Making Enlisted Big Action Volokolamsk a Better Place#2: Mobile Rally and Motorized Infantry

Mobile Rally Motorized Infantry

Enhanced the strategic value of motorcycle vehicles and light armored vehicles in the game.

Some light armored vehicles or small tanks are now classified as motorized vehicles, all of which will use the rules of motorized vehicles

When a motorized vehicle is deployed at the default Rally Point, the vehicle will be replaced by a Transport Truck.

At the same time these transport trucks will serve as a mobile staging point from which infantry can be deployed.

If the aforementioned Frontline Rally Points are deployed, you’ll get the vanilla Armed Motorized Vehicle

Motorized vehicles have no limit to the number of deployments.

Now even if you are a high-level player, you can choose to bring your low-level small tanks in the game, and they will play a unique role in the battle!


Here is the list of Motorized Vehicles:

- KS 750 (bike)
  • WLA (bike)

  • WD big 4 (bike)

  • WBM R75 (bike)

  • T-60

  • T-26

  • Gaz mm 72k

  • Ba-11

  • Pz.II C

  • Pz.III B

  • Flakpanzer I

  • A13 Mk2 1938

  • A13 Mk2 1939

  • AB-41

  • M13.40 (added in 662)

  • M14/41 (added in 662)

  • Daimler Mk II

  • M13 MGMC

  • M5A1

  • M3A1

  • M2A4

  • Type 98 試製対空戦車

  • 九八式軽戦車

  • 九五式軽戦車

  • 特二式内火艇

  • 特三式内火艇

  • HT-130 (added in 666)

  • M3 Stuart with flamethrower (added in 666)

  • M10 wolverine (added in 666)

A known issue is that sometimes the rally point pickers don’t refresh right away, they refresh the position after the last use.


This feature is tested in multiplayer games.

Now it is available in the Big Action mod in version 661

https://sandbox.enlisted.net/post/lIXaTtfV9x0bZT61/


Appeciate Your Feedback!

Lots of exciting game mechanics have been realized or improved thanks to your ideas.

So share, suggest, and feedback!

26 Likes

average tommyZZM routine:

-appears out of nowhere
-casually releases most awesome mod content ever seen
-refuses to elaborate
-leaves

h4c9xjTs_400x400

12 Likes

They should just make @tommyZZM a dev at this point.

4 Likes

Why haven’t the devs hired you? This shouldn’t just be a mod but in the base game!

3 Likes

Here is currently the best way to implement this functionality.

The position of the spawn point selector will be refreshed the last time it was used

willys_mb{
  _override:b=yes
  _extends:t="bonfire_effect_no_occluders"
  _extends:t="fire_timings"
  _extends:t="base_fortification_build"
  animchar__res:t="pv_gaz_67_char"
  collres__res:t="pv_gaz_67_collision"
  effect__name:t="fire_tank_small_cmps_fx"
  fire_source__startTime:r=0.0
  fire_source__fullForceTime:r=20.0
  fire_source__maxFullForceTime:r=23.0
  fire_source__fadeTime:r=6.0
  fire_source__scale:r=1.29

  "fire_source:tag"{
  }

  "zombieTriggerable:tag"{
  }

  "dmgzone__burningOffender:eid"{
  }
}

gmc_353_a{
  _override:b=yes
  entity__recreateToOnDeath:t="willys_mb"
  inactiveDeleteTimer:r=300.0
  destroyTimerCheckDistance:r=100.0
  item__name:t="capzone/convoy"
  destroyIfNoCrewLeft:b=yes
  vehicle_seats__restrictToTeam:i=1
  vehicle_seats__autoDetectRestrictToTeam:b=no
  xray_resource__modelName:t="tgdgb_m40_lv"

  "ammo_stowage__stowageTemplates:shared:list<t>"{
  }

  "dm_phys_parts__ammo:array"{
  }

  "dm_phys_parts__tracks:array"{
  }

  "turret_gun_flash_fx__flashNodes:shared:array"{
  }

  "turret_gun_flash_fx__flashFx:shared:array"{
  }

  "turret_gun_flash_fx__flashFxScale:shared:array"{
  }

  "turret_control__emitterNodes:shared:array"{
  }

  "turret_control__turretInfo:shared:array"{
  }

  _group{
    _tags:t="server"
    respawn_on_sodier__respawnBaseTemplate:t="replicating+local_light+buildedRespawnBase+gun_game_respawn_base"
  }
}

opel_blitz_kfz_305{
  _override:b=yes
  entity__recreateToOnDeath:t="willys_mb"
  inactiveDeleteTimer:r=300.0
  destroyTimerCheckDistance:r=100.0
  item__name:t="capzone/convoy"
  destroyIfNoCrewLeft:b=yes
  vehicle_seats__restrictToTeam:i=2
  vehicle_seats__autoDetectRestrictToTeam:b=no
  xray_resource__modelName:t="gaz_mm_72k"

