Custom Profiles Guide

Yes. Just give parachute equipment to soldier in backpack slot. And it should work.
(Create Entity >>> Equipment >>> Write in search parachute >>> You will see list with equipment names).

Hmmm… Would be nice if you give more info.
Like: where you did test custom profile? What is your path to .json file? And what changes you did?

Keep in mind that CUSTOM profiles for player doesn’t work in multiplayer (but does in local game)!
And also it doesn’t work in editor and will prints errors like you had.

Could you give me an example of .json with parachute for soldier and tell me where to paste it ,the path to specify and the way to launch it in local ?
I ve tried many time but Always failed …
When i launch a gungame sample it works but it s seem to be a different path…

It finally works :grin:
i Can launch custom profile
Need now to add parachute to m’y squad

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In json file code.
In soldier equipment code:

                  "equipment" : {
                     "bag_l" : {
                        "gametemplate" : "attachable_wear_gasmask_01_ussr_summer_item",
                        "slot" : "bag_l"
                     },
                     "belt_1" : {
                        "gametemplate" : "attachable_wear_belt_1_01_ussr_summer_item",
                        "slot" : "belt_1"
                     },
                     "belt_2" : {
                        "gametemplate" : "attachable_wear_belt_2_01_ussr_summer_item",
                        "slot" : "belt_2"
                     },
                     "face" : {
                        "gametemplate" : "attachable_wear_head_male_18b_us_item",
                        "slot" : "face"
                     },
                     "flask_r" : {
                        "gametemplate" : "attachable_wear_flask_01_ussr_summer_item",
                        "slot" : "flask_r"
                     },
                     "gloves" : {
                        "gametemplate" : "attachable_wear_hands_01_ussr_summer_item",
                        "slot" : "gloves"
                     },
                     "hair" : {
                        "gametemplate" : "hair_01_us_summer_item",
                        "slot" : "hair"
                     },
                     "head" : {
                        "gametemplate" : "helmet_05_ussr_summer_item",
                        "slot" : "head"
                     },
                     "pants" : {
                        "gametemplate" : "attachable_wear_pants_01_2_windings_ussr_winter_item",
                        "slot" : "pants"
                     },
                     "tunic" : {
                        "gametemplate" : "attachable_wear_tunic_08_1_ussr_summer_item",
                        "slot" : "tunic"
                     }
                  },

So add it

                     "backpack" : {
                        "gametemplate" : "attachable_wear_flight_tunic_parachute_ger_item",
                        "slot" : "backpack"
                     },

After

                     "pants" : {
                        "gametemplate" : "attachable_wear_pants_01_2_windings_ussr_winter_item",
                        "slot" : "pants"
                     },
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Thanks
I ve found that alone far in the night :grin:
Few more questions : Can ai_aircraft Can attack soldier on ground with machine gun or launch bomb on specific target ?
Can we add several way points for ai-aircraft ?
Is it possible to Switch to gunner Seat on aircraft?
Is it possible to make an ai aircraft taki g of or landing ?

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Yes. Just add canPlaceManually:b=yes in gunner seat code.
But maybe better wait when devs fix some bugs and officially add it. Idk.
Currently time it have problems with:

  • Plane gas reset when you select back to pilot.
  • Pilot model is bugged when you select to gunner.
  • No normal camera position*
  • No turn camera limits*
  • Sometimes camera can be instantly moved*
    *— problems can be fixed if you use dev_tps_cam in camNames property.

Not sure, but probably not. But here possible do it by another way.
ShowCase: Natural and Reasonable NPC Auto-Fire Anti-Aircraft Artillery
Still not sure that aircraft will use machineguns and bombs.

Probably no. Only one flyPos works.

No? You can set him position to ground, but he will do only suicide landing.

