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

As I know… No. But I maybe don’t know something.

No. This probably not possible to do. Because ai_aircraft_crew__soldier_template can add only one soldier template inside.

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I am thinking when i see this. Is it possible to make a tank spawn that spawn only the selected type of tank. Like this hydro-tank, if it can be spawned on water (lets worry about the navmesh later) it would be epic

Also another question, what is the item name for tnt charge and anti-personal mines. I kinda want people to be able to buy thsoe

For zombies mode? Or for players? I’m not sure about zombies, but for players you can edit canUseRespawnbase property. And then in respawn point set another respawnbase.

Uh… Well… You can find them in the All section. Problem is in the properties. You will need to edit them for make it pickable. Later I’ll try write some info how to do it.

Oh ok, but isn’t the tnt detonator a different item?? The AP mines should be easier i think


The AI no longer works :frowning:
NOOOOOOOOOOO
The new update mess it up
The navmesh button still show those meshes but they just afk like that

Try change ai_vehicle_tank_no_objective to ai_vehicle_tank_fixed_objective.


There we go! Thank you so much. Did they fix the no_objective tag (so it works as intended)? I thought it was supposed to be making the ai tank not have an objective when i read the name

2 Likes

Erm, can you send me the templates for na-to and m13 mgmc (or show me how to get those). I would like to investigate why they dont move or shoot and try if i can make them work.

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Ok something is not right
I am constantly getting fps reduction and eventually crashing in the mod editor.

However i cannot test the problem tonight since i have to wake extraordinarily early tmr

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  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.557946, -0.374544, -0.740368] [0.225384, 0.926934, -0.299075] [0.79851, 5.20189e-07, 0.601761] [0.08, 0.18, 0.22]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="jp_type_5_na_to_gunner_cockpit"
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"
      isHoldGunModeAllowed:b=no

      "turretNames:array"{
        turret:t="turret_01"
      }

      "effectors:object"{
        r.foot:t="pedal_rfoot_4"
        l.foot:t="pedal_lfoot_4"
      }
    }

    "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
      cockpitTemplate:t="jp_type_5_na_to_driver_cockpit"
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"

      "effectors:object"{
        r.hand:t="righthand_1"
        l.hand:t="lefthand_1"
        r.foot:t="pedal_rfoot_1"
        l.foot:t="pedal_lfoot_1"
      }
    }

    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=no
      maxPosWithOpenHatch:r=1.2
      hatchRotationAxis:p3=1.8, 0.0, 0.0
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.882699, -0.35832, 0.303892] [0.360668, 0.93124, 0.0504172] [-0.30109, 0.0651069, 0.951329] [-0.13, 0.05, 0.09]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"
      cameraNodeName:t="bone_turret"
      cockpitTemplate:t="jp_type_5_na_to_commander_cockpit"
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"

      "effectors:object"{
        r.foot:t="pedal_rfoot_3"
        l.foot:t="pedal_lfoot_3"
      }
    }

    "seats:object"{
      attachNode:t="loader"
      locName:t="vehicle_seats/loader"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.52594, -0.121862, 0.841679] [0.0645705, 0.992391, 0.103335] [-0.848003, -4.03665e-07, 0.529892] [0.0, 0.15, 0.0]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="bone_camera_driver"
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"

      "loaderTurretNames:array"{
        turret:t="turret_01"
      }

      "effectors:object"{
        r.hand:t="righthand_6"
        l.hand:t="lefthand_6"
        r.foot:t="pedal_rfoot_6"
        l.foot:t="pedal_lfoot_6"
      }
    }

    "seats:object"{
      attachNode:t="loader_01"
      locName:t="vehicle_seats/loader"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.324754, -0.422566, -0.846005] [0.151432, 0.906173, -0.394489] [0.933438, 3.76847e-09, 0.358317] [0.21, 0.1, 0.09]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="loader_01"
      cameraNodeName:t="bone_camera_driver"
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"

      "loaderTurretNames:array"{
        turret:t="turret_01"
      }

      "effectors:object"{
        r.hand:t="righthand_5"
        l.hand:t="lefthand_5"
        r.foot:t="pedal_rfoot_5"
        l.foot:t="pedal_lfoot_5"
      }
    }

    "seats:object"{
      attachNode:t="machine_gunner"
      locName:t="vehicle_seats/radioman"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.98769, 0.156434, 0.0] [-0.156434, 0.98769, 0.0] [0.0, 0.0, 1.0] [-0.05, -0.35, 0.07]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="machine_gunner"
      cameraNodeName:t="bone_camera_driver"
      isHoldGunModeAllowed:b=no
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"

      "effectors:object"{
        r.hand:t="righthand_2"
        l.hand:t="lefthand_2"
        r.foot:t="pedal_rfoot_2"
        l.foot:t="pedal_lfoot_2"
      }
    }
  }
  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.90628, 0.4227, 8.74272e-16] [-0.4227, 0.906281, 5.83326e-09] [2.4657e-09, -5.28653e-09, 1.00001] [-0.21, -0.3, 0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="us_halftrack_m13_gunner_cockpit"
      directTurretControl:b=yes
      cameraOffset:p3=-0.35, 0.2, 0.0
      maxPosWithOpenHatch:r=0.0
      hatchRotationAxis:p3=0.0, 0.0, 0.0
      canLoadInHatch:b=yes
      isHoldGunModeAllowed:b=no
      useHatchEffectors:b=yes

      "turretNames:array"{
        turretNames:t="turret_01"
        turretNames:t="turret_02"
      }

      "hatchTurretNames:array"{
        turret:t="turret_01"
        turret:t="turret_02"
      }

