problem is, i kinda want to lock the gunner position, and add passenger sits in the back. since the vanilla halftracks, can only ( theorically ) carry 3 troopers included the driver.
so… is… it possible to do? perhaps by sticking a truck sits somehow? ( is that… even possible to melt the two together? )
and ( which it’s also related, but i kinda need it for other things as well ):
is it possible to hide or remove turrets from vehicles?
in these scenarios:
in the first one, i want to remove the AA turret because i already have a auto_machinegun_mg42 reskinned with a browning. but it looks odd, and i’d like to semi make it look ok.
second scenario, i want to remove the rockets, and instead, add a AA/AT gun to make some sort of variations of the sdkfz 6.
so… is it possible to remove or to the very least, hide the turrets?
and last but not least;
remove pre placed lights ?
so, i have this annoying situation, where generated lights appears out of no where because i removed a building that was there, but the lights remain:
I think it’s possible.
And I think you can set special possition where you soldier will stay/sit.
Not sure that you can create another seat area, but you can reuse old one and move soldier to another area.
Maybe. But here I success put 3 soldiers to one “vehicle”, but also a bit wrongly edited their transform:
Maybe not possible. Because it’s part of model.
And it will be possible when we can edit models or add user models.
But not 100% sure.
Hmmm… I too don’t have any ideas
And you can’t remove them by any ways, right?
Well… It’s code that allows add seats?
I not sure 100%, but… name:t="main_gunner" - seat name in code. Can be same… maybe. locName:t="vehicle_seats/gunner" - seat text name, it’s prints in hud. attachNode:t="gunner" - area where soldier will be. 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]] - area position. ignoreAttachNodeRotation:b=yes - soldier ignore object rotation? seatComponent:t="isGunner" - soldier/bot role in this seat? nextSeat:t="driver" - maybe it’s priority seats for bots. shouldHideOwner:b=no - display soldier model in this seat. cameraNodeName:t="bone_camera_gunner" - camera zone that see player when sit in this seat. cameraOffset:p3=0.0, 0.5, 0.0 - changes camera position; it’s XZY. You can reuse same camera node name and a bit offset it for another seat. cockpitTemplate:t="us_halftrack_m13_gunner_cockpit" - maybe another one camera? but when you use right mouse click? seatOwnsEntityControl:b=yes - seat that changes team and some other vehicle info. directTurretControl:b=yes - seat that allows control vehicle gun. isHoldGunModeAllowed:b=no - allows soldier use him weapon. seatAnimUpper:t="drive_driver" - soldier animation? seatAnimLower:t="drive_driver" - soldier animation? maxPosWithOpenHatch:r=0.0 - ??? hatchRotationAxis:p3=0.0, 0.0, 0.0 - ??? isHatchControlInversed:b=yes - ??? canLoadInHatch:b=yes - ??? "turretNames:array" & "loaderTurretNames:array" - seat that allows use these turrets.
I think here will be problem that you can’t add new turret, because it’s not part of vehicle.
But you can allow soldier use him weapon like in vehicles.
Almost randomly when want make usable aircraft carrier turrets. scene.txt (42.9 КБ)
It’s still not finished & some camera are broken because I don’t know how to add new cameraNodeName and attachedNodes.
You can see this attribute through pzkpfw_IV_ausf_H_turret, which is the No. 4 turret on the locomotive, made by hiding the tank hull body.
Each attribute in blk corresponds to the attribute of entity, which is the information displayed in the attribute panel in the editor
The naming of attributes always has its practical meaning. First, you can guess its function through the named word and the type of attribute value, and then verify your guess through simple experiments.
Possibly controls whether the main gun can be reloaded when the commander pokes his head out, similar to the T60
Seems to affect the position and height of the commander when poking his head out
May be some 3d model related attributes. It is related to the character orientation of the binding point
Because the template of some vehicles does not enable the disableDMParts property, if you do not see the property in the editor’s properties panel, it does not take effect.
The current workable way to do this is to patch a template that define the disableDMParts field before your m13. such as germ_panzer_i+ or vw_kubelwagen+
Or if you use a custom template, you can directly define disableDMParts to your own templates in entities.blk, after that you can see the prop in the editor Properties pane
( needless to say it’s not ideal… althoguh i partially worked around that )
problem is, i don’t know the nodes names.
is there… somewhere where i can see them?
because, i only see numbers in the other dmsparts.
but, thanks for the VW_kubelwagen tip. i would have never got to that point. i must admit.
( otherwise i would still have stuck with the panther. which, if if i would shoot for accicent, the entire halftruck would fly in the air lmao )
Install warthunder and warthunder CDK(warthunder mod tools and player creation tools made by gaijin), which has a gaijin official tools call AssetViewer that you can see the 3d model infos of the vehicle.
Or just checkout the damage model blk of the vehicle you can also see some useful node names.
I’m guessing there are some decorations that damage blk hasn’t defined yet, preventing them from being completely removed, but redefining damage blk with a custom template should give them full control
Our mod producers have been doing very well! Come on, everyone! I occasionally come to see it.
Unfortunately, because I am busy this year, I may not be able to help