Could i set the default infantry map to the map u see when ur in an airplane?

Im working on quite a large map set in the outskirts of stalingrad tractor plant bcs its flat and mostly empty
And the mod is Kursk themed
And since the map doesnt cover that area but the airplane map does
I was wondering if there is a way to let infantry use the airplane map

Probably I’m late, but yes. You can do it. For that need to edit minimap entity. And change mapTex property (use info from farMapTex). You also probably will need edit left_top and right_bottom properties (use info from far).

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ur not late and thanks!
i might need some more help later so ill respond again later

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ok here is where i need help
just dont know what text to write where

That should work. It isn’t working?

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yeah lol i just had to restart
i also gotta change some other values to like show the capzones in the right places
btw just in case you know how
is there a way to give planes bigger bombs?
Like 500 or even 1000kg?

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its worked!
Thank you for the help!

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is there a way to give planes bigger bombs?
Like 500 or even 1000kg?

It certainly is, but i haven’t touched flightmodels yet. Modifying weapons on vehicles is a rather long process of backtracking entities.

You will need to either, create a new aircraft based on an existing one, or edit an already existing plane.

Example, i will edit Ju-87 D-5 variant. File is found under

Enlisted Datamine\enlisted-game.vromfs.bin_u\gamedata\templates\planes\ju_87d_5.blkx
ju_87d_5{
  _use:t="ju_87d_5_base"
  _use:t="plane_with_gunners"
  _use:t="ju_87d_5_plane_sound"
  item__name:t="items/ju_87d_5"

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/pilot"
      seatOwnsEntityControl:b=yes
      attachNode:t="pilot1"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.15, 0.01, -0.15]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="pilot_dm"
      cameraNodeName:t=""
      cameraOffset:p3=-0.628, 0.924, -0.047
      cockpitTemplate:t="ju_87d_5_driver_cockpit"
      roomSpace:i=0

      "turretNames:array"{
        turret:t="turret_01"
        turret:t="turret_02"
        turret:t="turret_03"
        turret:t="turret_04"
        turret:t="turret_05"
        turret:t="turret_06"
        turret:t="turret_07"
      }

      "cockpitEffectors:object"{
        r.hand:t="stick_rhand_1"
        l.hand:t="throttle_lhand_1"
        r.foot:t="pedal_rfoot_1"
        l.foot:t="pedal_lfoot_1"
      }
    }

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner1"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-1.0, 0.0, -3.25841e-07] [0.0, 1.0, 0.0] [3.25841e-07, 0.0, -1.0] [0.0, 0.0, 0.0]]
      cameraNodeName:t="gun1"
      cameraOffset:p3=0.085, 0.1, 0.0
      cameraType:t="gunner"
      seatComponent:t="isGunner"
      canPlaceManually:b=yes
      receiveDamageFromDMPart:t="gunner1_dm"
      directTurretControl:b=yes
      roomSpace:i=1

      "turretNames:array"{
        turret:t="turret_08"
        turret:t="turret_09"
      }
    }
  }

  "turret_control__emitterNodes:shared:array"{
    node:t="bomb4"
    node:t="bomb7"
    node:t="bomb5"
    node:t="bomb6"
    node:t="bomb1"
    node:t="flare1"
    node:t="flare2"
    node:t="flare3"
    node:t="flare4"
  }

  "turret_control__animVars:shared:array"{

    "vars:object"{
      curYawParamName:t="weapon_01_yaw"
      curPitchParamName:t="weapon_01_pitch"
    }

    "vars:object"{
      curYawParamName:t="weapon_02_yaw"
      curPitchParamName:t="weapon_02_pitch"
    }

    "vars:object"{
      curYawParamName:t="weapon_03_yaw"
      curPitchParamName:t="weapon_03_pitch"
    }

    "vars:object"{
      curYawParamName:t="weapon_04_yaw"
      curPitchParamName:t="weapon_04_pitch"
    }

    "vars:object"{
      curYawParamName:t="weapon_05_yaw"
      curPitchParamName:t="weapon_05_pitch"
    }

