Making Enlisted a Better Place №49 (for the Entities.blk authors)

Yes fixed and Many Thanks :+1:

Didn’t one of the helpers already say that stacking sandbags was a bug and not a feature? If so, then it’s probably not coming back.

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will we have any documentation for the creation of blk entities?

grenades break glass, great, but soldier still could survive enemy grenade explosion at range 1 meter?

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them germans are built different :joy:

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Thank you for always providing us with great games.
I respect the effort and patience the developers are paying to improve the game.

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one word: bipods

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As far as ammo boxes are, I kinda liked when they went empty, and as an engineer I would deconstruct them to replenish a construction point. Good job on the modding update though. Glad to see that.

The only downside is that’s a mod right? Those of us on xbox don’t have access to those…

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I think you should be able to.

I have some console players in friends list who play custom game modes~

Console players not yet be able to build their own modded game rooms though.

But console players can enter already established rooms.

Maybe I’ll add you as a friend and invite you when playing~

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So, I mentioning something unrelated to the content of the video, there is a user name shown on killlog that says “台湾は日本に返還すべき(Taiwan should be returned to Japan)”.
This is inappropriate and Darkflow should take action to have this user’s name changed…
@1942786

Since the games started allowing 2-byte characters, we have found several inappropriate usernames written in Chinese and Japanese. I have reported each time, but Darkflow never takes any action.
The reason why I think they are not doing their job is because every time I see an inappropriate user, I add them to my “block list” but their name remains on my list.
If they can’t check the content of 2 byte characters, they should not have allowed 2 byte characters in their names.

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In short and without many examples...

In userGameMods you can find your mod folder.
You will need to create there text file and then edit file type to blk. Or copy and paste scene.blk file and clean code (press CTRL+A in keyboard and then remove/delete all selected code).

Entities.blk contains code similar to Scene.blk. But starts with template/entity names.
New entity example:

custom_mp_40_gun{
  _extends:t=”mp40_gun”
  gun__shotFreq:r=25
  item__template:t=”custom_mp_40_item”
  "gun__firingModes:array"{
    "gun__firingModes:object"{
      modeType:t="automatic"
    }

    "gun__firingModes:object"{
      burstSize:i=3
      modeType:t="burst"
      //shotFreqMult:r=0.66
    }
  }

  "gun__firingModeNames:array"{
    gun__firingModeNames:t="full_auto"
    gun__firingModeNames:t="semi_auto_3_shots"
  }
}

custom_mp_40_item{
  _extends:t=”mp40_gun_item”
  item_weapTemplate:t=”custom_mp_40_gun”
}

It’s looks like same as MP40, but have higher fire rate and alterative fire mode!

A bit more info about structure.

  • It starts with entity name (custom_mp_40_gun).

  • All entity have their body which is opens with { and closes with }.

  • If you want to add info from another entity to your custom then you need to add _extends:t= and then write entity name. In example i used code from mp40 entities.

  • gun__shotFreq is entity property. You can see them in editor Properties Panel menu. You can edit properties in editor and then save map. After that in scene.blk will be added code that you can copy and paste to entities.blk.

  • :t= is property data type. It can be: i (integer), r (real), t (text), b (bool), c (color), p2, p3, p4 and some others. If you wrote incorrect data type then property may not work or cause crash.
    In Properties Panel you able see what data types uses in properties.
    image
    Keep in mind that c in panel will looks like p4, but if it affect to color then it’s will be c.

  • :array and :object are a bit more complex data types that contains other data types. They have a separate body. If array in Properties Panel don’t let you select data types and instantly creates new properties lines then it in code will be looks like list<t> instead array.

  • If you want to update entity that already in game then add _override:b=yes.

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Thanks for the information

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and surprisingly they are hackers or bots too,but if you say it loudly you get a racist tag…I know not all of them who use it,are but a lot of who I find where too suspicious…

Sorry to ask stupid question, so does that mean modders can limit types of squads, can change load outs to pure HA? Can do earn XP to spawn vehicles as well as import new models (already in files) into customs?

I presume it a good news either way, just so long as someone copies what we have now in regards to campaigns and troops and amour and I can earn XP post merge I’ll be very happy.

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in theory i guess, although:

classic enlisted

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Will there be documentation in how to import custom assets to the game? If we were, for example, to import assets from CRSED into Enlisted - would this be relatively straight forward as they run of the same engine?

Many thanks!

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Is there any chance you have a discord I could contact regarding some questions you may have answers to? Your insight is very helpful!!

Many thanks,

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Probably currently time we can’t use custom textures, models/animchars and sounds. Can’t link to these files. But maybe I just don’t know something.

I’m not sure, but I’ll answer to your questions.
I can’t find you in the Enlisted official discord server, so I’ll write here.
In forum private messages.

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