i did used the kubel for the dm part. that one, does not have a turret as far as i know
but the turret is still there
i did used the kubel for the dm part. that one, does not have a turret as far as i know
but the turret is still there
Don’t +m13, just replace the animchar of vw
but collisions are gonna be off
and… the vehicle it self will blow up after a few burst.
kinda ironic for a halftruck
i’ll do as you say though
oh god.
it’s undrivable and kinda bounce all over the place
and blows up after a few bursts despite applying the damage model as well.
collision issue may need devloper helps. But I don’t think it can be solved, the cost of adding such feature for part collision is probably much higher than if they just provide us with a real transport half track vehicle.
—-
For damage model also need to be repalace to m13 ones
alright so,
for now. the halftruck it self it’s… semi operational.
the gun, does not show up. which it’s good. although i’ll have to figure out a way of also removing the actual gun.
next stuff we’ll have to do, is to add the passenger slots which i’m still trying to figure out from amazing @Devenddar scene. and, then i think we’re good.
anyway, gotta go for lunch.
i’ll give updates if i have any
( and the code as well, but i still have to remove the back fire estuinguishere that is floating lol )
well, didn’t managed to do much.
so i’ll leave the code in hands of the capables:
entity{
_template:t="vw_kubelwagen+us_halftrack_m13_common"
transform:m=[[0.879526, -0, 0.47585] [0, 1, 0] [-0.47585, 0, 0.879526] [504.739, 1.00064, -610.984]]
pendingDecals:b=yes
animchar_render__shadow_cast_dist:r=1
"disableDMParts:list<t>"{
item:t="bone_turret"
item:t="bone_turret_01"
item:t="bone_turret_02"
item:t="bone_turret_03"
item:t="bone_turret_04"
item:t="bone_turret_05"
item:t="bone_turret_06"
item:t="cls_body_01"
item:t="bone_gun"
item:t="optic_gun"
item:t="drive_turret_v"
item:t="cannon_breech_01"
item:t="cannon_breech_02"
item:t="bone_gun_barrel_01"
item:t="bone_gun_barrel_02"
item:t="Spine_3"
item:t="ex_armor_body_01"
item:t="emtr_lantern_02"
item:t="ex_armor_body_02"
item:t="gun_barrel_01"
item:t="gun_barrel_02"
item:t="Bip01"
item:t="Spine_1"
item:t="Bip02"
item:t="ammo_body_r_01"
item:t="Pelvis_1"
item:t="Pelvis_3"
item:t="mg_02"
item:t="emtr_fire_small_dmg_04"
item:t="@turret_front"
item:t="gunner"
item:t="cls_gun"
item:t="body_top"
item:t="drive_turret_h"
item:t="cls_turret_01"
item:t="@bone_gun"
item:t="@cls_turret_01"
item:t="@cls_gun"
item:t="emtr_fire_small_dmg_01"
item:t="emtr_fire_ammo"
item:t="emtr_fire_ammo_01"
item:t="ex_decor_04"
item:t="ammo_body_r_01"
item:t="bone_camera_gunner"
}
just add anywhere under the disable part list:
item:t="ex_decor_03"
if you want the frontal plate to disappear/be open for logistical vehicles. although, in first person will be present, and if you get shot, you won’t take damage.
although, keep in mind that the turret is still functional despite not visually showing up.
i have no clue how to disable the gunner nor the weapon it self.
if someone knoes how, i would be greateful if they would leave underneath how to do so.
cheers
Additional info that I found.
canPlaceManually:b=yes
- Means that you/your bot can seat on this sit.
(2 slots are success disabled).
entranceNode:t="X"
- Not sure, but maybe it’s area where bot will seat to this sit.
(Not very sure, but in ships X can be: char_passenger_Y_landing
(Y can be 01 - 08?) and char_driver_landing
).
seatEnum:t="X"
- I don’t know what it’s, but it affect to anim when you aim from weapons.
Without this thing will be happened it:
(Not 100% sure, but in ships X can be left_track_seat
or right_track_seat
).
seatFireReadyAnimLower
and seatFireReadyAnimUpper
- soldier animation when he aim from weapon.
