Seems because of jp_type_95_ha_go_common. Try change it to jp_type_95_ha_go_pacific. Because there no jp_type_95_ha_go_common tanks and it’s probably jp_jp_type_95_ha_go_common_with_base. You can check it in Create Entity → Tanks.
YES i got to try it. I just found it out 1 minute ago and i was going to report here lol
Edit: Still not working. Hmmmm
Ah i know, i forgot about the other commons
HEY THE MG IS AIMING TO THE POINT I SET. Now i can tell my friends(who is a tank expert) that i found an advantage for hull MG design
![:slight_smile: :slight_smile:](https://forum.enlisted.net/en/images/emoji/twitter/slight_smile.png?v=12)
The mg is not firing in full auto or bursts. Ah i see whats the problem
type_95_ha_go_turret_02_7_7mm_type_97{
_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=80.0
}
}
need to change “tank_turret_ai__maxBurstCount” to like 2
its so fun i cant help myself. I cant imagine if i make a tank battle map. But the custom profile for the player will kill me
I have released a map here (which is just me overloading gaijin server with 100 ha-go to express my happiness):
https://sandbox.enlisted.net/post/kXDMeTMkG6HWyrhP/manifest/
Ok one last message today
I am going to create the Chi-Ha and Ta-se tomorrow. It would be nice if someone can give me other the base files for other japanese tanks with turrets such as Ho-I and Chi-Nu (and some example because the crew is much different from t34 and ha-go with the 5 man crew)
Ok quite urgent help needed. How do i make the tank wrecks disappear after time (or immediately) like zombie bodies @Devenddar
Try to add bodyCleanupTime:r=30 to these ai tanks.
it works! tysm!
You can add some zombie clothes to these soldiers.
(There some minor errors with } and I can’t edit message anymore).
Something like it for zombie_ai_vehicle_tank_crew_member entity:
"human_equipment__initialEquip:object"{
zombie_helmet:t="skined_helmet"
zombie_head:t="face"
zombie_tunic:t="tunic"
zombie_gloves:t="gloves"
zombie_belt:t="belt_1"
zombie_body:t="belt_2"
zombie_pants:t="pants"
}
You also can try to use some zombie entities to these crews. Maybe after that they will run/move when outside tanks.
Ok next thing in list:
How to make custom zombies (i am not interested in skin (yet) but weapons they hold)
I want to make a katana zombie. I know i have seen someone asking in some other forum page but i can no longer find it
Also, i would like know about a universal solution to zombies with different weapon. Like i can just replace the name of weapon and rename the zombie and then i can add them to the spawner. Sth like that
Almost all info about zombie mod you can find here: [Info] Zombies Mode Modding.
Almost same with new zombie. Just need to add weapon inside human_weap__weapTemplates. Ammo inside human_weap__weapInfo and human_weap__template_deps_list (it should have only ammo/items). Here is full code:
zombie_test_armored{
_use:t="base_zombie_armored_soldier"
killLogName:t="zombie/uber_armored"
"human_weap__weapTemplates:object"{
primary:t="thompson_m1928a1_50_drum_gold_zombie_gun"
secondary:t=""
tertiary:t=""
melee:t=""
grenade:t="grenade_thrower"
}
"human_weap__weapInfo:array"{
"human_weap__weapInfo:object"{
reserveAmmoTemplate:t="m1921_thompson_drum"
numReserveAmmo:i=100
}
"human_weap__weapInfo:object"{}
"human_weap__weapInfo:object"{}
"human_weap__weapInfo:object"{}
"human_weap__weapInfo:object"{
reserveAmmoTemplate:t="mk2_grenade_item"
numReserveAmmo:i=3
"additionalReserveAmmoTemplates:array"{
item:t="medkit_item"
}
"additionalNumReserveAmmos:array"{
item:i=1
}
}
}
_group{
_tags:t="server"
"human_weap__template_deps_list:list<t>"{
item:t="thompson_m1928a1_50_drum_gold_zombie_gun"
item:t="m1921_thompson_drum"
item:t="mk2_grenade_item"
item:t="medkit_item"
}
}
"walker_agent__distanceToShootError:shared:array"{
"error:object"{
distance:r=0.0
min:p2=0.0, 0.0
max:p2=0.5, 1.0
maxEnd:p2=0.0, 0.0
}
"error:object"{
distance:r=25.0
min:p2=0.5, 0.8
max:p2=0.5, 1.2
maxEnd:p2=0.3, 0.5
}
"error:object"{
distance:r=50.0
min:p2=0.7, 1.3
max:p2=2.0, 2.0
maxEnd:p2=1.3, 1.4
}
"error:object"{
distance:r=100.0
min:p2=0.6, 1.4
max:p2=2.0, 2.0
maxEnd:p2=2.0, 2.0
}
}
}
(Property walker_agent__distanceToShootError probably changes accurace).
