Is it possible to make the engineer's hammer and resources buyables like guns

assign or make a new turret for it use turret_control__turretInfo or use turretsInitialComponents to patch it

"turret_control__turretInfo:shared:array"{
    "turret_control__turretInfo:object"{
      turretName:t="turret_01"
      gun:t="builded_sg_gun+tankgun_25mm_72k"
   }
}

not formatted …

"turretsInitialComponents:array"{
    "turretsInitialComponents:object"{
        "gun__ammoSetsInfo:shared:array"{

    "defaultSet:array"{

      "shell:object"{
        blk:t="gamedata/gen/weapons/shells/25mm_72k_defaultset_bullet_1.blk"
        name:t="25mm_br_132"
        type:t="ap_t"
      }

      "shell:object"{
        blk:t="gamedata/gen/weapons/shells/25mm_72k_defaultset_bullet_2.blk"
        name:t="25mm_ozr_132"
        type:t="frag_i_t"
      }
    }
}
    }
}
2 Likes

i guess you may have to make a new turret entity to get rid of this error maybe need some test

2 Likes

Yeah. Engineer tools just not visible in weapons/equipment/other items, but you can find it in all and add +item_in_world before creating it (need to use with _item in name).
image
Box with resources works fine if you add medkit paid loot. Here is scene code:

entity{
  _template:t="base_fortification_build+tutorial_engineer_resource_box+paid_medkit_box_use+undestroyable_ri_extra+"
  transform:m=[[-1, 0, -8.74228e-08] [0, 1, 0] [8.74228e-08, 0, -1] [-503.122, 48.3202, 2195.38]]
  ri_extra__name:t="ammunition_box_piles_f"
  useful_box__maxUseCount:i=999999
  animchar_render__enabled:b=no
  paid_box__ressuplyCost:i=125
  useful_box__uiPrice:i=125
  builder_info__team:i=1
  buildingRadius:r=1
  team:i=1
}

Or… Just write +tutorial_engineer_resource_box+paid_medkit_box_use+undestroyable_ri_extra in Template Postfix and create base_fortification_build.

Need to remove tag. In other words… Recreate entities. Here is code:

test_building_tool{
  _use:t="melee_weapon"
  builder__shootPressed:b=no
  nextTryToSetObjectInTime:r=-1.0
  autoTryBuildingObjectInterval:r=3.0
  engineerBuildingSpeedMul:r=2.0
  gun__reloadable:b=no
  animchar__res:t="hammer_char"
  item__iconYaw:r=145.0
  item__name:t="items/building_tool"
  meleeSoundType:t="buildingTool"
  _tracked:t="previewEid"

  "item__weapSlots:array"{
    slot:t="secondary"
  }

  "buildingTool:tag"{
  }

  "itemInWeaponSlot:tag"{
  }

  "previewEid:eid"{
  }
}

test_building_tool_gun{
  _use:t="test_building_tool"
  _use:t="replicating"
  _tracked:t="gun__owner"
  _replicated:t="gun__owner"
  _replicated:t="currentPreviewId"
  buildingInterval:r=0.0
  nextBuildingAtTime:r=0.0
  additionalBuildingTemplate:t="network_fortification_preview"
  currentPreviewId:i=0
  fortification__rayMatId:i=-1
  fortification__rayMatName:t="engineerRay"
  minBuildingRadius:r=1.5
  animchar__res:t="hammer_char"
  gun__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__canAim:b=no
  item__template:t="test_building_tools_item"
  animchar_render__enabled:b=yes
  item__proto:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  item__weapTemplate:t="test_building_tool_gun"
  item__iconRoll:r=43.0
  item__iconYaw:r=0.0
  item__iconPitch:r=83.0
  item__name:t="items/hammer"
  item__weapType:t="building_tool"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="Hammer"
  gun__statName:t="melee"
  gun__reloadable:b=no
  weap__sprintLerpFactor:r=1.0
  melee_weapon__attackAt:r=0.4
  melee_weapon__attackTime:r=1.0

  "item__id:i"{
    value:i=0
    _hide:b=yes
  }

  "gun__owner:eid"{
  }

  "net__notInInitialScope:tag"{
  }

  "previewTemplate:list<t>"{
    template:t="ger_rallypoint_preview"
    template:t="ammunition_box_a_preview"
    template:t="czech_hedgehog_a_preview"
    template:t="barbedwire_engineer_a_preview"
    template:t="sandbags_wall_2_preview"
    template:t="cannon_germ_20mm_flak38_preview"
    template:t="cannon_ussr_towed_at_53k_preview"
    template:t="cannon_germ_towed_at_pak38_preview"
    template:t="sandbags_wall_mg_preview"
  }

  "buildingLimits:list<i>"{
    limit:i=1
    limit:i=3
    limit:i=6
    limit:i=10
    limit:i=10
    limit:i=2
    limit:i=1
    limit:i=1
    limit:i=1
  }
}

test_building_tools_item{
  _use:t="item_melee"
  _use:t="test_building_tool_gun"
  collres__res:t="construction_hammer_collision"
  item__userstats__pickupName:t="pickup_building_tool"
}
2 Likes

Thank you @Devenddar , the lord and savior of this community

1 Like

find_vehicle_obstacles: nav obstacle without tile cache enabled
This error still happens with @tommyZZM 's codes added
It happens when the builded_auto_turret tries to shoot zombies through a wall or floor
Also the turret always aim higher than the target after adding the code
Maybe need to ask @Devenddar how to fix both issues

1 Like

It blows my mind that this still works


I changed _extends to _use as i have read before on other posts

1 Like

My code is here. It kind of works for my zombie map. (except the nav error that the moon turret throws)

