[Open-Sourced Development] Gavutu Zombies: Timeline Disorder - Learn how to create missions here together

Ok i made AS42 now and it works…


except the gunner is apparently invisible
@Devenddar can you help?

it_as_42_metropolitana_ai_vehicle_tank{
  bodyCleanupTime:r=5.0
  _use:t="ai_vehicle_tank_fixed_objective"
  _use:t="it_as_42_metropolitana"
  paid_loot__pointsForKill:i=500
  vehicle_seats__restrictToTeam:i=3

  "dontCreateNphysObstacle:tag"{
  }

  "zombie:tag"{
  }

  destroyIfNoCrewLeft:b=yes
  
  _group{
    _tags:t="server"
	ai_vehicle_tank__thinkState:i=1
    ai_vehicle_tank__waitTimesUpdatePath:r=1000000.0
    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=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cameraOffset:p3=0.15, -0.0, -0.0
    }
	
	"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"



      "turretNames:array"{
        turret:t="turret_01"
      }
    }
  }
}
it_as_42_metropolitana{
  _override:b=yes

  gunner_cam_limit__useCockpitDir:b=yes
  commanderCockpitFpsCamMaxAngle:p2=40.0, 5.0
}
as_42_metropolitana_turret_01_20mm_breda_20_65_m35{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=0
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=200.0
  }
}

as_42_spawner{
  _use:t="zombie_ai_vehicle_tank_spawner"
  zombie_ai_vehicle_tank_spawner__template:t="it_as_42_metropolitana_ai_vehicle_tank"
}

@Devenddar Also how can i make the t-28’s left machine gun turret functional?
code as follows

t_28e_ai_vehicle_tank{
  bodyCleanupTime:r=5.0
  _use:t="ai_vehicle_tank_fixed_objective"
  _use:t="ussr_t_28e"
  paid_loot__pointsForKill:i=500
  vehicle_seats__restrictToTeam:i=3

  "dontCreateNphysObstacle:tag"{
  }

  "zombie:tag"{
  }

  destroyIfNoCrewLeft:b=yes
  
  _group{
    _tags:t="server"
	ai_vehicle_tank__thinkState:i=1
    ai_vehicle_tank__waitTimesUpdatePath:r=1000000.0
    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="ussr_t_28e_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="ussr_t_28e_gunner_cockpit"

      "turretNames:array"{
        turret:t="turret_01"
        turret:t="turret_02"
      }
    }
    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      hatchRotationAxis:p3=1.4, 0.0, 0.0
      maxPosWithOpenHatch:r=0.7
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.38, 0.3, 0.0]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"
      cockpitTemplate:t="ussr_t_28e_commander_cockpit"

      "hatchNodes:array"{
        node:t="hatch_02"
      }

    }
	"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"

      "loaderTurretNames:array"{
        turret:t="turret_01"
      }
    }
	"seats:object"{
	  directTurretControl:b=yes
      attachNode:t="machine_gunner_02"
      locName:t="vehicle_seats/radioman"
      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="main_gunner"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="machine_gunner_02"

      "TurretNames:array"{
        turret:t="turret_04"
      }
    }
	"seats:object"{
	  directTurretControl:b=yes
      attachNode:t="machine_gunner_01"
      locName:t="vehicle_seats/radioman"
      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="main_gunner"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="machine_gunner_02"

      "TurretNames:array"{
        turret:t="turret_03"
    }
  }
}
}
ussr_t_28e{
  _override:b=yes

  gunner_cam_limit__useCockpitDir:b=yes
  commanderCockpitFpsCamMaxAngle:p2=40.0, 5.0
}
t_28e_turret_01_76mm_l10{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=0
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=200.0
  }
}
t_28e_turret_02_7_62mm_dt{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=100
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=200.0
  }
}
t_28e_turret_03_7_62mm_dt{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=100
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=200.0
  }
}
t_28e_turret_04_7_62mm_dt{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=100
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=200.0
  }
}

t_28e_spawner{
  _use:t="zombie_ai_vehicle_tank_spawner"
  zombie_ai_vehicle_tank_spawner__template:t="t_28e_ai_vehicle_tank"
}

And how do i make something to penetrate a Maus? Can the plasmafaust 100 launcher kill maus in the moon event? I ask because i never played unknown war before

And how do i make something to penetrate a Maus?

That is, custom bullets or shells.
What i’m about to say is based on my experience modding War Thunder, but it should still work in Enlisted.

Let’s say you want to modify the panzerfaust to be able to pen the maus. You can do two things:

  • Change HE filler weight/explosion power/radius so it overpressures the Maus. I don’t recommend this.
  • Change pen values so it can go through the armour itself.