Medkit and grenade are just for example. Maybe you will want to add grenadiers or zombies that can self-revive.
where can i get the templates if i were to make those tanks?
You can create entity and use info from properties panel. Or you can try to use search in forum / ask Bazsi37 or ErikaKalkbrenner.
Here is seats code for Ho-I and Chi-Nu:
"vehicle_seats__seats:shared:array"{
"seats:object"{
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="jp_type_2_ho_i_gunner_cockpit"
"turretNames:array"{
turret:t="turret_01"
}
}
"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="jp_type_2_ho_i_driver_cockpit"
}
"seats:object"{
name:t="commander"
locName:t="vehicle_seats/commander"
attachNode:t="commander"
shouldHideOwner:b=yes
maxPosWithOpenHatch:r=1.2
hatchRotationAxis:p3=1.9, 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] [-0.05, -0.8, 0.18]]
seatComponent:t="isDriver"
receiveDamageFromDMPart:t="commander"
cameraNodeName:t="bone_turret"
cockpitTemplate:t="jp_type_2_ho_i_commander_cockpit"
"hatchNodes:array"{
node:t="hatch_05"
node:t="hatch_04"
}
"hatchTurretNames:array"{
turret:t="turret_03"
}
}
"seats:object"{
name:t="main_gunner"
locName:t="vehicle_seats/additional_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="root"
cockpitTemplate:t="jp_type_2_ho_i_machinegunner_cockpit"
"turretNames:array"{
turret:t="turret_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"
cameraNodeName:t="bone_camera_driver"
"loaderTurretNames:array"{
turret:t="turret_01"
}
}
}
And for another one tank.
"vehicle_seats__seats:shared:array"{
"seats:object"{
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="jp_type_3_chi_nu_gunner_cockpit"
"turretNames:array"{
turret:t="turret_01"
}
}
"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="jp_type_3_chi_nu_driver_cockpit"
}
"seats:object"{
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="jp_type_3_chi_nu_commander_cockpit"
"hatchNodes:array"{
node:t="hatch_05"
node:t="hatch_04"
}
"hatchTurretNames:array"{
turret:t="turret_03"
}
}
"seats:object"{
name:t="main_gunner"
locName:t="vehicle_seats/additional_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="root"
cockpitTemplate:t="jp_type_3_chi_nu_machinegunner_cockpit"
"turretNames:array"{
turret:t="turret_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"
cameraNodeName:t="bone_camera_driver"
"loaderTurretNames:array"{
turret:t="turret_01"
}
}
}
thank you so much
Is there a way to make the commander of a tank with roof mg always lean out of hatch(or make the game things it is leaning out) in order to control the roof mg. (It will be devastating if a M24 commander can control the 50cal without opening the hatch (which should be possible in real life since there is a string thingy attached to the trigger in war thunder’s model))
Also, QOL, nice to have the crew members’ name (like gunner is named gunner and driver is named driver so that when people kill them, they know who they have killed. I just cant get killLogName:t=“zombie/uber_armored” to work on the tankers, this just make some crew’s name become the name of the vehicle)