Another bunch of questions regarding the editor ( Upgrade weapons, bayonettes to non existant weapons, vehicle spawn system on infantry, Faction Score Logic )

hey there.

new month, new bunch of questions ( as per usual )
anyway,

1 ) how can i upgrade weapons?

so, weapons normally in the base game have stars. but the ones i spawn feels like are not fully 100 upgraded.

2) is it possible to add bayonettes to weapons that do not have them?

i tried, but it prints error. so i was wodering if there are way to put bayonets onto weapons that do not have them ( for example, i’d like to put bayonetts on STG 44s, Fgs, sniper rifles etc. )

3) Spawn system of infantry similar to vehicles

so, i’m creating ( or wanting to create ) profiles for lone fighters where players will get to chose the soldier between a list available.

but in order to balance them, and work similar to others titles, there cannot be more than ( for example ) 2 assaulters. 10 rifleman, 1 sniper, 2 machinegunner etc.

so that players will be able to coordinate, play the class, and if they die, they will have to switch and what not.

and the 2nd scenario, is it possible to remove the lock that if you die, you will not be able to reuse the squad?. as i need them both for different missions in different scenarios of difficulty.

similar to this:


where class are locked similar to vehicles of how enlisted plays right now.

the problem is, i’m not sure if i should use a vehicle squad profile or how i can achieve it differently.

the other point is, i’m not sure where limitations are.

4) what’s the proportion that i should apply based on points ( Faction score )?

i still don’t understand how i should proportionalize the ammount of points.

like, how does the score system works?

for example, i make maps with more than 10 points, and in some occasions some of them ends prematurely, or do not ends after the last point has been captured.

is there a sheet where i can see the precise numbers?

what’s the math behind?

and that’s all from me for this month. thanks.

3 Likes

you’re missing my point.

i’m not asking for the spawn system based on battle points.

but if i can create similar squads that works like the vehicles where you can’t have the same squad active more than twice ( for example )

in order to emulate the other spawn system in other games.

1 Like

@ErikaKalkbrenner yes I withdrawn the reply. I m planing to post another thread anout this.

Currently we cant classify human respawn type for infantry squads.

Technically, I think the mechanism based on spawnCost can better handle the scenarios faced by this problem

But we are currently unable to set this score for a specific squad

3 Likes

It’s in custom props property.
In game upgrades are in profile files. You can find there little code that contains weapon modificators.
So yeah. They’re added to custom props when you spawn. Or take weapon from paratroopers box.

In theory yes, but need to do something.
If I’ll find enough free time then I’ll try to do something.
Probably it will be possible only on local/editor game.

Hmmm…

About team__squadSpawnCost
It’s about take scores when squad respawns and depends on players&bots amount in game (In all teams).
In math it’s will be: X/Y=Z.
X is player&bots amount;
Y is team__squadSpawnCost;
Z is how much team__score will be decreased after respawn.

About team__capturePenalty
Team just lose team__score amount depends on team__capturePenalty amount.
When? When enemy capture sector.

About score_bleed… It works per second. Take amount that you set.

3 Likes

hi there.

thanks as usual for the answers :smiley:

though, i require a bit of indepth explanation.

so… i have to manually ( for example ) set the fire rate, accuracy, reload etc?

or you mean this?:

                  "human_weap__weapInitialComponents" : [
                     {
                        "gun__kineticDamageMult" : 20.0,
                        "gun__recoilAmount" : -15.0,
                        "gun_spread__maxDeltaAngle" : -30.0,
						"gun__shotFreq" : 0.1
                     },
                     {},
                     {},
                     {},
                     {}
                  ],

oki doki. take your time.

and once again, thanks.

errr…

need some more explanation as well on this one :upside_down_face:

ok so, let’s try with a concrete example.

since you already have my operation blood and rose,

there, there are exactely 21 objectives. separated in 7 sectors

which, i should have specified, i’m ok with the attackers, more or less that’s intuitive even for me.

but less for me the defender logic:

so, err…

idk where to go from here :joy:

like, is every objective worthed 1000 score?

is it 500?

idk…

so, should i set them_capturepenalty to 1000 and the team score 21000 ?

so that, each objective that gets captured and what not, will precisely drain out the defenders ticket?

or works per sector?

on the other hand, what if i have 2 objectives, but i’m not gonna use them all as i’ll let the game decide which one appears and which one to hide.

so it does work per sector. right?

still not very clear to me.

1 Like

This value is not easy to use, and the value he affects will change dynamically with living players.

I think spawnCost should be used for individual players’ squad spawns, it’s currently a work in progress feature.

In the current situation, if you want to be explicit about all this, using team__deathPenalty is more stable.

The calculation formula for the scores displayed on the scoreboard is (team__score / team__scoreCap)*1000.

