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

yep.

sorry. can’t really help you there as i don’t deal with zombie stuff my self.

i only found out through devenddar that AI tanks are through zombies.

good luck in your endevours.
( i suggest to wait the man him self to answer )

1 Like

yep thank you for helping me so much today. wish you have a great day

Why?

Here is seats code for jap_type_95_ha_go tank:

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="commander"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.02, -0.72, -0.07]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="commander"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="jp_type_95_ha_go_gunner_cockpit"
      hatchRotationAxis:p3=1.7, 0.0, 0.0

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

      "hatchNodes:array"{
        node:t="hatch_01"
        node:t="hatch_02"
      }

      "loaderTurretNames: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_95_ha_go_driver_cockpit"
    }

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/additional_gunner"
      attachNode:t="machine_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="machine_gunner"
      cameraNodeName:t="root"
      cockpitTemplate:t="jp_type_95_ha_go_machinegunner_cockpit"

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

You will need add directTurretControl:b=yes in gunner seat code.

Just don’t add one of seats.

Unique soldiers names in killlog?

Probably some limit for each wave. Seems it can have only 4 tanks.

I’m not sure, but you edited all properties. Personally I didn’t touch some of them. You can click to property and then click to R to reset it.
image
I didn’t touch…

  • zombie_tank_spawn_zone__curPositionIdx property in zombie_tank_spawn_zone entity.
  • ai_tank_objective__aimAtPositions property in zombie_tank_objective.
  • ai_tank_objective__positions property in same entity.

Also all your spawn point uses same id for objective. So they have only one unique objective.

1 Like

Because in my first map and the map i am working on, there are roofs. And paratroopers just land on roofa and stuck there. So i jist remove them. The new type of zombies i will add is going to be enough to replace the paratroopers

Ok i go try them out later today. Thank you for taking your time with the ha-go code too. Many thanks!

The ha-go mg wont work right? Its like a spg turret so i assume we cant make it work.
But btw i have a suggestion, what if its m3 lee. The m3 lee has an mg turret. You can try if it works because its not needed in my map

By default they use team 1 respawn points. You can make them use team 4 respawn point and put around map human respawn points with team 4.

I don’t know. Would be nice if you test it. Don’t forgot to edit turrets…


added the code

directTurretControl:b=yes

the machine gunner as well to test if it works. I doubt it since the MG works like SPGs and you guys mentioned that it refuses to move.

1 Like

Wait


its a spawner so its not like i can paste the name of the tank and it will work right?

Edit: yep it doesn’t. It would be too easy if that worked lol
Code is here. Btw, should “type_95_ha_go_ai_vehicle_tank” appear in the “create entity” tabs?
Edit #2: It appeared. I just blind all the time. So worry on the problem of how to spawn the tank with zombie_spawn_mode

type_95_ha_go_ai_vehicle_tank{
  _use:t="ai_vehicle_tank_no_objective"
  _use:t="jp_type_95_ha_go_common"
  _use:t="ai_aircraft_crew_ger"

  paid_loot__pointsForKill:i=500
  vehicle_seats__restrictToTeam:i=3
  ai_aircraft_crew__soldier_template:t="zombie_ai_vehicle_tank_crew_member"

  "dontCreateNphysObstacle:tag"{
  }

  "zombie:tag"{
  }

  _group{
    _tags:t="server"
    ai_vehicle_tank__pathFindingState:i=1
    ai_vehicle_tank__ignoreBattleArea:b=yes
  }

"vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="commander"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.02, -0.72, -0.07]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="commander"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="jp_type_95_ha_go_gunner_cockpit"
      hatchRotationAxis:p3=1.7, 0.0, 0.0
	  directTurretControl:b=yes
	  
      "turretNames:array"{
        turretNames:t="turret_01"
      }

      "hatchNodes:array"{
        node:t="hatch_01"
        node:t="hatch_02"
      }

      "loaderTurretNames: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_95_ha_go_driver_cockpit"
    }

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/additional_gunner"
      attachNode:t="machine_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="machine_gunner"
      cameraNodeName:t="root"
      cockpitTemplate:t="jp_type_95_ha_go_machinegunner_cockpit"
	  directTurretControl:b=yes

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

    "seats:object"{
      name:t="commander"
      attachNode:t="loader"
      shouldHideOwner:b=yes
      maxPosWithOpenHatch:r=1.2
      locName:t="vehicle_seats/commander"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.15, -0.35, 0.15]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="loader"
      cockpitTemplate:t="jp_type_95_ha_go_commander_cockpit"

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

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

    "seats:object"{
      locName:t="vehicle_seats/radioman"
      attachNode:t="machine_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="isPassenger"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="machine_gunner"
    }
  }


jp_type_95_ha_go_common{
  _override:b=yes

  gunner_cam_limit__useCockpitDir:b=yes
  commanderCockpitFpsCamMaxAngle:p2=40.0, 5.0
}

type_95_ha_go_turret_01_37mm_type_94{
  _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=40.0
  }
}

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
  }
}
1 Like

ok i have added this:

zombie_ai_vehicle_tank_ha_go_spawner{
  isAlive:b=yes
  zombie_ai_vehicle_tank_spawner__spawnCrewDelay:r=2.0
  zombie_ai_vehicle_tank_spawner__tankEid:i=0
  zombie_ai_vehicle_tank_spawner__template:t="type_95_ha_go_ai_vehicle_tank"
}

this is copied from the zombie_ai_vehicle_tank_spawner template i found in the editor and i used my custom tank to replace the “zombie_ai_vehicle_tank”

but it still doesn’t work. It is not even giving any errors too. It just spawned nothing and the wave progresses
and also a non-fatal error occurs

1 Like

Yes.

This means that you have the wrong data type in properties. And it’s probably in zombie_ai_vehicle_tank_spawner__tankEid. It’s not really integer, but looks like it.

"zombie_ai_vehicle_tank_spawner__tankEid:eid"{
}

Also… You can use original entity. Just edit zombie_ai_vehicle_tank_spawner__template. So… Code will be like:

zombie_ai_vehicle_tank_ha_go_spawner{
  _use:t="zombie_ai_vehicle_tank_spawner"
  zombie_ai_vehicle_tank_spawner__template:t="type_95_ha_go_ai_vehicle_tank"
}

Line with _use allows you use all properties from another entity.

1 Like

It gave a red error saying the parent template is broken when i tried use that myself so i copied everything instead

Any screenshots? Would be nice to see what you wrote in entities.blk.

nevermind it doesn’t. I have done sth wrong earlier
However, it still doesn’t spawn anything. It goes straight to next round
i am currently inside an enlisted battle, playing the event, so need some time before answering

Weird. Maybe you did mistake somewhere. Also… It seems limit doesn’t work on custom tanks.


But… Better to not use many tanks in not small maps… Because it so laggy and so many loggers.

i know about the lag so i wont put too many but i am so confused by why it does not spawn

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 EntityTanks.

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

1 Like


Holy! it works!
Now is the time to test if it moves

2 Likes


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:

1 Like

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

1 Like