Is there a way to leave a vehicle permanently be damaged / repairable?
In a damaged state, such as a broken track.
Is there a way to leave a vehicle permanently be damaged / repairable?
In a damaged state, such as a broken track.
Hi,
You mean for the rest of the match?
If you abandoned your tank and continue to play on foot, the tank gets destroyed automatically after a while.
A new player can only join as a tanker, when yours, in this case, is destroyed.
Otherwise, the system could be abused by spawning as a tank, getting outside, a teammate joins as a tank, you repair yours and all over the sudden your team would have 3 or more tanks on the battlefield.
No, it’s about the editor and the tasks.
Because I’m making some kind of bunker turret.
For some technical reason I need this turret to always be repairable.
But in the game missions I made, you can replenish repair_kits
through supply vehicles and large rally points
Isn’t vehicles already can be permanently damaged? If you don’t want to make them repairable then edit team and turn off vehicle_seats__autoDetectRestrictToTeam? Or you want to do something like armored train turrets? They can be broken (but not destoryed) and at same time always can be repaired.
Yes and I also need them to replenish ammo via engineers.
There seems to be some kind of logical conflict between replenishing ammunition and repairing tanks, which will result in the tank turret not being able to be resupplied with ammunition while it is intact.
Then there is the question of the title.
I tried to find another way to solve this situation
I use the tank itself, instead of the turret of the armored train
entity{
_template:t="game_rendinst_decor+medik_box_base+builded_ussr_towed_at_53k_common+anti_tank_cannon_common+ussr_t_34_1940_L_11+ussr_bt_7a_f32_common+vehicle_display_marker_over_head+human_hidden_ui_battle_area+base_fortification_build+ai_aircraft_crew_it"
transform:m=[[-0.65113, -0.0106112, -0.758892] [-0.00722346, 0.999944, -0.00778398] [0.758932, 0.000413444, -0.65117] [642.645, 20.6591, -483.636]]
vehicle_mods__extraMass:r=0
vehicle_net_phys__blk:t="content/enlisted/gamedata/units/cannons/type_96_25mm_mg.blk"
vehicle_net_phys__blk:t="gamedata/suspension/empty.blk"
killLogName:t="Turret"
animchar__res:t="bt_7a_f32_char"
collres__res:t="bt_7a_f32_collision"
phys_obj_net_phys__blk:t="content/enlisted/gamedata/units/cannons/type_96_25mm_mg.blk"
dmg_animchar__res:t="bt_7a_f32_dmg_char"
xray_resource__modelName:t="bt_7a_f32"
damage_model__blk:t="content/enlisted/gamedata/units/pzkpfw_iv_ausf_h_cannon.blk"
vehicle__mapIcon:t="bunker"
user_point__icon:t="bunker"
repairable__baseRepairTotalTime:r=10
repairable__baseRecoveryRatio:r=0.9
fortification_repair__cost:r=10
fortification_repair__costPercent:r=1
ri_extra__hasCollision:b=no
building_menu__image:t="bunker"
building_destroy__maxTimeToDestroy:r=999999
buildingCost:r=16
buildingRadius:r=5
building_menu__text:t="vehicle/turret"
useful_box__maxUseCount:i=0
object__useDist:r=6
destroyIfNoCrewLeft:b=no
collision_damage__canBeOffender:b=no
ri_extra__name:t="ammunition_supply_a_destructible_part"
vehicle_acceleration__accelVisc:r=0
vehicle_acceleration__counterAccelVisc:r=0
phys__lowFreqTickrate:b=yes
vehicle_view__isAutomaticTransmission:b=no
"vehicle_seats__seats:shared:array"{
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="loader"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.2, -0.1, 0.1]]
name:t="commander"
seatComponent:t="isDriver"
cameraNodeName:t="bone_turret"
attachNode:t="loader"
hatchRotationAxis:p3=1.7, 0, 0
locName:t="vehicle_seats/commander"
ignoreAttachNodeRotation:b=yes
cockpitTemplate:t="ussr_bt_7a_f32_commander_cockpit"
shouldHideOwner:b=yes
"hatchTurretNames:array"{
hatchTurretNames:t="turret_03"
}
"loaderTurretNames:array"{
loaderTurretNames:t="turret_01"
}
"hatchNodes:array"{
hatchNodes:t="hatch_03"
}
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="gunner"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.5, 0]]
name:t="main_gunner"
seatComponent:t="isGunner"
cameraNodeName:t="bone_camera_gunner"
attachNode:t="gunner"
nextSeat:t="driver"
