Im new to the whole entity file editing and i cant seem to make stuff i want working right. So i wanted to ask if anyone is willing to share some of their vehicle entity files with me. I will of course credit anyone whos creations i use.
well, not many will.
because custom vehicles are really time consuming and kinda… hard to do.
and above all, very junky. because it’s more of a illusion with changing what sort of weapons your new entity / vehicle will be using. but do not forget that the collisions and damage model will still be based off the original vehicle you will be working on. i’ll dive further in it in a bit.
i can however, give you a sample ( it’s far from ideal because it doesn’t really work. i mean, it does on a 60% but the concept is that one ) so that you can watch it / study it and then replicate it. it’s how i learned to do my self thanks to many wonderful people.
i present you, the staghound:
collisions are still based the original vehicle. front wheels do not move and the turret dislocates if it aims from the sides, but it’s mostly functional.
code
// Staghound
aec_decor{
_use:t="base_vehicle_decor"
animchar__res:t="armored_car_aec_mk_2_char"
collres__res:t="t17e2_collision"
"disableDMParts:list<t>"{
part:t="@root"
part:t="hatch_12"
part:t="ex_decor_l_06"
part:t="ex_decor_l_05"
part:t="ex_decor_r_05"
part:t="ex_decor_r_03"
part:t="ex_decor_r_07"
part:t="ex_decor_l_04"
part:t="ex_decor_l_01"
part:t="ex_lantern_l_01"
part:t="ex_decor_l_02"
part:t="ex_decor_l_03"
part:t="ex_decor_r_02"
part:t="ex_decor_r_01"
part:t="ex_decor_03"
part:t="hatch_10"
part:t="hatch_11"
part:t="hatch_01"
part:t="ex_decor_02"
part:t="ex_decor_r_04"
part:t="ex_decor_r_06"
part:t="bone_suspension_r_01"
part:t="bone_turret"
part:t="bone_gun"
part:t="gun_barrel"
part:t="bone_mg_gun_twin_01"
part:t="hatch_05"
part:t="hatch_04"
part:t="hatch_02"
part:t="hatch_03"
part:t="ex_lantern_l_02"
part:t="ex_decor_01"
part:t="wheel_l_01"
part:t="bone_mg_aa_h_01"
part:t="bone_mg_aa_v_01"
part:t="bone_gun"
part:t="gun_barrel"
part:t="bone_mg_gun_twin_01"
part:t="hatch_05"
part:t="hatch_06"
part:t="hatch_O1"
part:t="hatch_03"
part:t="hatch_04"
part:t="hatch_02"
part:t="ex_armor_l_01"
part:t="ex_armor_l_04"
part:t="ex_armor_l_O5"
part:t="ex_armor_l_02"
part:t="ex_decor_02"
part:t="wheel_r_01"
part:t="wheel_rod_r"
part:t="wheel_rod_l"
part:t="bone_suspension_r_02"
part:t="bone_suspension_l_02"
}
}
Staghound_mkII{
_use:t="uk_aec_mk_2_57mm_6pdr_premium"
item__template:t="uk_aec_mk_2_57mm_6pdr_premium"
vehicle_net_phys__blk:t="content/tanks/gamedata/units/tanks/t17e2.blk:VehiclePhys"
particle_phys__blk:t="gamedata/suspension/empty.blk"
_use:t="daimler_mk_2_ammo_stowages"
killLogName:t="Uk Staghound mkII"
item__name:t="Staghound MKII"
"attach_decorators__entities:list<eid>"{
}
"disableDMParts:list<t>"{
part:t="@root"
part:t="hatch_12"
part:t="ex_decor_l_06"
part:t="ex_decor_l_05"
part:t="ex_decor_r_05"
part:t="ex_decor_r_03"
part:t="ex_decor_r_07"
part:t="ex_decor_l_04"
part:t="ex_decor_l_01"
part:t="ex_lantern_l_01"
part:t="ex_decor_l_02"
part:t="ex_decor_l_03"
part:t="ex_decor_r_02"
part:t="ex_decor_r_01"
part:t="ex_decor_03"
part:t="hatch_10"
part:t="hatch_11"
part:t="hatch_01"
part:t="ex_decor_02"
