_02"
    item:t="Bip01"
    item:t="Spine_1"
    item:t="Bip02"
    item:t="ammo_body_r_01"
    item:t="Pelvis_1"
    item:t="Pelvis_3"
    item:t="mg_02"
    item:t="emtr_fire_small_dmg_04"
    item:t="@turret_front"
    item:t="gunner"
    item:t="cls_gun"
    item:t="body_top"
    item:t="drive_turret_h"
    item:t="cls_turret_01"
    item:t="@bone_gun"
    item:t="@cls_turret_01"
    item:t="@cls_gun"
    item:t="emtr_fire_small_dmg_01"
    item:t="emtr_fire_ammo"
    item:t="emtr_fire_ammo_01"
    item:t="ex_decor_04"
    item:t="ammo_body_r_01"
    item:t="bone_camera_gunner"
  }
}

the only thing i know, is:
image

the first is red though.

or maybe. i am truly beyond salvation.

1 Like

Yes. If not add custom_profile then players will use their equipment.

Maybe because you didn’t put } before disableDMParts :slight_smile:

1 Like

i see.

apparently they needed two of those.

thanks.

1 Like

Yes, } must be before the ".
Just because you didn’t close vehicle_seats__seats and game thinks that disableDMParts is seat code… As result it crashes.

But at same time doesn’t works as you want?

1 Like

yeah… not really a huge fun of tweaking stuff through the vl code. because it’s easy to break, and hard to fix.

which… i’m gonna need alot of luck within the profile code.

1 Like

yep…

about that :joy:

people can still jump in the gunner

but we’re almost there as they cannot move or use the gun.

1 Like

Then keep edit first seat.
Try remove… cockpitTemplate.
And would be nice edit seatAnimUpper & seatAnimLower.
Same with locName.

use this to change the distance detection for ai turret_ai__atackDist:r=

2 Likes

no wonder why i couldn’t change it. wasn’t there :joy: :upside_down_face:

one less issue to worry about :+1:

2 Likes