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)
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.
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
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
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.