part:t="ex_decor_r_04"
part:t="ex_decor_r_06"
part:t="bone_suspension_r_01"
part:t="bone_turret"
part:t="bone_gun"
part:t="gun_barrel"
part:t="bone_mg_gun_twin_01"
part:t="hatch_05"
part:t="hatch_04"
part:t="hatch_02"
part:t="hatch_03"
part:t="ex_lantern_l_02"
part:t="ex_decor_01"
part:t="wheel_l_01"
part:t="bone_mg_aa_h_01"
part:t="bone_mg_aa_v_01"
part:t="bone_gun"
part:t="gun_barrel"
part:t="bone_mg_gun_twin_01"
part:t="hatch_05"
part:t="hatch_06"
part:t="hatch_O1"
part:t="hatch_03"
part:t="hatch_04"
part:t="hatch_02"
part:t="ex_armor_l_01"
part:t="ex_armor_l_04"
part:t="ex_armor_l_O5"
part:t="ex_armor_l_02"
part:t="ex_decor_02"
part:t="wheel_r_01"
part:t="wheel_rod_r"
part:t="wheel_rod_l"
part:t="bone_suspension_r_02"
part:t="bone_suspension_l_02"
}
"attach_decorators__templates:array"{
"templates:object"{
relativeTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0.0, 0.0, 0.0]]
template:t="staghound_body_decor+moveable_obstacle"
nodeName:t="root"
}
"templates:object"{
relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [0, 1, -4.37114e-08] [0.10, -2.42, 0.31]]
template:t="staghound_turret_decor+moveable_obstacle"
nodeName:t="bone_turret"
}
"templates:object"{
relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [0, 1, -4.37114e-08] [-0.83, -2.68, 0.31]]
template:t="staghound_gun_decor+moveable_obstacle"
nodeName:t="gun_barrel"
}
}
"turret_gun_flash_fx__flashNodes:shared:array"{
node:t="emtr_gun_flame"
node:t="emtr_mg_flame_01"
node:t="emtr_mg_aa_flame_01"
node:t="emtr_mg_flame_02"
node:t="emtr_mg_flame_03"
node:t="emtr_mg_flame_04"
}
"turret_gun_flash_fx__flashFx:shared:array"{
fx:t="muzzle_ground_40mm_slow"
fx:t="muzzle_ground_8mm"
fx:t="muzzle_ground_8mm"
fx:t="muzzle_ground_8mm"
fx:t="muzzle_ground_8mm"
fx:t="muzzle_ground_8mm"
}
"turret_gun_flash_fx__flashFxScale:shared:array"{
scale:r=1.0
scale:r=1.0
scale:r=1.0
scale:r=1.0
scale:r=1.0
scale:r=1.0
}
"turret_control__emitterNodes:shared:array"{
node:t="bone_gun_barrel"
node:t="bone_mg_gun_twin"
node:t="bone_mg_aa_v_01"
node:t="bone_mg_body_01"
node:t="bone_mg_body_02"
node:t="bone_mg_body_03"
}
"turret_control__animVars:shared:array"{
"vars:object"{
curYawParamName:t="turret_01_yaw"
curPitchParamName:t="gun_01_pitch"
aimActiveParamName:t="aim_01_active"
paramYawSpeed:t="turret_01_yaw_speed"
paramYawSpeedMul:t="turret_01_yaw_mul"
paramYawAccel:t="turret_01_yaw_accel"
paramMinYawAngle:t="turret_01_min_yaw_angle"
paramMaxYawAngle:t="turret_01_max_yaw_angle"
paramMinPitchAngle:t="turret_01_min_pitch_angle"
paramMaxPitchAngle:t="turret_01_max_pitch_angle"
paramPitchSpeed:t="gun_01_pitch_speed"
paramPitchSpeedMul:t="gun_01_pitch_mul"
paramPitchAccel:t="gun_01_pitch_accel"
wishYawParamName:t="gun_01_aim:targetYaw"
wishPitchParamName:t="gun_01_aim:targetPitch"
gunRecoilParamName:t="gun_01_recoil"
hasStabilizerParamName:t="gun_01_aim:hasStab"
stabilizerPitchParamName:t="gun_01_aim:stabPitch"
stabilizerErrorParamName:t="gun_01_aim:stabError"
stabilizerPitchMultParamName:t="gun_01_aim:stabPitchMult"
}
"vars:object"{
curYawParamName:t="turret_02_yaw"
curPitchParamName:t="gun_02_pitch"
}
"vars:object"{
curYawParamName:t="turret_03_yaw"
curPitchParamName:t="gun_03_pitch"
aimActiveParamName:t="aim_03_active"
