[Map] ZOMBİE BUNKER RAİD

The call sign of the german soldier is “good luck”.
It is like this from the original provider of the player profile so thats not your fault

1 Like

I thought I made that mistake while trying to change the welcome text that appeared in the first round. I didn’t know much about coding before making this mod.
With the help of a few people here I learned it well. :slight_smile:
At first I accidentally corrupted the files, then I rebuilt them from scratch.
I will release a new big mod soon

1 Like

By corruption, do you mean all the otem_in_world entities (and medkit box and ammo box) dissappears? Cuz that whats happened to me 10 times

That’s not exactly what I said.

But did it happen to you or its just me?
It sometimes happens when I spawn in some zombies/tanks and deletes them.

Also, not only the item_in_world entities will disappear, but also any tanks, zombies spawned. Basically anything with some sort of tag in common will be affected.

Well i also have backups on the google drive that i share to the public. I guess its a good thing to make things open source lol.
Well, it does mean i would lose progress but its better than recreating all the item_in_worlds (like i have 30 wall weapons)
I like the idea of using original, unmodified version of the terrain so

My maps always have working navmesh. Although modifying the map gives a lot of variety to gameplay, it does come with the price of bugs and glitches (also error and crashes). A balance has to be made

The deletion of these items (ammo boxes, health kits, etc.) has happened to me many times, and the solution to this was to use an extra battle area.

I plan to share the weapons, items, bunker structures etc. that I made soon, but I don’t want to share them without fixing them completely, they need to work properly.
By the way, I made a very nice plasma gun. It looks like a gun from the War Hammer 40k game. The code is below. Its feature is that it has a certain charge and you can fill it over time.

The navmesh of the maps I make is generally very detailed, I pay attention to this, but unfortunately the navmesh file takes up a lot of space, so I could not publish the updated version of the Secret German Bunkers map I made 2 years ago. It will take a long time to edit. I can say that it is one of the most detailed mods made for this game.

code of the plasma gun

Spoiler
Sequana_Plasma_Gun_magazine{
  _use:t="infinite_magazine"

  ammo_holder__templateName:t="Sequana_Plasma_Gun_magazine"
  ammo_holder__ammoCount:i=200
}

Sequana_Plasma_Gun_gun{
  _use:t="blaster_usa_gun"
  paid_loot__ressuplyCost:i=1000
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"
  item__template:t="Sequana_Plasma_Gun_gun_item"
  item__weapTemplate:t="Sequana_Plasma_Gun_gun"

  animchar__res:t="first_april_m1941_johnson_char"

  gun__shotFreq:r=30.35
  gun__reloadTime:r=0.3
  gun__altReloadTime:r=0.2
  single_reload__loopTime:r=0.2
  single_reload__postTime:r=0.3
  single_reload__prepareTime:r=0.2
  reload__singleReloadAmmoCount:i=5
  reload__singleReloadMaxAmmo:i=9
  gun_reload_state__bulletMultipleCount:i=5
  gun_reload_state__bulletMultipleTime:r=0.15
  gun_reload_state__bulletSingleTime:r=0.1
  gun_reload_state__postTime:r=0.2
  gun_reload_state__prepareTime:r=0.2
  gun_anim__singleReloadStateVarId:i=5
  gun__kineticDamageMult:r=8.8
  gun__overheatPerShot:r=0.00576
  gun__overheatReduce:r=0.0225
  gun__overheatReduceOnOverheat:r=0.35
  gun__firingModeName:t="semi_auto_1_shots"
  useful_box__hintFull:t="Sequana Plasma Gun"
  gun__locName:t="Sequana Plasma Gun"
  item__name:t="Sequana Plasma Gun"
  "gun__firingModes:array"{
    "gun__firingModes:object"{
      burstSize:i=5
      modeType:t="burst"
    }

    "gun__firingModes:object"{
      modeType:t="automatic"
    }
  }

  "gun__firingModeNames:array"{
    gun__firingModeNames:t="semi_auto_1_shots"
    gun__firingModeNames:t="automatic"
  }