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Here is ju87b2 with working gunner:

entity{
  _template:t="ju_87b_2"

  "camNames:array"{
    camNames:t="dev_tps_cam"
  }

  "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, 0.15, -0.15]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="pilot_dm"
      cameraNodeName:t=""
      cameraOffset:p3=-0.628, 0.876, -0.052
      cockpitTemplate:t="ju_87b_2_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"
      }

      "effectors: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
      canPlaceManually:b=yes
      attachTm:m=[[-1.0, 0.0, -8.74228e-08] [0.0, 1.0, 0.0] [8.74228e-08, 0.0, -1.0] [0.0, 0.0, 0.0]]
      seatComponent:t="isGunner"
      receiveDamageFromDMPart:t="gunner1_dm"
      directTurretControl:b=yes
      roomSpace:i=1

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

You can place ju 87b2 on map and then save. After that go to scene.blk and add almost all code that i sent.
Or just put this code to file and add transform property from your ju87b2.

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:+1: :+1: :+1:

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question,

is it possible to remove for example 5 out of 6 campaign/side profiles?
because i have plans on making mods with specific bots profile, but due to the nature of customs and the fact that players are able to play from more than 1 campaign. for example, i would like to avoid russians forces showing up in a battle of bulge / ardenne offensive just because i enabled axis berlin for players to play with along side normandy one.

therefore, i’d like to keep things organized and make things easier.

i tried to remove the factions that i don’t need, but my vs code tells me there are issues ( yet does not specify ) and eventually will not work

is it possible? if yes, how?

i’m strugging to understand how i can do that.

or… they are tied and must have all factions despite not using them?

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Some event profiles dont have some campaigns and armies. So yeah. It possible.
Per profile have structure… Um… Like it:
ArmyName{Code: Squads, Soldiers and Equioment} and it repeats, but with different code.

What errors game print?
Are you sure that you didnt forgot to put correctly team entities? Maybe you miss some }?

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ahhh i see.

i made a mistake with the brackets and the , at the ends of each team’s brackets.

i was deleting the first braket thinking that the second one ( based on the second faction that would appear ) would had one of it’s own.

thanks for once again pointing out my stupidity :upside_down_face:

didn’t helped the fact that i was starring at the red end bracket for hours trying to figure it out.

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May I ask if you have made any progress? There may be a related issue that troubles me: I cannot make both sides of mods(modern war profiles) use different weapons.
Usually, if Normandy is chosen, both sides use NATO weapons, while Berlin is chosen with both sides using Soviet/Russian weapons

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that’s a legitimate concern that i had, and was gonna point out.

but as i wasn’t sure, and i was waiting to find out. hence, i didn’t posted anything about it.

unfortunately, no. i did not made any progress because i was ( and still am ) trying to understand it.

and unfortunately, i have very little time. i was going to today, but it’s kinda holiday so, i wanted to spend a bit more time on the event and other games with a couple of friends.

with that being said, i’m not sure if we should either add all factions, therefore it specifically tells the game what to do, or just include in the custom games the factions of interest and remove the the other profiles.

maybe @Devenddar knows something more about it.

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For players it’s still impossible.
But for bots… In theory should work fine if you replace or clone “berlin_allies” code and rename it to “normandy_axis” or “belin_axis”.
Damn… Why I still didn’t test it on my map with modern event…

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yeah… about this.

today i tried to edit the sea predator profile and see it’s squad composition to later on readapt it depending on the role.

my issue is, it does not let me spawn. it says that the army are corrupted or something.

so, i also tried with the original sea predator profile.

but it simply does not work.

like, i made the vrom file and what not, hosted it in local, but nothing. i’m stuck and i cannot spawn.

has something changed?

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Damn… Sometimes I so stupid…
It doesn’t work because of Mixed teams settings.
Bots will always choose first aviable team in code.

Nope.

It still not works in editor and in online :frowning:
But still works in local game.


Are you sure that file path is correctly?

entity{
  _template:t="custom_profile"
  customProfile:t="%ugm/bot_profile.json"
}

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

And profile file like there:
image
I would mention also about teams, but sea predator profile should contains all teams.

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I believe this is basically the same problem as the blk resource, except that what the client cannot synchronize is json, and the client cannot obtain the operating data on the server.

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ah i see.

perhaps i didn’t tried by renaming the profiles with the actual name " bot_profile"

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redirect to: Custom Profiles - Another look (Guide)

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