      "hatchNodes:array"{
        node:t="hatch_01"
      }

      "loaderTurretNames:array"{
        turret:t="turret_01"
        turret:t="turret_02"
      }

      "effectors:object"{

        "l.hand:object"{
          rel_tm: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]]
          node:t="lefthand_2"
        }

        "r.hand:object"{
          rel_tm: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]]
          node:t="righthand_2"
        }

        "l.foot:object"{
          rel_tm:m=[[1.0, -0.000134336, 0.00109565] [0.000133743, 1.0, 0.000674367] [-0.00109572, -0.000674196, 0.999999] [-0.02948, -0.0187607, 0.00164175]]
          node:t="pedal_lfoot_2"
        }

        "r.foot:object"{
          rel_tm:m=[[0.999999, 3.96237e-06, 0.00119497] [-4.91767e-06, 1.0, 0.000759456] [-0.00119502, -0.000759482, 0.999999] [-0.0288086, -0.0186996, -0.000524521]]
          node:t="pedal_rfoot_2"
        }
      }
    }

    "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] [-0.07, 0.21, -0.15]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cockpitTemplate:t="us_halftrack_m13_driver_cockpit"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"

      "effectors:object"{

        "l.hand:object"{
          rel_tm:m=[[0.808712, -0.032106, -0.587329] [0.571561, 0.278741, 0.771765] [0.138934, -0.95983, 0.243772] [0.0898285, 0.0626068, -0.117208]]
          node:t="lefthand_1"
        }

        "r.hand:object"{
          rel_tm:m=[[0.457613, -0.734383, -0.501273] [0.536842, 0.67761, -0.502639] [0.708796, -0.0390896, 0.704329] [0.0498199, 0.0408497, 0.0346947]]
          node:t="righthand_1"
        }

        "l.foot:object"{
          rel_tm:m=[[0.978776, 0.185353, 0.0874309] [-0.177178, 0.979724, -0.0935323] [-0.102995, 0.0760563, 0.99177] [-0.0876465, 0.0129089, 0.0589943]]
          node:t="pedal_lfoot_1"
        }

        "r.foot:object"{
          rel_tm:m=[[0.916721, 0.39311, -0.0713319] [-0.389451, 0.919087, 0.0600619] [0.0891712, -0.0272797, 0.995643] [-0.0805817, 0.0190582, -0.018856]]
          node:t="pedal_rfoot_1"
        }
      }
    }

    "seats:object"{
      name:t="machine_gunner"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=no
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.12, 0.36, 0.11]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
      canPlaceManually:b=yes

      "effectors:object"{

        "l.hand:object"{
          rel_tm:m=[[-0.0140025, -0.992501, 0.121439] [0.999274, -0.0095886, 0.0368515] [-0.0354104, 0.121867, 0.991914] [-0.208267, -0.674889, -0.117278]]
          node:t="lefthand_3"
        }

        "r.hand:object"{
          rel_tm:m=[[0.512722, 0.185274, -0.838326] [0.215913, 0.917232, 0.334765] [0.830962, -0.352646, 0.430281] [-0.151245, -0.0606141, 0.0719528]]
          node:t="righthand_3"
        }

        "l.foot:object"{
          rel_tm:m=[[0.988051, 0.152243, 0.024008] [-0.150694, 0.98695, -0.0567607] [-0.0323361, 0.0524647, 0.9981] [-0.104599, -0.033783, 0.0100501]]
          node:t="pedal_lfoot_3"
        }

        "r.foot:object"{
          rel_tm:m=[[0.959544, 0.273328, 0.067583] [-0.273181, 0.961893, -0.0115871] [-0.0681747, -0.00734403, 0.997647] [-0.0914841, -0.0504913, 0.00846291]]
          node:t="pedal_rfoot_3"
        }
      }
    }

Turrets names you can find in turretInfo.

How much active vehicles are on your map? And zombies?

1 Like

like 5 ta-se, 3 chi-ha and 0 zombies
It wasn’t lagging even when i had 50 tanks (my pc is great because an i9 12900f cpu) before the update
and idk if this has anything to do with the crash but it starts spamming the log when the fps drop starts. Then it crashes after like 10 seconds

1 Like

pausing the game with F12 does in fact not stop the lag. The lag might be caused by some sort of rendering issue, maybe too many tanks lol. But it happens even when the tanks couldn’t move (i mean before implementing your fix to the tank ai)

1 Like

It looks like problem in something else, but not ai tanks. Maybe ai turrets? But i’m not sure. Well… You can sent files in private messages. And I’ll check it later.

1 Like

I will send it here since i am happy to share my work (mostly your work that i converted into codes lol) with the community so that i can help it grow too. Let me connect my pc to inertnet, 1 moment

2 Likes

It may be caused by some kind of infinite loop

Check entitiesblk. It is possible that something has a circular dependency or is constantly creating something.

But the lag stops when i use developer mode and delete all the spawned tanks (btw only 5 of them can crash the game)

Hmmm… For me tanks works fine. Could you please send scene code with ai tanks? I mean objective entity and some other entities. Can you also sent entities.blk code of these tanks?

zombie_profile.json.txt (29.5 KB)
scene.txt (59.2 KB)
entities.blk.txt (38.0 KB)

Ignore the zombie_profile because i would remove the custom_profile entity when i test things

feel free to put the whole mod onto the sandbox portal if you need to test anything, but make sure to put a link to this forum post to let people know.
At least someone thinks my ha-go chaos mod was good if i didn’t make it a night map lol
I have added some uncapturable capture points named to show people where to get stuff (because people cant read so i need in game signs that i learnt from a smart mod maker a month ago (forgot his name i am so sorry))

Not sure, but some tanks (for example jp_type_3_chi_nu_ai_vehicle_tank) have sooo many seats.