  "ammo_stowage__stowageTemplates:shared:list<t>"{
  }

  "dm_phys_parts__ammo:array"{
  }

  "dm_phys_parts__tracks:array"{
  }

  "turret_gun_flash_fx__flashNodes:shared:array"{
  }

  "turret_gun_flash_fx__flashFx:shared:array"{
  }

  "turret_gun_flash_fx__flashFxScale:shared:array"{
  }

  "turret_control__emitterNodes:shared:array"{
  }

  "turret_control__turretInfo:shared:array"{
  }

  _group{
    _tags:t="server"
    respawn_on_sodier__respawnBaseTemplate:t="replicating+local_light+buildedRespawnBase+gun_game_respawn_base"
  }
}

big_action_attachableRespawnBase{
  _extends:t="respawnBase"
  _extends:t="respawnChooser"
  nextTmUpdateTime:r=-1.0
  respawnsBeforeDestroy:i=999999
  respawnCooldown:r=12.0
  nextSpawnActivateAtTime:r=0.0
  disableEnemyRadius:r=16.0
  disableCapturePointsRadius:r=-1.0
  disableMissionRespawnPointsRadius:r=-1.0
  respawnBaseGroup:i=-1
  enemyCheckInterval:r=0.5
  nextEnemyCheckAtTime:r=0.0
  isEnemyAtRespawn:b=no
  respbase__validated:b=yes
  _tracked:t="respawnsBeforeDestroy"
  _tracked:t="nextSpawnActivateAtTime"
  _tracked:t="isEnemyAtRespawn"

  "decor__canAttach:b"{
    value:b=no
    _tags:t="gameClient"
  }

  "dependsOnBuildingEid:eid"{
  }

  "autoSetRespawnGroup:tag"{
  }

  "customRespawnBase:tag"{
  }

  "respbase__noSpawnImmunity:b"{
    value:b=yes
    _tags:t="server"
  }

  "playerRespawnBase:tag"{
  }
  
  "respawnOwnerEid:eid"{
  }
}

gun_game_respawn_base{
  _override:b=yes
  _extends:t="big_action_attachableRespawnBase"

  // "respawnIcon:eid"{
  // }
}
entity{
  _template:t="respawnChooser+respMotorcycle"
  transform:m=[[-0.92862, 0, 0.371032] [0, 1, 0] [-0.371032, 0, -0.92862] [-443.092, 12.078, -1515.13]]
  team:i=1
  groupName:t="s0"
  respawnBaseGroup:i=7001

  "respbase__addTemplatesOnSpawn:list<t>"{
    item:t="spawn_on_friends"
    item:t="vehicle_spawn_validation"
    item:t="vehicle_spawn_restriction"
    item:t="base_tgdgb_m40_lv"
    item:t="gmc_353_a"
    item:t="paratrooper_plane_camera"
    item:t="vehicle_display_marker_over_head"
    item:t="soft_ground_collision"
    item:t="destroyOnDamageWithoutCrew"
  }
}

entity{
  _template:t="respawnChooser+respMotorcycle"
  transform:m=[[0.771639, 0, 0.636063] [0, 1, -0] [-0.636063, 0, 0.771639] [-1918.34, 4.21534, -1167.85]]
  team:i=2
  respawnBaseGroup:i=7007
  groupName:t="s0"

  "respbase__addTemplatesOnSpawn:list<t>"{
    item:t="spawn_on_friends"
    item:t="vehicle_spawn_validation"
    item:t="vehicle_spawn_restriction"
    item:t="base_ab_41"
    item:t="opel_blitz_kfz_305"
    item:t="paratrooper_plane_camera"
    item:t="vehicle_display_marker_over_head"
    item:t="soft_ground_collision"
    item:t="destroyOnDamageWithoutCrew"
  }
}

2023.08.30 This workround is temporarily broken in the latest update.

waiting for dev to repair

https://community.gaijin.net/issues/p/enlisted/i/W7RxAnlrjFMj

3 Likes

Just some feedback, my clan and I went on the mod yesterday, I am on console and could not find the handbook that explains all the changes you made.