    "vars:object"{
      curYawParamName:t="weapon_06_yaw"
      curPitchParamName:t="weapon_06_pitch"
    }

    "vars:object"{
      curYawParamName:t="weapon_07_yaw"
      curPitchParamName:t="weapon_07_pitch"
    }

    "vars:object"{
      paramMinPitchAngle:t="turret1_min_pitch_angle"
      wishPitchParamName:t="gun1_aim:targetPitch"
      paramYawSpeedMul:t="turret1_yaw_mul"
      paramYawSpeed:t="turret1_yaw_speed"
      paramMaxYawAngle:t="turret1_max_yaw_angle"
      aimActiveParamName:t="gun1_aim_active"
      paramPitchSpeedMul:t="gun1_pitch_mul"
      paramYawAccel:t="turret1_yaw_accel"
      paramPitchAccel:t="gun1_pitch_accel"
      paramPitchSpeed:t="gun1_pitch_speed"
      wishYawParamName:t="gun1_aim:targetYaw"
      paramMaxPitchAngle:t="turret1_max_pitch_angle"
      curPitchParamName:t="gun1_pitch"
      curYawParamName:t="turret1_yaw"
      paramMinYawAngle:t="turret1_min_yaw_angle"
      curWorldPitchParamName:t="gun1_world_pitch"
      curWorldYawParamName:t="turret1_world_yaw"
    }

    "vars:object"{
      curYawParamName:t="turret1_yaw"
      curPitchParamName:t="gun1_pitch"
    }
  }

  "turret_control__turretInfo:shared:array"{

    "turretInfo:object"{
      turretName:t="turret_01"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_01"
    }

    "turretInfo:object"{
      turretName:t="turret_02"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_02"
    }

    "turretInfo:object"{
      turretName:t="turret_03"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_03"
    }

    "turretInfo:object"{
      turretName:t="turret_04"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_04"
    }

    "turretInfo:object"{
      turretName:t="turret_05"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_250_87_launcher_01"
    }

    "turretInfo:object"{
      turretName:t="turret_06"
      turretGroup:t="cannon_turrets"
      trigger:t="cannons"
      gun:t="planegun_ju_87d_5_20mm_mg15120_01"
    }

    "turretInfo:object"{
      turretName:t="turret_07"
      turretGroup:t="cannon_turrets"
      trigger:t="cannons"
      gun:t="planegun_ju_87d_5_20mm_mg15120_02"
    }

    "turretInfo:object"{
      turretName:t="turret_08"
      turretGroup:t="turrets_gunner0"
      trigger:t="machine_guns"
      gun:t="planegun_ju_87d_5_7_92mm_mg81_turret_01"
    }

    "turretInfo:object"{
      turretName:t="turret_09"
      turretGroup:t="turrets_gunner0"
      trigger:t="machine_guns"
      gun:t="planegun_ju_87d_5_7_92mm_mg81_turret_02"
    }
  }

  "turret_gun_flash_fx__flashNodes:shared:array"{
    node:t="bomb4"
    node:t="bomb7"
    node:t="bomb5"
    node:t="bomb6"
    node:t="bomb1"
    node:t="flare1"
    node:t="flare2"
    node:t="flare3"
    node:t="flare4"
  }

  "turret_gun_flash_fx__flashFx:shared:array"{
    fx:t=""
    fx:t=""
    fx:t=""
    fx:t=""
    fx:t=""
    fx:t="muzzle_air_20mm"
    fx:t="muzzle_air_20mm"
    fx:t="muzzle_air_8mm"
    fx:t="muzzle_air_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
    scale:r=1.0
    scale:r=1.0
    scale:r=1.0
  }