  "customProps:object"{
    "initialComponents:object"{
      gun__overheatPerShot:r=0.00576
      gun__overheatReduce:r=0.0225
      gun__overheatReduceOnOverheat:r=0.35
      single_reload__loopTime:r=0.2
      single_reload__postTime:r=0.3
      single_reload__prepareTime:r=0.2
      reload__singleReloadAmmoCount:i=5
      reload__singleReloadMaxAmmo:i=9
      gun_reload_state__bulletMultipleCount:i=5
      gun_reload_state__bulletMultipleTime:r=0.15
      gun_reload_state__bulletSingleTime:r=0.1
      gun_reload_state__postTime:r=0.2
      gun_reload_state__prepareTime:r=0.2
      gun_anim__singleReloadStateVarId:i=5
      gun__shotFreq:r=20.15
      item__name:t="Sequana Plasma Gun"
      gun__kineticDamageMult:r=8.8
      gun__reloadTime:r=0.3
      gun__altReloadTime:r=0.2
      item__userstats__pickupName:t="Sequana Plasma Gun"
      gun__locName:t="Sequana Plasma Gun"
    }
  }

  "gun__ammoHolders:array"{
    item:t="Sequana_Plasma_Gun_magazine"
  }
}

Sequana_Plasma_Gun_gun_item{
  _use:t="Sequana_Plasma_Gun_gun_item"
  _use:t="Sequana_Plasma_Gun_gun"
  collres__res:t="m1941_johnson_mg_collision"
  item__weapTemplate:t="Sequana_Plasma_Gun_gun"
  item__name:t="Sequana Plasma Gun"
  animchar__res:t="first_april_m1941_johnson_char"

  _group{
    _tags:t="server"

    "gun__initialAmmoHoldersCount:list<i>"{
      item:i=5
    }
  }
}

grim_sprayer_magazine{
  _use:t="infinite_magazine"

  ammo_holder__templateName:t="grim_sprayer_magazine"
  ammo_holder__ammoCount:i=500
}

I want to ask something, how can we remove the scope of the Gewehr 98 gun, how can we wipe it?
DisableDMParts:list<t> Do we need to use a code like this, but if so, how do we use it?

1 Like

Wait i didn’t know that map was made by you. Honestly, I don’t think i have downloaded more than 10 maps off the mod portal website and your map is the best that it attracted me to play for over an hour(10 minutes for any other mods when i play alone). Really good work. And your map there inspired me to make my second zombie map 2 years later. Especially the WMG42 that you named after the Wonder Waffe DG-2, it gave me the idea to include moon weapons into my map, and that you can change the display name of a weapon

1 Like

I’m working on a new mod.
zombie bunker raid mod is almost fully developed I will just add a few super weapons
As far as I know, there are no bugs in zombie bunker raid mod anymore.
Do you think there is a deficiency in the zombie bunker raid mod? or something that needs improvement

some screenshots from the new mod I’m working on

Spoiler

I hope I can set the navmesh of this mod properly.
Since the mod is extremely large my guess is that the navmesh will be at least 10 megabytes

1 Like

rookie-numbers

2 Likes

I continue to improve the navmesh of the new mod. I was really surprised that such a complex map has such a beautiful NavMesh. I did not expect it to be this smooth. It did not bother me much, I really like this game.

For now, I have managed to reduce the navmes to 7.7 megabytes. It will be great if I can reduce it by 1 megabyte. I have a question I want to ask, is the mod limit currently 4 megabytes?

I think so.

Also, I am a bit curious to ask if you have finished (/gave up on) the weapons you designed.

I suggest to just call it Mustang

I will share the weapons I made soon, maybe I can share them this week, it’s almost done.
I made the name of the gun the same as the name of the grenade launcher 1911 in Call of Duty WAW Zombies.

Could you please give the Perfab of your bunker, or tell me how to make the same one?

This is the empty version of the building you want, you can decorate it as you wish.
you can copy directly to the map you are making

Spoiler
entity{
  _template:t="game_rendinst"
  transform:m=[[-0.312454, 0, 0.949934] [0, 1, 0] [-0.949934, 0, -0.312454] [-4.81381, 65.8378, 830.365]]
  ri_extra__name:t="sovmil_caponier_gate_l"
}

entity{
  _template:t="game_rendinst"
  transform:m=[[-0.951414, 0, -0.307916] [0, 1, 0] [0.307916, 0, -0.951414] [28.6275, 65.8378, 841.272]]
  ri_extra__name:t="sovmil_caponier_gate_r"
}

entity{
  _template:t="game_rendinst"
  transform:m=[[-0.307819, 0, 0.951446] [0, 1, 0] [-0.951446, 0, -0.307819] [30.1076, 65.8368, 770.555]]
  ri_extra__name:t="sovmil_caponier_stair_a_broken"
}

entity{
  _template:t="game_rendinst"
  transform:m=[[-0.307819, 0, 0.951446] [0, 1, 0] [-0.951446, 0, -0.307819] [30.3111, 65.8368, 763.297]]
  ri_extra__name:t="sovmil_caponier_stair_b_broken"
}