I used it for standing anim:
seatFireReadyAnimLower:t="upper_fireready"
seatFireReadyAnimUpper:t="upper_fireready"
Ah yeah. Seats in vehicle - are special entities. They have same info, but with different names:
(You can easly test anims, but yeah for that you must exit from vehicle).
now, i have no clue what you just posted. i mean, i’m still trying to figure it out and i’m very slow about it,
but, i found another way how to remove sits and make AIs not being able to climb up: ( only works for non tanks category vehicles though )
just remove the sits that you do not want to have in the vehicle_seats_hide_owner
for some reason, if you remove the option, it will automatically remove the ability to use that sits.
and therefore i managed to make a two sits opel blitz ( which i’ll use for munitions and such ) and bots couldn’t jump in beside the co driver:
problem is, you can’t really select which sits to hide. because those are prefixed. and if for example you want to lock the gunner, even if you remove the number assigned to it, it will automatically reassigned to the one that is remaining unfortunately:
maybe if i can find a way to exchange the sit from 1 to 3 for example, i might be able to lock the vehicle.
i’ll investigate.
doesn’t work . apparently if you restart, they come back.
( but now i’ll check how to add sits through the AA. and the informations given above . )
Could you send me an example in blk of that ship please ?
I m fed up to don’t understand …
entity{
_template:t="german_assault_boat_39+game_rendinst_decor"
transform:m=[[0.219425, 0.0673148, -0.973305] [0.0861512, 0.992383, 0.0880565] [0.971818, -0.103173, 0.211955] [34.4841, 2.31173, 398.755]]
ri_extra__hasCollision:b=no
ri_extra__name:t="lcvp_rendinst"
animchar_render__enabled:b=no
"vehicle_seats__seats:shared:array"{
"vehicle_seats__seats:object"{
canPlaceManually:b=yes
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0.6, -0.25, 1.35]]
name:t="driver"
seatComponent:t="isDriver"
isHoldGunModeAllowed:b=yes
attachNode:t="char_driver_pivot"
seatOwnsEntityControl:b=yes
seatAnimLower:t="lower_stand"
nextSeat:t="passenger1"
entranceNode:t="char_driver_landing"
locName:t="vehicle_seats/car_driver"
seatAnimUpper:t="gunner_upper_hands"
seatEnum:t="left_track_seat"
}
"vehicle_seats__seats:object"{
canPlaceManually:b=yes
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0.75, -0.25, -0.35]]
name:t="passenger1"
seatComponent:t="isPassenger"
seatFireReadyAnimLower:t="upper_fireready"
attachNode:t="char_driver_pivot"
seatOwnsEntityControl:b=no
seatAnimLower:t="lower_stand"
nextSeat:t="passenger2"
seatFireReadyAnimUpper:t="upper_fireready"
entranceNode:t="char_driver_landing"
locName:t="vehicle_seats/shooter"
seatAnimUpper:t="gunner_upper_hands"
seatEnum:t="right_track_seat"
}
"vehicle_seats__seats:object"{
canPlaceManually:b=yes
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2, 0.3, -0.75]]
name:t="passenger2"
seatComponent:t="isPassenger"
seatFireReadyAnimLower:t="upper_fireready"
attachNode:t="char_passenger_01_pivot"
seatOwnsEntityControl:b=no
seatAnimLower:t="lower_stand"
nextSeat:t="passenger3"
seatFireReadyAnimUpper:t="upper_fireready"
entranceNode:t="char_passenger_01_landing"
locName:t="vehicle_seats/shooter"
seatAnimUpper:t="gunner_upper_hands"
seatEnum:t="left_track_seat"
}
}
}
Not full, but all main info here.
Other seats defined, but i currently time don’t want share all code
Thanks a lot
Well,that’s nice
If I may ask
How did you obtain a file of a vehicle?
it’s in the name of the vehicle. ( X_.grp
but, i highly advise you to download war thunder asset viewer, and see the nodes of vehicles from there.
it will be alot simpler than originaly used in this thread.
Perfect
Thank you!