MODDING SCENARIO MAP ELEMENTS - what I found out, what I would like to learn from experienced

TODAY about somethin, that I think I found out after plenty of experimenting - new map decorations(boxes, crates…), buildings, sandboxes, Flak/PaK/MG, tanks/aircrafts, trees/grass-bushes.

1/ you can place it, you can control it, you can destroy it
= sandboxes, sandboxes with MG, AAA guns, AT guns (even movable), tanks, airplanes, boats

2/ you can place it as decoration / cannot destroy, you can walk+drive throw it and you will not destroy it - vegetation

3/ you can place it as enterable decoration, cannot destroy, you cannot walk/drive throw walls - only “doors/holes” - houses, strongpoints etc.

4/ you can place it as map decorations, you can destroy it by artilery fire, higher caliber fire, after contact with vehicles - various crates, boxes…

QUESTIONS/HINTS:
0/Global - what is different between placing:

  • RendInst / Create new RedInst
  • RendInst / Create new RI Decor
  • Creating Entitiy - which has same visual interpretation as some RedInst? For example placing “sandbags_wall_1” wil create “destructable” map element. But crating RI “sandbags_wall_medium” in default is “undestructable” (you can mod it with ri_extra__overrideHitPoints - but Entity has nothing like this, is destructable as default)

1/ everyth works fine, biggest pain in the as is - how can I add some vehicle to ALLY/AXIS side, so it will prevent friendly fire? Especially unexperienced gamers shoot anyth, even own armor - especially when they do not have visual contact.

2/ I was testing EVERY item of “bush” and found only few, that will not cause “You shall not pass” effect (you drive to bush and than BANG! like you hit the wall). Working vegetation in default - due my testing:
LRE_20230225_124358

WHY is it so? Can I mod some atributes of the other vegetation to work as expected? Destrutable trees, bushes those can be driven throught.

/*
HOW TO place such vegetation?
2.1/ use tool RendInsts / Create new RI decor /
LRE_20230225_123325

2.2/ Choose desired (use the Favourite, helps a lot) vegetation - if you want the one “working = vehicles can drive into with no BANG!” pick those from my list,

2.3/ Enbake them = their “lines/white boxes” will dissapear so they do not make mess on scenario map.


*/

3/ bunkers, buildings work fine, maybe “holes” will be implemented in future. I will experiment with “destructable” wood / tent buildings, so I can say more in future.

4/ asi I found, you can place such elements and most of them you can edit with atribute ri_extra__overrideHitPoints so you can say this is destructable (set value “-1”). THERE is probable better functionaly (puting exact HitPoints) but as I need to use these, they work as expected:


PRETTY ANOYING - levitation of camo net after destroying the post under. Probably there is missing some “colision” elements, but why same artilery damage that destroyed sandbox did not hurt camo net? “Override HP” atribute should be different from “-1” value?

another example - these barrels will “ping pong” after colision, rolling to the land. Lovely. But i cannot do same with any of metal RI barrels. Probably thi animation is extension of only some of them. Which?
LRE_20230225_160228

Must test it more…

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Well…
RI Decor by default with -2 in ri_extra__overrideHitPoints (as result it can’t be destroyed).
And have option to turn off collision. And also decor don’t create effects when were destroyed.

Set team to 1/2.


And maybe turn off vehicle_seats__autoDetectRestrictToTeam and set vehicle_seats__restrictToTeam to 1/2.

Hmmm… Maybe because it’s game_rendinst_decor :slight_smile:

It displays settings.


I don’t know how hp works for decorations… In text -1 means that object will be with same hp, but without regen.

Try use -2 in ri_extra__overrideHitPoints on RI object that holds this camo.

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Thank you for your afford! I have tested all you wrote, one succes, one with a little arrangement also told what I was looking for :wink:

0/ is this true now?
New game RI means add map decorating element with preset:

  • default = “ri_extra__overrideHP = 0” + have no “has_colision switch” at all (so you cannot use this for Flora/bushes-grass preset. Just few works this way - see my list in upper text)

  • if you set this to “-2” to the object “with someth on them” that will turn them invicible - which I do not want to, in case these are sandbox with camo/net - i do not get this one, but I found that if I lay both close to, one damage will destroy both, which is a problem solving solution

New game RI decor means add map decorating element with preset

  • “ri_extra__overrideHitPoints = -2” (invicible in default)

  • no effect when destroyed (if manually set to other value than “-2”) because their original functionality meaning is not to be destroyed;

  • have option/possibility to turn off colision functionality.
    So this is for bushes! you can walk/drive into them with no “BANG!” if you set such a bush/grass this way:
    ++ “colision” is “OFF” AND
    ++ “ri_extra__overrideHitPoints <> -2” (for example value “0”);

all other objects (not bushes/grass) like various destroyable obstarcles work - with “nice destroying animation” when set as game RI. Can be hit by multiple rifle shots, probably will be smashed with anyth bigger (arty, mortar, MG…). It work just fine and there is no reason using game RI_decor:

Nice animation only when using “Game RI” (not Game RI_decor any more):

1/
GREAT! I was experimenting with some other but do not found this one
SO for all working: car ID / Friend-or-Foe (no friendly fire):

entity{
  _template:t="it_ab_41"
  transform:m=[[0.750212, -0.0607189, -0.658404] [0.0798264, 0.996809, -0.000969644] [0.656362, -0.0518306, 0.752665] [1238.2, 25.6137, -528.957]]
  team:i=2
  vehicle_seats__restrictToTeam:i=2
}

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EDIT for 1/ bushes described on picture do not work - at least for all models
But i found out one curious fact - If you “copy with shift/move”, then newly created Bush work as expected. No matter how is it “preset” - here you see vehicle in the middle of “colision zone” of bush:

there must be some other reason, right now I drove over 4 bush_monthea_a and no “BANG!” occured. Created as RI_decor, “%hasColision” set to “FALSE”.

There is only logic answer - the preset described in my morning reply is valit and the picture with “bush_olive_a” + "%hasColision"set to “TRUE” was somehow corrupted (bug, unstable save, I did it without propper restart etc).

Or second logic - game is randomly setting “BANG!” ;D

Many features in editor works only after restart/clone.

THIS is the missing piece :wink:

I think now I know all ;D Or at least all I wanted to know. I heve seen “AI airplane” and “pre-prepaired ammo boxes” but I can find out how that works later.

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AT THE END - all what makes MOD maps fancy is one kind = (un)destructable elements, which means we use:
1/ Entities (tank, plane, MG sandbags, weapons…) = pre-programmed functionality

2/ RI / RenderedInstances (building, tables, towers, boxes, barrels, trees…) = static elements, we can sometime walk/ride inside, walk/ride on them, some destructable, some not - depends on their pre-programmed functionality

3/ RI_decor (grass, bushes - did not found any other use) = static elements, we can ride/walk through them, but we do not destroy them this way. Should be also as RI but do not work correctly when placed as RI. And - only some of them work as expected this way, not all types of bush/grass. And probably not all trees used as RI work as expected (destructable).

OK, that is fine

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