entity{
  _template:t="game_rendinst"
  transform:m=[[-0.306692, 0, 0.951809] [0, 1, 0] [-0.951809, 0, -0.306692] [50.3878, 65.8378, 775.282]]
  ri_extra__name:t="sovmil_caponier_walls"
}

entity{
  _template:t="game_rendinst"
  transform:m=[[-0.306692, 0, 0.951809] [0, 1, 0] [-0.951809, 0, -0.306692] [50.3878, 65.8378, 775.282]]
  ri_extra__name:t="sovmil_caponier_terrain_patch"
}

entity{
  _template:t="game_rendinst"
  transform:m=[[-0.306692, 0, 0.951809] [0, 1, 0] [-0.951809, 0, -0.306692] [50.3878, 65.8378, 775.282]]
  ri_extra__name:t="sovmil_caponier_blocks"
}
1 Like

Can I make the equipment spawn with a broken wheel, etc.?

You can use Engineer’s Hammer, Tommy or Devenddar know this better, you can ask them if you want.

You may use this code that I expanded from the codes in post 142979 or your reference. (Well i should say its literally all pieced together code from everywhere but it took me over 5 hours of work, be sure to read them with patience)

// 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="melee"
  }

  "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="sandbags_wall_2_preview"
    template:t="auto_mg42_preview"
	template:t="builded_auto_turret_preview"
	template:t="sandbags_wall_mg_preview_dev"
    template:t="stationary_ampulomet_preview"	
	template:t="sandbags_wall_dshk_1942_preview"
	template:t="pz3n_preview"
	template:t="custom_antipersonnel_mine_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="cannon_germ_20mm_flak38_preview"
    //template:t="cannon_ussr_towed_at_53k_preview"
    //template:t="cannon_germ_towed_at_pak38_preview"
    
  }

  "buildingLimits:list<i>"{
    limit:i=5
    limit:i=3
	limit:i=1
    limit:i=1
	limit:i=3
	limit:i=1
	limit:i=2
	limit:i=5
    limit:i=10
	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="ri_auto_mg42"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=10.0
  building_menu__text:t="Sentry Gun 42"
  building_menu__image:t="machine_gun"
  buildingCost:r=8.0
}
ri_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="Laser Sentry Gun"
  building_menu__image:t="assault_rifle"
  buildingCost:r=20.0
}
builded_auto_turret{
  _override:b=yes
  "moveable_obstacle:tag"{
  }
}
builded_sg_gun{
  _override:b=yes
  gun__kineticDamageMult:r=20.0
}
sandbags_wall_mg_preview_dev{
  _override:b=yes
  buildingCost:r=10.0
  building_builder__maxTimeToBuild:r=20.0
}

stationary_ampulomet_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="ampulomet_1941_char"
  collres__res:t="ampulomet_1941_collision"
  instantiateTemplate:t="stationary_ampulomet"
  ri_preview__name:t="ri_stationary_ampulomet"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Ampulomet"
  building_menu__image:t="building_ampulomet"
  buildingCost:r=15.0
}
ri_stationary_ampulomet{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="stationary_ampulomet"
}

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_custom_antipersonnel_mine+placeable_item_in_world"
  ri_preview__name:t="jp_custom_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
}
base_custom_mine_item_gun{
  _use:t="melee_weapon"
  _use:t="placeable_item"
  _use:t="base_mine_item_gun_sound"
  _use:t="replicating"
  _use:t="base_hitpoints"
  _use:t="base_dm_parts"
  weap__sprintLerpFactor:r=1.0
  animchar__res:t="antitank_mine_char"
  collres__res:t="antitank_mine_collision"
  animchar_render__enabled:b=yes
  item__template:t="base_mine_item_gun"
  item__weapTemplate:t="base_mine_item_gun"
  item__name:t="items/antitank_mine"
  item__weapType:t="mine"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="antitank_mine"
  gun__reloadable:b=no
  _tracked:t="gun__owner"
  _tracked:t="mine__activated"
  _tracked:t="mine__blockedToTime"
  _replicated:t="gun__owner"
  _replicated:t="mine__activated"
  _replicated:t="mine__blockedToTime"
  mineActivatorTemplate:t="antipersonnel_mine_activator"
  mine_activator__offset:p3=0.0, 0.15, 0.0
  activationRadius:r=1.5
  mine__installBlockTime:r=5.0
  mine__blockedToTime:r=-1.0
  mine__activated:b=no
  nextCheckTriggerAtTime:r=-1.0
  checkTriggerInterval:r=0.1
  material:t="steel"
  needsBlood:b=no
  meleeSoundType:t=""
  hitpoints__hp:r=10.0
  hitpoints__maxHp:r=10.0
  hitpoints__hpRecoverySpd:r=0.0
  hitpoints__hpThreshold:r=0.0
  hitpoints__stoppingPower:r=0.0
  hitpoints__shellDmgMult:r=0.075
  hitpoints__shellSplashDmgMult:r=0.075