paramYawSpeed:t="turret_03_yaw_speed"
paramYawSpeedMul:t="turret_03_yaw_mul"
paramYawAccel:t="turret_03_yaw_accel"
paramMinYawAngle:t="turret_03_min_yaw_angle"
paramMaxYawAngle:t="turret_03_max_yaw_angle"
paramMinPitchAngle:t="turret_03_min_pitch_angle"
paramMaxPitchAngle:t="turret_03_max_pitch_angle"
paramPitchSpeed:t="gun_03_pitch_speed"
paramPitchSpeedMul:t="gun_03_pitch_mul"
paramPitchAccel:t="gun_03_pitch_accel"
wishYawParamName:t="gun_03_aim:targetYaw"
wishPitchParamName:t="gun_03_aim:targetPitch"
}
"vars:object"{
curYawParamName:t="turret_04_yaw"
curPitchParamName:t="gun_04_pitch"
}
"vars:object"{
curYawParamName:t="turret_05_yaw"
curPitchParamName:t="gun_05_pitch"
}
"vars:object"{
curYawParamName:t="turret_06_yaw"
curPitchParamName:t="gun_06_pitch"
}
}
"turret_control__turretInfo:shared:array"{
"turretInfo:object"{
turretName:t="turret_01"
gun:t="m2a4_turret_01_37mm_m5_early+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
verDriveDm:t="drive_turret_v"
horDriveDm:t="drive_turret_h"
salt:i=1
}
"turretInfo:object"{
turretName:t="turret_02"
gun:t="m2a4_turret_02_7_62mm_m1919a4"
barrelDm:t="gun_barrel_01"
salt:i=1
}
}
}
staghound_body_decor{
_use:t="base_vehicle_decor"
animchar__res:t="t17e2_char"
collres__res:t="t17e2_collision"
"disableDMParts:list<t>"{
part:t="cls_body_01"
part:t="gun_barrel"
part:t="bone_turret"
part:t="bone_gun"
part:t="gun_barrel_02"
part:t="ammo"
part:t="gun_barrel_01"
part:t="wheel_r_drive"
part:t="wheel_l_drive"
}
"animchar__objTexReplace:object"{
"us_camo_olive*":t="uk_camo_middle_deep_bronze_greens*"
}
}
staghound_turret_decor{
_use:t="base_vehicle_decor"
animchar__res:t="mk_I_grant_char"
collres__res:t="mk_I_grant_collision"
"disableDMParts:list<t>"{
part:t="bone_mg_gun_twin"
part:t="@root"
part:t="bone_turret_02"
part:t="bone_gun_02"
part:t="gun_barrel_02"
part:t="bone_gun_01"
part:t="gun_barrel_01"
part:t="wheel_r_top_03"
part:t="wheel_r_top_02"
part:t="wheel_r_top_01"
part:t="wheel_r_back"
part:t="wheel_r_drive"
part:t="wheel_l_drive"
part:t="wheel_l_back"
part:t="wheel_l_top_01"
part:t="wheel_l_top_02"
part:t="wheel_l_top_03"
part:t="suspension_r_03"
part:t="wheel_r_03"
part:t="wheel_r_04"
part:t="suspension_r_04"
part:t="suspension_r_05"
part:t="wheel_r_05"
part:t="suspension_r_06"
part:t="wheel_r_06"
part:t="wheel_r_01"
part:t="suspension_r_01"
part:t="suspension_r_02"
part:t="wheel_r_02"
part:t="wheel_l_04"
part:t="suspension_l_04"
part:t="wheel_l_03"
part:t="suspension_l_03"
part:t="wheel_l_06"
part:t="suspension_l_06"
part:t="wheel_l_05"
part:t="suspension_l_05"
part:t="suspension_l_1_2"
part:t="suspension_l_3_4"
part:t="suspension_r_1_2"
part:t="suspension_r_3_4"
part:t="suspension_r_5_6"
part:t="wheel_l_01"
part:t="suspension_l_02"
part:t="suspension_l_01"
part:t="wheel_l_02"
part:t="suspension_l_5_6"
part:t="ex_decor_r_06"
part:t="ex_decor_r_05"
part:t="ex_decor_l_01"
part:t="ex_decor_l_03"
part:t="ex_decor_r_04"
part:t="ex_decor_r_03"
part:t="ex_decor_r_01"
part:t="ex_decor_l_02"
part:t="ex_decor_l_04"
part:t="ex_lantern_r_02"
part:t="ex_lantern_l_02"
part:t="ex_lantern_r_01"
part:t="ex_lantern_l_01"
part:t="hatch_06"
part:t="hatch_05"
part:t="hatch_09"
part:t="hatch_08"
part:t="hatch_07"
part:t="track_r"
part:t="ex_decor_r_02"
