It has nothing to do with engineers, you can just define more things through templates, the engineer element itself is just one of the things that templates can do
put this in your entities.blk
then create a new big_action_opel_blitz_kfz_305_resupply_team2 in the game.
big_action_opel_blitz_kfz_305_tent{
_extends:t="rendinst"
_extends:t="replicating"
_extends:t="base_vehicle_decor"
_extends:t="phys_sleepable"
ri_extra__name:t="opel_blitz_kfz_305_tent"
phys__isAsleep:b=yes
"ri_extra__overrideHitPoints:i"{
value:i=999999
_info:t="ri_hit_points"
}
}
big_action_opel_blitz_kfz_305_tent_resupply_base_team2{
_extends:t="big_action_opel_blitz_kfz_305_tent"
_extends:t="resource_box_base"
_extends:t="fortification_builder_info"
_extends:t="resupply_for_ground_vehicle_zone"
ri_extra__name:t="opel_blitz_kfz_305_tent"
animchar__res:t="grenade_f1_char"
collres__res:t="grenade_f1_collision"
grid_obj__gridType:t="interactable"
grid_obj__fixedTmScale:r=-1.0
animchar_render__enabled:b=no
animchar__updatable:b=no
building_menu__image:t="map_icon_train"
builder_info__team:i=2
team:i=2
resupply_zone__team:i=2
buildingRadius:r=3.2
useful_box__maxUseCount:i=9999999
useful_box__hintFull:t="Resupply Base;Vehicle+Engineer;可以补给载具以及工兵材料"
_group{
_tags:t="ui"
hud_icon__image:t="building_ammo_box"
hud_icon__offsetY:r=1.6
hud_icon__maxDistance:r=23.0
hud_icon__opacityRangeX:p2=0.5, 0.8
hud_icon__opacityRangeY:p2=0.5, 0.8
hud_icon__opacityCenterMinMult:r=1.0
}
"build_attach__riexHandle:u64"{
value:i64=-1
_tags:t="server"
}
"building__isBroken:b"{
value:b=no
_tags:t="server"
}
}
big_action_opel_blitz_kfz_305_resupply_team2{
_extends:t="opel_blitz_kfz_305"
vehicle_seats__exitTime:r=0.66
vehicle_seats__enterTime:r=3.2
vehicle__mapIcon:t="map_icon_train"
user_point__icon:t="map_icon_train"
team:i=2
vehicle_seats__autoDetectRestrictToTeam:b=no
vehicle_seats__restrictToTeam:i=2
"vehicle_seats__seats:shared:array"{
"seats:object"{
name:t="driver"
locName:t="vehicle_seats/car_driver"
seatOwnsEntityControl:b=yes
attachNode:t="char_driver_pivot"
entranceNode:t="char_driver_landing"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
seatComponent:t="isDriver"
nextSeat:t="passenger1"
canPlaceManually:b=yes
seatEnum:t="left_seat"
}
"seats:object"{
name:t="passenger1"
locName:t="vehicle_seats/shooter"
seatOwnsEntityControl:b=no
attachNode:t="char_passenger_01_pivot"
entranceNode:t="char_passenger_01_landing"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
seatComponent:t="isPassenger"
nextSeat:t="passenger2"
canPlaceManually:b=yes
seatEnum:t="right_seat"
}
}
"attach_decorators__entities:list<eid>"{
}
"attach_decorators__templates:array"{
"templates:object"{
// relativeTm:m=[[1.31134e-07, -1.06581e-14, -1] [1.06581e-14, 1, -1.06581e-14] [1, -1.06581e-14, 1.31134e-07] [-1.3, -4.8, 0.0]]
relativeTm:m=[[1.30205e-07, -1.55893e-08, -1] [0.0656765, 0.964341, -6.48199e-09] [0.997689, -0.0679477, 1.30963e-07] [-1.49, -4.6, -0.08]]
template:t="big_action_opel_blitz_kfz_305_tent_resupply_base_team2+still_obstacle"
nodeName:t="emtr_fire_engine"
}
}
"disableDMParts:list<t>"{
// item:t="commander"
// item:t="driver"
// item:t="cls_body_01"
// item:t="cls_body_02"
// item:t="cls_body_03"
// item:t="cls_body_04"
// item:t="cls_body_06"
// item:t="cls_body_07"
// item:t="cls_body_08"
// item:t="engine"
// item:t="body"
// item:t="transmission"
}
}
Interesting things may be among the clutter that you are not interested in