  "disableDestroyWithRi:tag"{
  }

  "build_attach__riexHandle:u64"{
    value:i64=-1
    _tags:t="server"
  }

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

  "itemInWeaponSlot:tag"{
  }

  collres{
  }

  "gun__owner:eid"{
  }

  "net__notInInitialScope:tag"{
  }

  "specialWeapItem:tag"{
  }

  "disableMelee:tag"{
  }

  "mine_activation_zone__initEids:list<eid>"{
  }

  "engeneer_mine:tag"{
  }

  "dm_parts__parts:object"{

    "mine_b_collision04:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }

    "mine_b_collision05:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }

    "mine_b_collision06:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }
  }

  "killer:eid"{
  }

  _group{
    ui__geom_node_idx:i=-1
    ui__node_pos:p3=0.0, 0.0, 0.0
    ui__geom_node_name:t="weaponRoot"
    _tags:t="ui"
  }

  "animchar__noUpdateOnDedicated:tag"{
  }
}

custom_antipersonnel_mine_item_gun{
  _use:t="base_custom_mine_item_gun"
  animchar__res:t="sprengmine_35_char"
  collres__res:t="sprengmine_35_collision"
  mineActivatorTemplate:t="antipersonnel_mine_activator"
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/mines/antipersonnel_mine_item_gun.blk"
  gun__locName:t="antipersonnel_mine"
  item__name:t="items/antipersonnel_mine"
  item__template:t="antipersonnel_mine_item_gun"
  item__weapTemplate:t="antipersonnel_mine_item_gun"
  item__mineType:t="antipersonnel_mine"
  item__weight:r=4.0
  activationRadius:r=1.4
  shell_explosion_fx__infoTemplate:t="hit_effect_group_antipersonel_mine_explosion"
  shell__waterImpactFx:t="hit_water_medium_effect"

  "ui__placeableItemMarker:tag"{
    _tags:t="ui"
  }

  "mine_activation__delay:r"{
    _tags:t="server"
    value:r=0.5
  }

  "vehicleTriggerable:tag"{
  }

  "humanTriggerable:tag"{
  }

  "dm_parts__parts:object"{

    "volumeBox_1:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }

    "volumeBox_2:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }
  }
}

jp_custom_antipersonnel_mine{
  _use:t="custom_antipersonnel_mine_item_gun"
  animchar__res:t="type_3_mine_char"
  collres__res:t="type_3_mine_collision"
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/mines/jp_antipersonnel_mine.blk"
  item__template:t="jp_antipersonnel_mine"
  item__weapTemplate:t="jp_antipersonnel_mine"
  placeable_item__additionalHeight:r=0.015
  item__weight:r=4.0

  "dm_parts__parts:object"{

    "volumebox_01:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }
  }
  team:i=1
  placeable_item__ownerTeam:i=1
}

custom_ampulomet_preview{
  _use:t="stationary_ampulomet_preview"
  instantiateTemplate:t="custom_stationary_ampulomet"
}
custom_stationary_ampulomet{
  _use:t="stationary_ampulomet"
  "gun__shells:array"{
    gun__shells:t="gamedata/gen/weapons/shells/type_2_grenade_discharger_shell.blk"
  }
}
//Pz3N
pz3n_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="pzkpfw_III_ausf_N_char"
  collres__res:t="pzkpfw_III_ausf_N_collision"
  instantiateTemplate:t="germ_pzkpfw_III_ausf_N_ai_vehicle_tank_defense"
  avaliableAngles:p2=-30.0, 30.0
  buildingSoundTag:t="cannon"
  building_menu__text:t="Panzer III N"
  building_menu__image:t="map_icon_tank"
  building_builder__maxTimeToBuild:r=5.0
  building_builder__maxUnderwaterDistance:r=0.5
  requiredSpaceAboveObjectOffset:r=0.5
  requiredSpaceAboveObject:r=1.0
  buildingDistance:r=2.0
  buildingCost:r=5.0
  savePreviewTeam:b=yes
}