The below is the shell for the panzefaust 100: I have added comments where i thought it was needed.

mass:r=3.3 //mass of projectile
cartridgeMass:r=3.3
momentOfInertia:p3=0.04, 0.008, 0.04
caliber:r=0.088 //1.0 is one meters. So this is 88mm
speed:r=62.0 // In Meter/seconds
speedPitch:r=-3.6 //not sure, maybe the angle the projectile leaves the barrel at.
physMat:t="bulletRay" //don't change
useFutureContacts:b=yes
logCCD:b=no
explodeRadius:p2=1.0, 1.3 //radius in meters
explodeHitPower:r=18.0 // HitPower was the amount of RHA, the shell could penetrate in War Thunder.
entityTemplate:t="panzerfaust_100_shell_phys"
entityPhysTemplate:t="panzerfaust_100_shell_phys"
bullets:i=1
normalizationPreset:t="heat"
ricochetPreset:t="he"
slopeEffectPreset:t="ap"
secondaryShattersPreset:t="ap"
cumulativeSecondaryShattersPreset:t="heat_fs"
fresnel:p3=0.23, 0.1, 2.0
stabilityThreshold:r=0.4
stabilityCaliberToArmorThreshold:r=10.0
stabilityReductionAfterRicochet:r=0.45
stabilityReductionAfterPenetration:r=1.0
explodeOnRendinst:b=yes

collisionResource{

  props{
    volumeBox_1:b=yes
  }
}

ccdSpheres{
  ccd:p4=0.0, 0.0, 0.0, 0.044
}

visual{
  template:t="panzerfaust_100_shell_item+item_in_world"
}

splashDamage{
  radius:p2=1.0, 4.5 //Splash damage, FROM value TO value in Meters
  penetration:p2=10.0, 10.0 // Maybe this is what you're looking for.
  damage:r=10.0 //probably damage after pen. 15 is default HP for a soldier.
  dmgOffset:p3=0.0, 0.25, 0.0
}

shellSound{
  explosionPath:t="impact/grenade"
}

armorpower{
  ArmorPower0m:p2=2.0, 10.0 
  ArmorPower7000m:p2=1.0, 7000.0
}

cumulativeDamage{
  armorPower:r=220.0 //pens 220mm of armour
  distance:r=3.0 //at 3 meters
  damage:r=150.0 // causing 150 damage?
  onHitChanceMultFire:r=15.0
}

damage{

  cumulative{
    penetration:r=220.0
    damage:r=150.0
    distance:r=2.2
    onHitChanceMultFire:r=15.0
    damageType:t="cumulative"
  }

  splash{
    radius:p2=1.0, 7.0
    penetration:p2=10.0, 10.0
    damage:r=360.0
    damageType:t="explosion"
  }

  secondaryShatter{
    residualArmorPenetrationToShatterCountMult:p4=20.0, 100.0, 0.5, 1.0
    residualArmorPenetrationToShatterPenetrationMult:p4=20.0, 100.0, 0.5, 1.0
    residualArmorPenetrationToShatterDamageMult:p4=20.0, 100.0, 0.4, 1.0
    caliberToArmorToShatterCountMult:p4=0.5, 1.0, 0.5, 1.0
    damageType:t="secondaryShatter"

    section0{
      angles:p2=0.0, 10.0

      shatter{
        distance:r=5.0
        size:r=0.05
        count:i=8
        penetration:p2=11.0, 8.0
        damage:p2=20.0, 15.0
        onHitChanceMultFire:r=1.3
      }
    }

    section1{
      angles:p2=0.0, 25.0

      shatter{
        distance:r=2.5
        size:r=0.025
        count:i=20
        penetration:p2=7.0, 5.0
        damage:p2=15.0, 12.0
        onHitChanceMultFire:r=1.0
      }
    }

    section2{
      angles:p2=0.0, 40.0

      shatter{
        size:r=0.01
        distance:r=1.5
        count:i=40
        penetration:p2=4.0, 3.0
        damage:p2=8.0, 6.0
        onHitChanceMultFire:r=1.0
      }
    }
  }
}

stabilityRicochetModifier{
  mod1:p2=0.0, 0.5
  mod2:p2=20.0, 0.6
  mod3:p2=30.0, 1.0
}
1 Like

let me try it later
i have to grind the event first

I’m not very sure that empty vehicles looks good. Try to change soldier equipment. Or yeah. You just can hide:

Hmmm… I dunno. IIRC same thing with USA AA truck. Try to edit turret. Make it as seperate group turret?

Apparently, my friend, that the engine and the back of the e100 is weak enough for the plasmafaust 100 to penetrate it. So that will not be an issue if people know it

I cant spawn in local

yes because player profiles never work in local games
Please show me how to make it work in local games if possible

For now, you may create a game with player limit = 2 if you want to challenge solo (but still have server delay though)

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.

1 Like

@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:
image
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
  }
}
1 Like

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).

    • Class is just squad class/soldiers class names (rifle/assault/apc_driver…).
    • Number is squad tier. Some squads may not have icons for 1 (like assaulters or apc drivers) or 4.
  • 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.

1 Like

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.
image
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.

1 Like

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