locName:t="vehicle_seats/gunner"
ignoreAttachNodeRotation:b=yes
cockpitTemplate:t="ussr_bt_7a_f32_gunner_cockpit"
shouldHideOwner:b=yes
"turretNames:array"{
turretNames:t="turret_01"
turretNames:t="turret_02"
}
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="driver"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.25, 0]]
cameraOffset:p3=0.15, -0, -0
name:t="driver"
seatComponent:t="isPassenger"
cameraNodeName:t="bone_camera_driver"
attachNode:t="loader"
seatOwnsEntityControl:b=yes
nextSeat:t="main_gunner"
locName:t="vehicle_seats/loader"
ignoreAttachNodeRotation:b=yes
cockpitTemplate:t="ussr_bt_7a_f32_driver_cockpit"
shouldHideOwner:b=yes
}
}
"turrets__initAmmoDistribution:array"{
"turrets__initAmmoDistribution:object"{
slot:i=3
count:i=60
}
"turrets__initAmmoDistribution:object"{
slot:i=2
fill:b=yes
}
"turrets__initAmmoDistribution:object"{
slot:i=1
count:i=30
}
"turrets__initAmmoDistribution:object"{
slot:i=4
count:i=20
}
}
"turretsInitialComponents:array"{
"turretsInitialComponents:object"{
turret__limit:p4=-100, 100, -6, 20
"gun__shellsAmmo:array"{
gun__shellsAmmo:i=6
gun__shellsAmmo:i=60
gun__shellsAmmo:i=60
gun__shellsAmmo:i=30
gun__shellsAmmo:i=20
}
}
"turretsInitialComponents:object"{
gun__overheatReduceOnOverheat:r=0.083
turret__triggerGroup:i=2
gun__overheatReduce:r=0.18
gun__overheatPerShot:r=0.033
"gun__shellsAmmo:array"{
gun__shellsAmmo:i=945
gun__shellsAmmo:i=945
gun__shellsAmmo:i=945
gun__shellsAmmo:i=945
}
}
"turretsInitialComponents:object"{
"gun__shellsAmmo:array"{
gun__shellsAmmo:i=945
gun__shellsAmmo:i=945
gun__shellsAmmo:i=945
gun__shellsAmmo:i=945
}
}
}
"turret_control__turretInfo:shared:array"{
"turret_control__turretInfo:object"{
salt:i=1
gun:t="bt_7a_f32_turret_01_76mm_f32+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
turretName:t="turret_01"
verDriveDm:t="drive_turret_v"
horDriveDm:t="drive_turret_h"
}
"turret_control__turretInfo:object"{
salt:i=1
gun:t="bt_7a_f32_turret_02_7_62mm_dt"
barrelDm:t="gun_barrel_01"
turretName:t="turret_02"
}
"turret_control__turretInfo:object"{
salt:i=1
gun:t="bt_7a_f32_turret_03_7_62mm_dt"
barrelDm:t="gun_barrel_03"
turretName:t="turret_03"
}
}
"disableDMParts:list<t>"{
item:t="@root"
item:t="ammo"
item:t="engine"
item:t="transmission"
item:t="fuel_tank"
item:t="gunner"
item:t="driver"
item:t="hatch_01"
item:t="ex_decor_l_01"
item:t="ex_decor_l_02"
item:t="ex_decor_l_03"
item:t="ex_decor_l_04"
item:t="ex_decor_l_05"
item:t="ex_decor_l_06"
item:t="ex_decor_l_07"
item:t="ex_decor_l_08"
item:t="ex_decor_l_09"
item:t="ex_decor_r_01"
item:t="ex_decor_r_02"
item:t="ex_decor_r_03"
item:t="ex_decor_r_04"
item:t="ex_decor_r_05"
item:t="ex_decor_r_06"
item:t="ex_lantern_01"
item:t="ex_lantern_02"
item:t="ex_lantern_b_01"
item:t="ex_lantern_b_02"
item:t="hatch_05"
item:t="ex_decor_01"
item:t="ex_decor_10"
item:t="ex_decor_11"
item:t="ex_decor_12"
item:t="hatch_02"
item:t="wheel_r_01"
item:t="wheel_r_02"
item:t="wheel_r_03"
item:t="wheel_r_04"
item:t="wheel_l_01"
item:t="wheel_l_02"
item:t="wheel_l_03"
item:t="wheel_l_04"
item:t="suspension_l_01"
item:t="suspension_l_02"
item:t="suspension_l_03"
item:t="suspension_l_04"
item:t="suspension_r_01"
item:t="suspension_r_02"
item:t="suspension_r_03"
item:t="suspension_r_04"
item:t="wheel_l_drive"
item:t="wheel_r_drive"
item:t="wheel_l_front"
item:t="wheel_r_front"
item:t="track_r"
item:t="track_l"
}
}
Another issue has been discovered, with the turrets constantly trembling in multiplayer. . .
The trembling issue happen Both in the armored train turret entity case and tank entity case…
I decided for the time being that the tank entity solution above would be more appropriate.
At present, the shooting camera trembling a liite bit after adjustment vehicle_net_phys__blk
parameters.
Oh ok. I don’t know that.
Something like the turrets on the armored train in Berlin then?
No idea - but if you’re looking through the code that might be useful.
Amazingly
I think with today’s update, the technical roadblocks causing issues with this scenario have been removed.
A large number of new mod features are now ready to move forward!
Starting testing