Huh? They work. Probably you set wrong teams?
But currently it probably happends because team 2 is locked and game have some chances to drop you to this team.
Huh? They work. Probably you set wrong teams?
But currently it probably happends because team 2 is locked and game have some chances to drop you to this team.
@Devenddar Do you know the squadid format for japanese squads? I tried to figure it out myself and find it online, but neither worked :(.
"squadId" : "jap_pacific_antitank_1",
"squadType" : "rifle",
@Devenddar
I have encountered another problem:
zombie_profile.json.txt (73.2 KB)
I have 3 armies(planned to have all 4) in the custom profile above. I did it because i thought these button would allow player to choose from the 4 armies:
Is there anything i did wrong or its just not possible?
@iso_seppo123 i just realised you can check if you are on team 2 by pressing F1 in game.
Because you will see the team briefing telling you that you cant play on team 2
entity{
_template:t="team_japan+respawn_creators_team+team_narrator_assault_attack"
team__winTitle:t="Defense Successful! Thanks for playing"
team__briefing:t="You cannot spawn in team 2(i.e. team on the right)\nJoin team 1 next time:)"
"artillery_limit__max:list<i>"{
item:i=100
}
}
Well… It’s almost right, but probably you need change jap to axis. Probably icons for japan can be:
axis_pacific_Class_Number or squad_jap_Class_Number (for squads that appeared after campaigns merge).
axis_pacific_prem_Class_Number or squad_jap_ClassName_2_premium_2.
axis_pacific_event_ClassName_Number or squad_jap_radioman_2_event_1.
Hmmm… You always get USA army, right? Probably not possible and game always will give you first army.
It worked! Thank you!
But another bigger problem came up!
I have made an M16A4 out of m4_gun and M4A1 is also still available.
However, as you see in the picture, the M4A1 kills becomes M16A4 in the kill feed. This behaviour happens in both mod editor and custom battle server.
The codes are as follows:
m4_zombie_gun{
_use:t="m4_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="m4_zombie_gun_item"
item__weapTemplate:t="m4_zombie_gun"
paid_loot__ressuplyCost:i=150
item__name:t="M4A1"
}
m4_zombie_gun_item{
_use:t="item_gun"
_use:t="m4_zombie_gun"
collres__res:t="m4_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=6
}
}
}
// My own creation
m16a4_zombie_gun{
_use:t="m4_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="m16a4_zombie_gun_item"
item__weapTemplate:t="m16a4_zombie_gun"
paid_loot__ressuplyCost:i=150
"gun__firingModes:array"{
"mode:object"{
modeType:t="burst"
burstSize:i=3
}
"mode:object"{
modeType:t="burst"
burstSize:i=1
}
}
"gun__firingModeNames:array"{
mode:t="semi_auto_3_shots"
mode:t="semi_auto"
}
item__name:t="M16A4"
}
m16a4_zombie_gun_item{
_use:t="item_gun"
_use:t="m16a4_zombie_gun"
collres__res:t="m4_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=6
}
}
}
You probably need edit gun__locName. IIRC item__name only for pickups.
Huh. Weird that game displays custom name in killlog without editing gun__blk. Seems some good changes.
I used to have gun__locName set and it still dont work
I have no idea. Maybe you need add it also for item. Or… Well… Use gun__blk.
