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.
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.
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
Try change ai_vehicle_tank_no_objective to ai_vehicle_tank_fixed_objective.
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.
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
"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?
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
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)
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.
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
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.