mosin_m38_char
ppd_3438_char
Seems theyāre updated their textures instead make new animchars.
Bummer. What was the update that updated gun models? I can get the rest then
Stalingrad update updated these: Mauser 98k, MG 42, Mosin M38, PPsh-41, PPsh-41 (box magazine)
The High Caliber Update updated the PPD-34/38 box with the new PPD-34
The PPD-34/38 and the PPD-40 were updated as well in that update
But these have indeed new textures, PPD-34/38 and PPD-40 have new textures, since animchar of same as from 0.3.0.93
ppd_40_char
ppd_3438_char
My bad.
The picture is from an older version of Enlisted, not the current one.
Is there a way to get the old textures like the mosin m38?
Probably not. They seem to have been replaced.
I seem to have run into a issue. when placing a weapon into the map and buying it, all weapons purchased that do not come from the box have 0/0 ammo. how might one fix that?
Iām also trying to modify a weapons magazine size such as the Winchester to be like the 1894 variant that has 7 round tubes. seems Iām looking in the wrong spot for that too? my goal is upping the max ammo above 25 total rounds, to something like 49 to be comparable to what we got with the event Mosin.
Iām still pretty new to the editor, so Iām slowly figuring out what and where things are.
You decided to not edit weapons? Wellā¦ Then you need to add gun_with_initial_ammo postfix to your weapon pickup. And then set number inside gun__initialAmmoHoldersCount.
It seems that customProps doesnāt work on buyable items. So for edit it you need to change it in entities.blk.
I have made my own map, but there are some things i run into some problems, two of which are small problems iād like to get sorted.
Most importantly, the shooters always get stuck, and donāt have any pathfinding. This goes for both ground spawned shooters and the paratroopers. They spawn in, in case of the paraās, they drop to the ground, they shoot, but they donāt move. Iād like to get this sorted.
I canāt seem to get weapons into the mystery box. It has the default selection, but iād like to add some more. But canāt seem to get it right.
The session can get quite silent, so if possible iād like to add the breaking dead soundtrack to this mission.
The mission seems to be locked to be playable to playing USA only, i donāt run any profiles (as idk how to), but iād like it so Germany is the selected nation to play. How can i change this?
Thanks for answering my questions
You need to add this entity:
entity{
_template:t="battle_music_with_spawn_waves"
battle_music__intro:t="events/z/music/z_battle_start"
battle_music__waveStartPath:t="events/z/music/z_wave_new"
battle_music__waveEndPath:t="events/z/music/z_wave_end"
}
Did you added battle area (zombies are 3 team)? And rebuilt navMesh?
Have you tried to edit these properties:
Wellā¦ Here is problem that germany will able kill allies. So probably for normal game you will need make seperate areas. I dunno.
How exactly does this prevent you from playing on the Axis team? Maybe you forgot to create respawn points?
Using Find Entity try to find custom_profile entity. If you doesnāt have one then you donāt use profile.
Thank you. This has made it much more interesting!
Idk how to rebuild navMesh, but i will try the Team 3 battle area when i have the chance to.
But what do i add to these properties? I did manage to get the Lebel, but it wasnāt working.
It only allows to spawn in as the allied. (Since i only added spawnpoints for team1 i assume), but i want this map to be focused around the Germans surviving. But i guess i just need to change the spawnpoints to team 2.
Click on + next to property and write it like other?
Ah. Now I understand what you mean.
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
I mean code should looks like here:
Just need to replace thompson_m1928a1_50_drum_gold with your weapon entity name (for example an_m2_stinger).
Yeah. Or create respTeam2. You also need edit team for ammo & medkit boxes.
so far tested they seem to work now.
I did do some testing, i managed to get the weapon again, but with the following errors:
This is the code iām currently using:
}
mp_40_1_zombie_gun{
_use:t="mp_40_1_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="mp_40_1_zombie_gun_item"
item__weapTemplate:t="mp_40_1_zombie_gun"
paid_loot__ressuplyCost:i=140
gun__shotFreq:r=12.837
gun__kineticDamageMult:r=1.15
}
mp_40_1{
_use:t="item_gun"
_use:t="mp_40_1_zombie_gun"
collres__res:t="mp_40_1_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
}
Also how to increase ammo, would like to make the mg45 a bit more usefull XD
The correct code should be:
mp_40_1_zombie_gun{
_use:t="mp_40_1_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="mp_40_1_zombie_gun_item"
item__weapTemplate:t="mp_40_1_zombie_gun"
paid_loot__ressuplyCost:i=140
gun__shotFreq:r=12.837
gun__kineticDamageMult:r=1.15
}
mp_40_1_zombie_gun_item{
_use:t="item_gun"
_use:t="mp_40_1_zombie_gun"
collres__res:t="mp_40_1_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
}
mp_40_1_zombie_gun_item
will create the item_in_world
variant, that can be found on the weapons section of the editor, by using the mp_40_1_zombie_gun
thats defined above + the item_gun
template.
I keep getting the same errors. And everytime i save ingame, it deletes the code for the mp40/1. Even though i copy paste what you send
Need to edit ammo entity. Something like for your mg 45:
mg_45_magazine{
_use:t="mg_42_handheld_magazine"
ammo_holder__templateName:t="mg_45_magazine"
ammo_holder__ammoCount:i=100
}
And then you probably need to edit gun__ammoHolders property. Write here updated entity:
mg_45_gun{
_override:b=yes
"gun__ammoHolders:array"{
item:t="mg_45_magazine"
}
}
Or you can just add this:
"gun__ammoHolders:array"{
item:t="mg_45_magazine"
}
To zombie version.
Theyāre donāt look like āsame errorsā.
Can you please show full code?
mp_40_1_zombie_gun{
_use:t="mp_40_1_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="mp_40_1_zombie_gun_item"
item__weapTemplate:t="mp_40_1_zombie_gun"
paid_loot__ressuplyCost:i=140
gun__shotFreq:r=12.837
gun__kineticDamageMult:r=1.15
}
mp_40_1_zombie_gun_item{
_use:t="item_gun"
_use:t="mp_40_1_zombie_gun"
collres__res:t="mp_40_1_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
}
This is the full code for the mp40_1
As it goes for the errors, there is no further information
And atm i am a bit clueless about this