If you want to cost 1 score for each 1 unit destroyed, you should set team__deathPenalty to 1/1000 of team__scoreCap

You can refer to the team score setting of bigaction


entity{
  _template:t="team_ussr_winter+team_narrator_invasion_defence+respawn_creators_team"
  team__countAdd:r=0
  team__memberCount:r=0.5
  team__scoreCap:r=6000
  team__score:r=39600
  team__id:i=1
  team__haveScores:b=yes
  team__briefing:t="""
  (Please Read Before Playing | 任务目标 | FAQ)
   - 坚守莫扎伊斯克防线! Hold on the Mozhaisk Line! Держись за Можайскую линию!
   - Mission: Blow up the facility and defend both C and D Point
   - взорвать объект и защитите точки C и D.
   - 炸毁设施并且防守 C 和 D 点
   -
   - Q: How to get a transport vehicle? Как получить транспортное средство? 如何获得运输载具?
   - A: Use Engineer to build czech hedgehog you can get a transport vehicle.
   -     Постройте Джуму с инженером, чтобы получить транспортное средство
   -     使用工程师建造拒马可以获得一个载具
   -
   - Q: How to resupply vehicle ammo?
   - A: Player builded Rally Points also as vehicle resupply points
   -    Игрок построил точки сбора также как точки пополнения транспортных средств.
   -    玩家建造的集结点同时也是载具的补给点
  ---
"""
  team__winSubtitle:t="debriefing/won_defence_subtitle"
  team__loseSubtitle:t="debriefing/lost_defence_subtitle"
  team__winTitle:t="debriefing/ussr_won_defence"
  team__spawnBotArmy:t="moscow_allies"
  score_bleed__domBleed:r=30
  team__deathPenaltyByMember:r=0
  team__deathPenalty:r=6
  team__minDeathPenalty:r=6
  score_bleed__staticBleed:r=0
  team__numZonesCaptured:i=36
  team__minScoreCap:r=18000
  team__zeroScoreFailTimer:r=-1
  team__capturePenalty:r=3000
  team__aircraftRequestInterval:r=260

  "team__armies:list<t>"{
    item:t="stalingrad_allies"
    item:t="berlin_allies"
    item:t="normandy_allies"
    item:t="tunisia_allies"
    item:t="moscow_allies"
  }

  "artillery_limit__max:list<i>"{
    item:i=3
  }
}

entity{
  _template:t="team_germany_winter+team_narrator_invasion_attack+respawn_creators_team"
  team__memberCount:r=0
  team__scoreCap:r=6000
  team__score:r=96000
  team__firstSpawnCostMul:r=0
  team__zeroScoreFailTimer:r=10
  team__id:i=2
  team__haveScores:b=yes
  team__briefing:t="""
  (Please Read Before Playing | 任务目标 | FQA)
   - Durchbruch der Mozhaisk-Linie! Breakthrough the Mozhaisk Line! Прорыв Можайской линии! 突破莫扎伊斯克防线!
   - Mission: Defend the facility bombsite and capture each C or D Point
   - Защитите место закладки объекта и захватите Точка атаки C или D.
   - 保护设施不被爆破并进攻 C 或 D 点!
   -
   - Q: How to get a transport vehicle? Как получить транспортное средство? 如何获得运输载具?
   - A: Use Engineer to build czech hedgehog you can get a transport vehicle.
   -    Постройте Джуму с инженером, чтобы получить транспортное средство
   -    使用工程师建造拒马可以获得一个载具
   -
   - Q: How to resupply vehicle ammo?
   - A: Player builded Rally Points also as vehicle resupply points
   -    Игрок построил точки сбора также как точки пополнения транспортных средств.
   -    玩家建造的集结点同时也是载具的补给点
  ---
"""
  team__winSubtitle:t="debriefing/won_invasion_subtitle"
  team__loseSubtitle:t="debriefing/lost_invasion_subtitle"
  team__winTitle:t="debriefing/axis_won_invasion"
  team__spawnBotArmy:t="normandy_axis"
  score_bleed__domBleed:r=0.1
  score_bleed__staticBleed:r=6.1
  score_bleed__domBleedOn:b=yes
  team__deathPenalty:r=6
  team__deathPenaltyByMember:r=0
  team__roundScore:i=0
  score_bleed__totalDomBleedOn:b=no
  team__minDeathPenalty:r=6
  team__minScoreCap:r=30000
  team__squadSpawnCost:i=6
  team__capturePenalty:r=12000
  team__aircraftRequestInterval:r=100
  team__numZonesCaptured:i=2

  "team__armies:list<t>"{
    item:t="stalingrad_axis"
    item:t="tunisia_axis"
    item:t="moscow_axis"
  }

  "artillery_limit__max:list<i>"{
    item:i=5
  }
}
2 Likes

ah i see.

so it is 1000 per sector.

thanks alot :+1:

2 Likes

Sadly, yes.

These modificatiors added to weapon custom props when you spawn in map.
And they’re probably in %. For example "gun_spread__maxDeltaAngle" : -30.0 will reduce weapon property gun_spread__maxDeltaAngle by 30%.

Not sure that there 30%, but anyways:


Yeah in editor you can drop weapon. And then check properties that in custom props
Maybe for that test you will need turn on event profiles.

2 Likes

Currently time trying only do it on editor side. Without entities.blk.


And seems something works. SVD_38 by default have only scope and it’s scope_uvp.

But seems we can’t add any mods to weapon if it doesn’t contain gun_mods__slots property.

And yeah. We can add grenade_launcher to to any weapon with gun_mods__slots.


But it will use default reload animations, not visible and maybe projectiles may very offset…

1 Like

that’s very unfortunate.

maybe i’ll create some sort of suggestion for the future.

1 Like

Well… It may happened with scope. Camera offset:


Bayonet will just invisible.

Probably even with entities.blk not possible to add scope/grenade_launcher/bayonet to weapons that doesn’t have it.
Maybe because of animchars. Or maybe I just don’t see something.

1 Like