gewehr_98_gun{
_use:t="mauser_gewehr_98_with_scope_mount_gun"
item__name:t="Gewehr 98"
item__template:t="gewehr_98_gun_item"
gun__blk:t="%ugm/weapons/gewehr_98.blk"
weapon__aimNodeOffset:r=0.3
gun__locName:t="Gewehr 98"
gun__integratedScope:b=no
"disableDMParts:list<t>"{
part:t="crosshair"
part:t="scope_mesh"
part:t="lens_close"
part:t="lens_far"
}
}
gewehr_98_gun_item{
_use:t="mauser_gewehr_98_with_scope_mount_gun_item"
item__name:t="Gewehr 98"
item__weapTemplate:t="gewehr_98_gun"
gun__locName:t="Gewehr 98"
"disableDMParts:list<t>"{
part:t="crosshair"
part:t="scope_mesh"
part:t="lens_close"
part:t="lens_far"
}
}
cz_vz_27_org_gun{
_use:t="cz_vz_27_gun"
item__name:t="CZ VZ.27"
item__weapTemplate:t="cz_vz_27_org_gun_item"
weapon__aimNodeOffset:r=0.395
gun__blk:t="%ugm/weapons/cz_vz_27.blk"
gun__kineticDamageMult:r=1.05
gun__locName:t="CZ VZ.27"
"disableDMParts:list<t>"{
part:t="silencer"
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/pistol/walther_pp"
}
}
cz_vz_27_org_gun_item{
_use:t="cz_vz_27_gun_item"
item__name:t="CZ VZ.27"
item__weapTemplate:t="cz_vz_27_org_gun"
gun__locName:t="CZ VZ.27"
"disableDMParts:list<t>"{
part:t="silencer"
}
}
cz_vz_27_gun{
_override:b=yes
item__name:t="CZ VZ.27 Silenced"
gun__locName:t="CZ VZ.27 Silenced"
weapon__aimNodeOffset:r=0.395
}
cz_vz_27_gun_item{
_override:b=yes
item__name:t="CZ VZ.27 Silenced"
gun__locName:t="CZ VZ.27 Silenced"
}
Both of them still works fine for me.
I want to ask how i can enable headshot sound in my mod
It has been disabled for some unknown reason in the latest zombie map
scene.txt (203.4 KB)
entities.txt (96.4 KB)
This is a personal setting, some have it turned on and others have it turned off
but somehow it did not work in one of my maps. And the very next time i play it again (after a restart), it works again.
i suspect that there is some sort of bug that might be have the similar cause of this one Community Bug Reporting System
yes it seems like this happens to everyone
And a guy just encountered a sound issue here. Its written in chinese tho, and he is using some chinese abbreviations (which I have the ability to understand as a Chinese person myself):
https://community.gaijin.net/issues/p/enlisted/i/WpaSlJDknDYs
he cant provide a video on YouTube because of obvious reasons, but i can hear from that the gun fire sound because very soft after like 2 minutes into a battle. The gun shots (except tank mgs, and his own gun) cannot be heard clearly anymore. It wasn’t the problem with his settings as he told me that everything is tuned to highest. And then i started to notice the problem today too. It occurs to me after the first battle. So i suspect it has sth to do with my report above
Above I meant that it is unlikely that the problem is in your mod. When I play on custom servers, the starting music is often turned off, but in the same mod it either works or it doesn’t.
In general, everyone has their own individual problems with settings.
Greetings. Since our last communication, you gave the go-ahead for your tanks in my mod. I already have them, with your permission I stole it in your open source code. I didn’t update because I need to redo the zombie waves, and your consent)))).
And I had one question: can this be done with motorcycles? Or, for example, trucks delivering infantry, zombie soldiers))). I tried this, but I need to work so that the crew of motorcycles and trucks is visible, and somehow they must move.
Is it really possible to do this, or is it not worth bothering with?
Motorcycle and apc works like tank so they might work
It does worth a try and it would be fun.
Apc spawn would not work well for zombie but i have an idea that you cam attach zombie_spawn_zone onto the apc and it might work. Attach to the apc with the code of nzombiebase i showed in the open-sourced file.
I dont have time to try it but it should work in theory
Motorcycles drive, but there is no driver or machine gunner))
@Devenddar told me to use this code: (‘’’ dont work on my phone)
‘’’
_use:t=“ai_aircraft_crew_ger”
ai_aircraft_crew__soldier_template:t=“zombie_ai_vehicle_tank_crew_member”
‘’’
This code will add a crew to the tank/vehicle. It causes problem tho, because their healthare not tied to the real crew inside the vehicle, so they can be kick out after tank destroyed. They dont really have an ai tho so they wont walk or shoot
Thanks for the answer. I was just wondering if it was worth doing this))))
I realized that it’s not worth it)))