Two immediate bits of feedback, we tried spawning vehicles in the game, it didn’t let us, the build icon never went green so ended walking quite far.

The purpose of objectives wasn’t clear either, the destructible bridge, is that something defenders arm and blow or is that sound just ambience?

Playing this yesterday, I was forced to be US which was a shame, I selected stalingrad as my campaign army, maybe this was related to the settings the PC host put on the server, I do recall playing as stalingrad the prior time I played this.

Please share link to handbook here, but really like the open space if not walking, keep up the great work! :+1:

1 Like

Thanks for liking this mod!

Sorry, these issues are caused by the inability to synchronize data correctly in previous versions, so the game interface may not be displayed correctly. Or the vehicle cannot be generated correctly. This was known in some existed versions

In addition, there may be other problems due to the old version of the module after this week’s game update.

I think with the Entity updates provided by the developers this week, the major technical hurdles have been removed.

I’m working on a new version of this and I’m planing to release it this weekend or these days.

This is a in game mission.

It is in the easternmost area. As the target of the bombsite mission, the bridge can be blown.

Any bombsite that is blown up will create a long-lasting game atmosphere effect of flames and smoke.

How do I spawn the mobile rally or fire the Katyusha or even order an airstrike, not bomber run?

These tips would go a long way, looking forwards to next version. Also maybe just make it Soviet axis, not US too, just a preference of mine I guess. You could always do a Battle of Bulge equivalent Berlin Axis and US troops maybe?

Also I don’t seem to be able to select a different army even if I leave, it puts me in same campaign army as previously.

This is Enlisted of the future, I really hope devs will support this mod and help, brilliant work!

Deploy light vehicles or tanks at the default rally point.

You will be replaced with a truck.

Also spawns an engineer building tool hammer, allowing you to pick up equipment for your crew.


Use the radio squad call for support, and use the R key to switch the type of support to call.

The radio squad must enable the technology to call bombers.

For example, The radio squad of Allies in the Stalingrad Campaign could call Katyusha.

Different factions of campaigns have different technologies and characteristics

1 Like

Excellent, so you replaced bombers with Katyusha strike? Sorry one more thing how do I build AT guns against enemy tanks now? Only AT squad? Engineer not having the option?

1 Like

the value of light armoured vechicals like the t26-bt7-ab41 and so on will soon be of the merge where no longer can a t26 can match up against a pz4?

1 Like

Light vehicle can also be deployed from a mobile spawn point, and they can be deployed more often from frontline spawn points (they are counted in a different counter than normal tanks, each for a maximum of 9 light vehicles that can be deployed )

So light vehicle squads have two deployable features

  1. deploy mobile spawn point supply trucks (the default spawn point).

  2. armored vehicles in the player’s own squad (frontline spawn point)

pz4 pretty much just acts as a normal vehicle, it’s the same as usual, but here he has no extra features. It can also be deployed at frontline spawn points, but in smaller numbers.

Stuka Strike is awesome. How about 6 planes Tom?? :stuck_out_tongue: just kidding…love how cool it looks though

2 Likes

The only light vehicle I have on Stalingrad army is flame tank, that spawns as usual, no mobile rally, is this intentional?

I also don’t understand about light vehicles, spawning on mobile points? It is difficult to know what main spawn points are and what’re these mobile points you talk about.

the t-26 flame tank is be classfied to light vehicle.

I think it may be due to the version of the mission, please try version 703

image

Maybe I didn’t use the right words to describe

For example, in this screenshot, there are two spawn points in the game mode.

Large radio stations more than 300 meters away from the capzone can deploy vehicles. When light vehicles are deployed here, they will receive combat vehicles in their squad. For example T-26

1 Like

Ah that explains it, we are on .619, I will ask one of my clan to load latest version, I can’t as console.

Will you be explaining more, maybe with video, or just ask one of your buddies to do video to show how you spawn vehicles etc, I cannot get Gaz truck to spawn for example, jeeps very difficult to spawn.

1 Like

I think it’s some kind of collision issue, I’ll fix it in the new version. I’m working on completing these features.:partying_face:

Soooon in these days

1 Like

Hi Tommy,

Id be interested to know how you did this as i hope to achieve a similar effect on bridges…