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 )
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 )
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.
I didn’t touch…
Also all your spawn point uses same id for objective. So they have only one unique objective.
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…
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.
Wait
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
}
}
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
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.
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.
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 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
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