part:t="track_l"
part:t="cls_body_01"
}
"animchar__objTexReplace:object"{
"uk_camo_earth_yellow*":t="uk_camo_middle_deep_bronze_greens*"
}
}
staghound_gun_decor{
_use:t="base_vehicle_decor"
animchar__res:t="mk_I_grant_char"
collres__res:t="mk_I_grant_collision"
"disableDMParts:list<t>"{
item:t="hatch_04"
item:t="antenna"
item:t="hatch_03"
item:t="hatch_01"
item:t="@root"
item:t="bone_turret_02"
item:t="bone_gun_02"
item:t="gun_barrel_02"
item:t="bone_turret_01"
item:t="hatch_02"
item:t="wheel_r_top_03"
item:t="wheel_r_top_02"
item:t="wheel_r_top_01"
item:t="wheel_r_back"
item:t="wheel_r_drive"
item:t="wheel_l_drive"
item:t="wheel_l_back"
item:t="wheel_l_top_01"
item:t="wheel_l_top_02"
item:t="wheel_l_top_03"
item:t="suspension_r_03"
item:t="wheel_r_03"
item:t="wheel_r_04"
item:t="suspension_r_04"
item:t="suspension_r_05"
item:t="wheel_r_05"
item:t="suspension_r_06"
item:t="wheel_r_06"
item:t="wheel_r_01"
item:t="suspension_r_01"
item:t="suspension_r_02"
item:t="wheel_r_02"
item:t="wheel_l_04"
item:t="suspension_l_04"
item:t="wheel_l_03"
item:t="suspension_l_03"
item:t="wheel_l_06"
item:t="suspension_l_06"
item:t="wheel_l_05"
item:t="suspension_l_05"
item:t="suspension_l_1_2"
item:t="suspension_l_3_4"
item:t="suspension_r_1_2"
item:t="suspension_r_3_4"
item:t="suspension_r_5_6"
item:t="wheel_l_01"
item:t="suspension_l_02"
item:t="suspension_l_01"
item:t="wheel_l_02"
item:t="suspension_l_5_6"
item:t="ex_decor_r_06"
item:t="ex_decor_r_05"
item:t="ex_decor_l_01"
item:t="ex_decor_l_03"
item:t="ex_decor_r_04"
item:t="ex_decor_r_03"
item:t="ex_decor_r_01"
item:t="ex_decor_l_02"
item:t="ex_decor_l_04"
item:t="ex_lantern_r_02"
item:t="ex_lantern_l_02"
item:t="ex_lantern_r_01"
item:t="ex_lantern_l_01"
item:t="hatch_06"
item:t="hatch_05"
item:t="hatch_09"
item:t="hatch_08"
item:t="hatch_07"
item:t="track_r"
item:t="ex_decor_r_02"
item:t="track_l"
item:t="cls_body_01"
}
"animchar__objTexReplace:object"{
"uk_camo_earth_yellow*":t="uk_camo_middle_deep_bronze_greens*"
}
}
so, today i’m gonna sort of teach you how.
it’s essential that you start getting into the concept of vehicles on the entities.blk
and what better ways than to learn from official blks.
most of the time, all vehicles have base info which you can change/replace or create new ones.
i’ll explain my thought process and " how i went about it ".
- finding a suitable vehicle.
envision what you want to make. and find the closest thing that there is already.
since there were no armored car for the US, i decided to take the AEC armored car ( which was functional ) and changed it’s weapon. ( just as a starter )
- changing weapon
now, unfortunately, i do not know much about weapons components. all i ever did out of pure luck, was being able to remove the overheat from the custom made APC:
"turretsInitialComponents:array"{
"turretsInitialComponents:object"{
turret__limit:p4=-180.0000, 180.0000, -15.0000, 45.0000
gun__overheatReduce:r=0.0
gun__overheatReduceOnOverheat:r=1.0
gun__overheatPerShot:r=0.005
}
}
and make it so that it can aim to a 360° with wider angles.
so perhaps you’ll have to ask @Bazsi37, @Yopsius or @tommyZZM since they know more than i do regarding turrets.
but what i do know, is how to change the turret.