  "disableDMParts:list<t>"{
    part:t="wb151_r"
    part:t="wb151_l"
    part:t="wb81b_r"
    part:t="wb81b_l"
    part:t="etc50_pylon_central_l"
    part:t="etc50_pylon_central_r"
    part:t="flare6"
    part:t="flare7"
    part:t="flare8"
    part:t="flare9"
    part:t="flare10"
    part:t="flare11"
    part:t="flare12"
    part:t="flare13"
    part:t="flare14"
    part:t="flare15"
    part:t="flare16"
    part:t="flare17"
    part:t="flare18"
    part:t="flare19"
    part:t="flare20"
    part:t="flare21"
    part:t="bomb_launcher3"
    part:t="bomb_launcher4"
  }
}

Important part of this is where the bombs are defined:

 "turret_control__turretInfo:shared:array"{

    "turretInfo:object"{
      turretName:t="turret_01"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_01"
    }

    "turretInfo:object"{
      turretName:t="turret_02"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_02"
    }

    "turretInfo:object"{
      turretName:t="turret_03"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_03"
    }

    "turretInfo:object"{
      turretName:t="turret_04"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_50_launcher_04"
    }

    "turretInfo:object"{
      turretName:t="turret_05"
      turretGroup:t="bomb_turrets"
      trigger:t="bombs"
      gun:t="planegun_ju_87d_5_sc_250_87_launcher_01"
    }

    "turretInfo:object"{
      turretName:t="turret_06"
      turretGroup:t="cannon_turrets"
      trigger:t="cannons"
      gun:t="planegun_ju_87d_5_20mm_mg15120_01"
    }

    "turretInfo:object"{
      turretName:t="turret_07"
      turretGroup:t="cannon_turrets"
      trigger:t="cannons"
      gun:t="planegun_ju_87d_5_20mm_mg15120_02"
    }

    "turretInfo:object"{
      turretName:t="turret_08"
      turretGroup:t="turrets_gunner0"
      trigger:t="machine_guns"
      gun:t="planegun_ju_87d_5_7_92mm_mg81_turret_01"
    }

    "turretInfo:object"{
      turretName:t="turret_09"
      turretGroup:t="turrets_gunner0"
      trigger:t="machine_guns"
      gun:t="planegun_ju_87d_5_7_92mm_mg81_turret_02"
    }
  }

As you can see planegun_ju_87d_5_sc_50_launcher_01 is defined like this:

planegun_ju_87d_5_sc_50_launcher_01{
  _use:t="sc_50_launcher"  // only needs editing if you want to replace bomb model
  _use:t="base_ju_87d_5_sc_50_launcher" //this entity contains shell code for the bomb!
  _use:t="gunsound_sc_50_launcher_aircraft"
  gun__shootNodeName:t="bomb4"
  slot_attach__slotName:t="bomb4"
  gun__maxAmmo:i=1 //bombs per trigger 4=> 4*50kg bomb per trigger
}
sc_50_launcher{
  _use:t="base_bomb_launcher"
  gun__projectileTemplate:t="sc_50_bomb_projectile"
  gun__projectileDebugTemplate:t="sc_50_bomb_projectile+bomb_projectile_debug"
  animchar__res:t="de_sc50_char"
}

The bomb launcher entitiy tells the game where the bomb “shell” is:

base_ju_87d_5_sc_50_launcher{
  item__name:t="guns/de_sc50"
  gun__blk:t="gamedata/weapons/ju_87d_5/sc_50_launcher.blk"
  gun__shotFreq:r=10.0
  gun__locName:t="de_sc50"
  gun__shootNodeName:t="bone_mg_gun_twin"
  gun__maxAmmo:i=1

  "gun__firingModes:array"{

    "mode:object"{
      modeType:t="manual"
    }
  }

  "gun__firingModeNames:array"{
    mode:t="bolt_action"
  }

  "gun__shellsAmmo:array"{
    ammo:i=1
  }

  "gun__ammoSetsInfo:shared:array"{

    "default:array"{

      "shell:object"{
        blk:t="gamedata/weapons/shells/sc_50.blk" //find this and edit to add any KG bomb.
        name:t="sc_50"
        type:t="he_frag_tank"
      }
    }
  }
}

sc_50.blk:

normalizationPreset:t="heat"
ricochetPreset:t="he"
groundRicochetPreset:t="he"
secondaryShattersPreset:t="ap"
stabilityThreshold:r=0.5
stabilityCaliberToArmorThreshold:r=5.0
stabilityReductionAfterRicochet:r=0.3
stabilityReductionAfterPenetration:r=0.15
bulletType:t="he_bomb"
slopeEffectPreset:t="ap"
fresnel:p3=0.23, 0.1, 2.0
useEffectiveArmorThicknessForShatter:b=yes
explodeOnRendinst:b=yes //gets triggered by rendinst. otherwise, will explode on terrain
mass:r=49.76 //mass of bomb. does not effect explosion size, radius, damage, will only effect flight performance.
explosiveType:t="tnt" //there are many types of explosives. i don't have a list though.
explosiveMass:r=26.35 //this defines explosive mass in KG.
bombType:t="he_bomb" //there should be ap_bombs and flame bombs. don't quote me on this
bombName:t="fab50_43" //string. can be anything.
caliber:r=0.219
length:r=0.936
distFromCmToStab:r=0.3
dragCx:r=0.02
sound:t="weapon.bomb_mid"
waterExplosionEffect:t="bigesplashxplosion_fx"
fallToUnitFx:t="hit_81_105mm_metal_ap"
fallToWaterFx:t="bomb_reflection"
explodeTreshold:r=0.0
fallFx:t="hit_59_80mm_dirt_ap"
explodeHitPower:r=120.0 //hitpower is usually penetration power. in milimeters.
shatterPatchRadius:r=0.0
explodeArmorPower:r=35.0 //this also hints at penetration power.
visualShattersWaterOffset:r=1.2
explodeRadius:p2=1.0, 3.0 //explosion radius. Cannot be too big.
visualShattersGroundOffset:r=1.2
hitPowerMult:r=1.0
rendinstDamageRadius:r=9.0
nearHitPower:p2=1.0, 50.0
midHitPower:p2=0.9, 400.0
shutterDamage:b=yes
farHitPower:p2=0.1, 1000.0
shutterDamageRadius:r=40.0
endHitPower:p2=0.01, 1500.0
shutterAmount:i=2000
relativeVelHitShift:p2=300.0, 1000.0
shutterArmorPower:r=10.0
nearArmorPower:p2=10.0, 50.0
shutterHit:r=10.0
midArmorPower:p2=7.0, 400.0
iconType:t="bombs_small"
farArmorPower:p2=0.2, 700.0
relativeVelArmorShift:p2=200.0, 1000.0
entityTemplate:t="sc_50_bomb_projectile"
entityPhysTemplate:t=""

stabilityRicochetModifier{
  mod1:p2=0.0, 0.5
  mod2:p2=15.0, 0.7
  mod3:p2=30.0, 0.99
}

pressureDamage{
  damageType:t="pressure"
}

DamageParts{

  body{
    hp:r=100.0
    armorClass:t="tank_structural_steel"
    armorThickness:r=15.0
    explosionArmorQuality:r=1.0
    shatterArmorQuality:r=1.0
  }
}

DamageEffects{

  part{
    name:t="body"

    onHit{
      damageType:t="generic"
      expl:r=0.2
      break:r=0.8
      damage:r=3.0
      fHitCritical:b=yes
    }

    onHit{
      damageType:t="generic"
      expl:r=0.5
      break:r=0.5
      damage:r=30.0
      fHitCritical:b=yes
    }

    onHit{
      damageType:t="explosion"
      expl:r=0.8
      break:r=0.2
      damage:r=50.0
      fHitCritical:b=yes
    }

    onHit{
      damageType:t="cumulative"
      expl:r=1.0
      damage:r=100.0
      fHitCritical:b=yes
    }

    onKill{
      expl:r=1.0
      fHitCritical:b=yes
    }
  }
}

explFx{
  effectTemplName:t="bomb_expl_50kg"
}

Adding zeros after explosive mass or any property will not make the explosion effect bigger.

I am nowhere near enough experienced in using the mods editor to do something as this but its very good to know how i could do it
Thank you so so much!