// Engineer's hammer section
// Forum post: https://forum.enlisted.net/en/t/142979/ (Thank you! @Bazsi37 @tommyZZM @Devenddar)

test_building_tool{
  _use:t="melee_weapon"
  builder__shootPressed:b=no
  nextTryToSetObjectInTime:r=-1.0
  autoTryBuildingObjectInterval:r=3.0
  engineerBuildingSpeedMul:r=2.0
  gun__reloadable:b=no
  animchar__res:t="hammer_char"
  item__iconYaw:r=145.0
  item__name:t="items/building_tool"
  meleeSoundType:t="buildingTool"
  _tracked:t="previewEid"

  "item__weapSlots:array"{
    slot:t="secondary"
  }

  "buildingTool:tag"{
  }

  "itemInWeaponSlot:tag"{
  }

  "previewEid:eid"{
  }
}

test_building_tool_gun{
  _use:t="test_building_tool"
  _use:t="replicating"
  _tracked:t="gun__owner"
  _replicated:t="gun__owner"
  _replicated:t="currentPreviewId"
  buildingInterval:r=0.0
  nextBuildingAtTime:r=0.0
  additionalBuildingTemplate:t="network_fortification_preview"
  currentPreviewId:i=0
  fortification__rayMatId:i=-1
  fortification__rayMatName:t="engineerRay"
  minBuildingRadius:r=1.5
  animchar__res:t="hammer_char"
  gun__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__canAim:b=no
  item__template:t="test_building_tools_item"
  animchar_render__enabled:b=yes
  item__proto:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  item__weapTemplate:t="test_building_tool_gun"
  item__iconRoll:r=43.0
  item__iconYaw:r=0.0
  item__iconPitch:r=83.0
  item__name:t="items/hammer"
  item__weapType:t="building_tool"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="Hammer"
  gun__statName:t="melee"
  gun__reloadable:b=no
  weap__sprintLerpFactor:r=1.0
  melee_weapon__attackAt:r=0.4
  melee_weapon__attackTime:r=1.0

  "item__id:i"{
    value:i=0
    _hide:b=yes
  }

  "gun__owner:eid"{
  }

  "net__notInInitialScope:tag"{
  }

  "previewTemplate:list<t>"{
    template:t="auto_mg42_preview"
	template:t="builded_auto_turret_preview"
    template:t="christmas_tree_preview"
    //template:t="ammunition_box_a_preview"
    //template:t="czech_hedgehog_a_preview"
    //template:t="barbedwire_engineer_a_preview"
    //template:t="sandbags_wall_2_preview"
    //template:t="cannon_germ_20mm_flak38_preview"
    //template:t="cannon_ussr_towed_at_53k_preview"
    //template:t="cannon_germ_towed_at_pak38_preview"
    //template:t="sandbags_wall_mg_preview"
  }

  "buildingLimits:list<i>"{
    limit:i=1
	limit:i=1
    limit:i=3
    
  }
}

test_building_tools_item{
  _use:t="item_melee"
  _use:t="test_building_tool_gun"
  collres__res:t="construction_hammer_collision"
  item__userstats__pickupName:t="pickup_building_tool"
}

auto_mg42{
  _override:b=yes
  team:i=1
  auto_gun_controller__targetTeam:i=3
  auto_gun_controller__targetOffset:p3=0, 0, 0
  interactable:b=no
  "ai_target__targetForAiGunner:tag"{
   }
}
auto_mg42_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="mg42_char"
  collres__res:t="mg42_collision"
  instantiateTemplate:t="auto_mg42"
  ri_preview__name:t="auto_mg42"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Sentry Gun 42"
  building_menu__image:t="machine_gun"
}
auto_mg42{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="auto_mg42"
}

builded_auto_turret_preview{
  _override:b=yes
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Sentry Gun 42"
  building_menu__image:t="assault_rifle"
}
builded_sg_gun{
  _override:b=yes
  gun__kineticDamageMult:r=20.0
}
//

The following code fixes the moon turret’s 0 damage issue

builded_sg_gun{
  _override:b=yes
  gun__kineticDamageMult:r=20.0
}
1 Like

I don’t know. But I’ll recheck later.

1 Like

try add this to your turret and any vehicels entity (in entities.blk)

"moveable_obstacle:tag"{
  }
2 Likes

It worked!!
Add the code there is fine enough (I had the code on all 3 entities at first which caused no error somehow)
image

1 Like

I tried using this to create a mine that you can build with the hammer but it disappears after build complete

custom_antipersonnel_mine_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="type_3_mine_char"
  collres__res:t="type_3_mine_collision"
  instantiateTemplate:t="jp_antipersonnel_mine"
  ri_preview__name:t="jp_antipersonnel_mine"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=3.0
  building_menu__text:t="Anti-personnel Mine"
  building_menu__image:t="killlog/kill_explosion"
  buildingCost:r=1.0
}

How do i properly add a anti-personnel mine (preferably the kill count towards the builder but its not necessary)
1 Like

maybe should be mine+placed item in world

template name not found

1 Like

I tried jp_antipersonnel_mine+placed_item_in_world
But it did not work and throws template incorrect error

1 Like

Yes yes, i am going to investigate now (after finishing the event for gold order ofc)

There no placed_item_in_world and it’s placeable_item_in_world. Any item_in_world postfix templates should work on mines.

It seems that you need to use unique entity with predefined teams.

1 Like

let me try
and is it possible to make the auto_mg42, autocannon and antipersonnel mine kills count towards the builder?

1 Like

Kind of worked but missing stuff…

image

1 Like

image
but if i do this then it only work for team 1

1 Like

image
bruh it even kills my teammate

1 Like

image
Doesn’t help with this.
How can i set owner eid to the builder

1 Like