and as shown in the staghound case,
"turret_control__turretInfo:shared:array"{
"turretInfo:object"{
turretName:t="turret_01"
gun:t="m2a4_turret_01_37mm_m5_early+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
verDriveDm:t="drive_turret_v"
horDriveDm:t="drive_turret_h"
salt:i=1
}
"turretInfo:object"{
turretName:t="turret_02"
gun:t="m2a4_turret_02_7_62mm_m1919a4"
barrelDm:t="gun_barrel_01"
salt:i=1
}
}
}
which i essentially replaced it’s gun.
i “told” the entities to make the entity ( or rather, modified AEC ) to use a 37mm and change it’s machinegun to an american one.
since the staghound uses somewhat the same gun from the grant_mk i opened it’s file blk
and pasted it over my entity.
guns, physic, etc are often found there
for example, mk_1_grant.blkx / pzkpfw_38t_marder_iii.blkx / pzkpfw_vi_ausf_b_tiger.blkx
additionally, to conclude it’s configuration, if you want to make sure seats are correct and you’ll have to tweak it’s seats. you can find any seats of any vehicles through the faction initial letters, open it, and watch from there.
for example, uk_mk_1_grant.blkx / germ_pzkpfw_vi_ausf_b_tiger_iih.blkx / us_m4a1_76w_sherman.blkx
and if you want to look for any templates, special thanks to @Bazsi37 for making already unpacked versions of each update easy to read here:
after the configurations,
- hiding parts that you do not want to appear
hence the:
"disableDMParts:list<t>"{
part:t="@root"
part:t="hatch_12"
part:t="ex_decor_l_06"
[...]
}
}
this code allows you to visually remove things.
for example, in the AEC case for my staghound, i hided all the parts of the aec so i could place decorations on top.
hiding things it’s the most time consuming, boring yet easiest thing to do.
however, you’ll need war thunder installed and use the war thunder assets viewer to see components of each vehicles, and by click the checkboxes, you’ll see what corrsponds to what ( for hiding parts )
and each name must be written in the code above.
for every single node that you want to hide.
after that, if you still have more life left in you, you get to the decoration part.
well… good luck with that.
but here is a guide:
however, if you can get passed that, you can do many cool things:
That would be hilarious a pack 8.8 cm on a APC
indeed.
it is alot of fun and one my favorite vehicles.
( it can destroy even pershings tanks with the premium apcr / marder III H apcr )
a shame it’s only available in mods.
And it a shame that modding is really difficult when we have no knowledge of coding when starting
This is amazing! How long did it take you to figure all this out?
Sorry to interrupt the thread here, but this is mindblowing. I was scrolling and found this absolute gem of a post because im looking to figure things out in the future with asset and map development
I have a question; Im part of a Mil-Sim community based in Europe, we do battles on custom maps every week and i was wondering if youd like to hop on board? Not for the asset development, but because we are growing as a community and would love more experienced, knowledgeable members within our ranks.
I’ll open this invite to anyone who reads the thread and is interested too, it adds a nice new spin on Enlisted and some new ways of playing.
Hope to hear back from you!
cheers.
4 to 5 months.
mostly because i don’t have much time to dedicate to the editor due to many limitations ( that is, for pves ) and with the time i’ve got, i either play and farm events, or make more things in the editor.
now days, mostly the latter.
that’s very generous.
but many like you before, i have to decline such offer.
mostly because again, i don’t really have much time, and personally, no offense but i don’t really feel like play with other people. i’m more of a " lone wolf " my self.
but if i can help, i’ll sure try to from time to time around the forum or discord ( mostly for fellow modders though ).
you may wanna try on the official discord. where it will reach more people.
there’s a section where you can leave links, add picture and explain a bit more of your community.
eventually, if people are interested, can contact you.
best of luck.
Hello again, i tryied following the guide but i cant find where i find things like the tank parts. I downloaded the zip datamine but all the files are blank. Do you know what im doing wrong?
you’ll need war thunder installed though.
I have it, i wanted to make the cannon halftrack like you did so i wanted to find the pak cannon but as i said all the filles in the datamine apear blank for me
did you made sure to download the latest folder of bazsi37 on his thread?
last comments usually.
and now that i remembered
( i still use war thunder asset viewer, because it’s straight up better. )
but,
alternatively, you can see nodes in the editor through the console command:
by opening the console and type skeleton.debug
makes you see all type of nodes that you want to see. but sometimes it’s hard to see or get to get specific ones as there are more into one and kinda cluttered everything.
Ok ill try that, cheers
Just to know did you use ctrl+f to find the part or no?