germ_pzkpfw_III_ausf_N_ai_vehicle_tank_defense{
  _use:t="ai_aircraft_crew_ger"
  ai_aircraft_crew__soldier_template:t="zombie_ai_vehicle_tank_crew_member"
  _use:t="ai_vehicle_tank_fixed_objective"
  _use:t="germ_pzkpfw_III_ausf_N_tunis_premium"
  
  cockpit__sightFov:r=360.0
  bodyCleanupTime:r=10.0 
 
  vehicle_seats__restrictToTeam:i=1

  "dontCreateNphysObstacle:tag"{
  }

  
  destroyIfNoCrewLeft:b=yes
  
  _group{
    _tags:t="server"
    ai_vehicle_tank__allowCrewExiting:b=no
    zombie_ai_vehicle_tank__timeToDestroy:r=900.0
    zombie_ai_vehicle_tank__destroyAtTime:r=0.0
    ai_vehicle_tank__ignoreBattleArea:b=yes
  }

"vehicle_seats__seats:shared:array"{
    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.25, 0.0]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="driver"
      //cameraNodeName:t="bone_camera_driver"
      //cameraOffset:p3=0.15, -0.0, -0.0
      //cockpitTemplate:t="germ_pzkpfw_III_ausf_N_driver_cockpit"
    }
    "seats:object"{
	  directTurretControl:b=yes
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.5, 0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="gunner"
      //cameraNodeName:t="bone_camera_gunner"
      //cockpitTemplate:t="germ_pzkpfw_III_ausf_N_gunner_cockpit"

      "turretNames:array"{
        turret:t="turret_01"
		turret:t="turret_02"
      }
    }

    

    "seats:object"{
	  directTurretControl:b=yes
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      maxPosWithOpenHatch:r=1.2
      hatchRotationAxis:p3=1.7, 0.0, 0.0
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.1, -0.4, 0.05]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"
      //cameraNodeName:t="bone_turret"
      //cockpitTemplate:t="germ_pzkpfw_III_ausf_N_commander_cockpit"

      "hatchNodes:array"{
        node:t="hatch_01"
      }

      "turretNames:array"{
        turret:t="turret_03"
      }
    }
	
	"seats:object"{
      attachNode:t="loader"
      locName:t="vehicle_seats/loader"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.5, 0.0]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="bone_camera_driver"

      "loaderTurretNames:array"{
        turret:t="turret_01"
      }
    }

    "seats:object"{
	  directTurretControl:b=yes
      name:t="main_gunner"
      locName:t="vehicle_seats/radioman"
      attachNode:t="machine_gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.5, 0.0]]
      seatComponent:t="isPassenger"
      nextSeat:t="driver"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="machine_gunner"
    }

    
    }
}


pzkpfw_iii_ausf_n_turret_01_75mm_kwk37{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=0
	tank_turret_ai__burstCount:i=3
	tank_turret_ai__burstWaitTime:r=1.0
	tank_turret_ai__dmTargetUpdateInterval:r=1.0
	tank_turret_ai__nextTargetCheckAtTime:r=1.0
	tank_turret_ai__targetCheckInterval:r=1.0
    tank_turret_ai__longPauseWaitTime:r=1.0
    tank_turret_ai__attackDist:r=100.0
	turret_ai__atackDist:r=100.0
	"gun__shellsAmmo:array"{
    gun__shellsAmmo:i=0
	gun__shellsAmmo:i=1000
  }

  "gun__shells:array"{
    gun__shells:t="gamedata/gen/weapons/shells/75mm_kwk37_75mm_ger_kwk40_37_he.blk"
  }
  "ammo_set__shellIds:list<i>"{
    item:i=1
  }
  }
  turret__yawSpeed:r=200.0
  turret__pitchSpeed:r=200.0
  
}
pzkpfw_iii_ausf_n_turret_02_7_92mm_mg34{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=150
    tank_turret_ai__longPauseWaitTime:r=1.0
    tank_turret_ai__attackDist:r=100.0
  }
}

pzkpfw_iii_ausf_n_turret_03_7_92mm_mg34{
  _override:b=yes
  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=150
    tank_turret_ai__longPauseWaitTime:r=1.0
    tank_turret_ai__attackDist:r=100.0
  }
  turret__yawSpeed:r=500.0
  turret__pitchSpeed:r=500.0
  "gun__shellsAmmo:array"{
    gun__shellsAmmo:i=100000
  }

  "gun__shells:array"{
    gun__shells:t="gamedata/gen/weapons/shells/7_92mm_mg34_defaultset_bullet_1.blk"
  }
}
1 Like

Do you not know how to do this?

The option with a hammer is not