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

yes i always check for updates when i start my pc

Ah yes! You need to find the file unlock/id/p47firstFlight_event_s3t1/description to kill 120 enemies using a vehicle. LOL

I am just wondering if rockets can be used by ai tankers


If you have time, you can send me the seat data of this thing and i will go ahead and test if it works
I will test if na-to works or not tonight

@Devenddar another small update 0.5.6.52 was released like a few minutes ago (the last version was 0.5.6.44 with the graphics update)

Conclusion: Spgs does work flawlessly but its kind of point less in my map. I would use them when i make my tank vs tank defense. But for that map i need a player_profile and a way to make it fun (cant just spawn as tiger or some sort of op tank at first but also cant be weak stuff as i have no idea how to do like a tank gun game thingy)

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.35, 0.285, 0.2]]
      cockpitTemplate:t="germ_panzerwerfer_42_commander_cockpit"
      cameraType:t="commander"
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"

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

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      shouldHideOwner:b=yes
      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"
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="germ_panzerwerfer_42_gunner_cockpit"

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

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      shouldHideOwner: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"
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cockpitTemplate:t="germ_panzerwerfer_42_driver_cockpit"
    }
  }

Custom Profiles - Another look (Guide)
Also I recommend check comments.

Yep i have checked that before but it would take me months so i would rather not start doing that before my yearly exam.

Ok i tried, the rocket launcher doesn’t do anything but the mg42 does fire if i add directTurretControl:b=yes to the commander

panzerwerfer_42_ai_vehicle_tank{
  bodyCleanupTime:r=30.0
  _use:t="ai_vehicle_tank_fixed_objective"
  _use:t="germ_panzerwerfer_42_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"{
	  directTurretControl:b=yes
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.35, 0.285, 0.2]]
      cockpitTemplate:t="germ_panzerwerfer_42_commander_cockpit"
      cameraType:t="commander"
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"

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

    "seats:object"{
	  directTurretControl:b=yes
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      shouldHideOwner:b=yes
      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"
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="germ_panzerwerfer_42_gunner_cockpit"

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

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      shouldHideOwner: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"
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      cockpitTemplate:t="germ_panzerwerfer_42_driver_cockpit"
    }
  }
}
germ_panzerwerfer_42_common{
  _override:b=yes

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


panzerwerfer_42_turret_01_7_92mm_mg42{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=150
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=100.0
  }
}

panzerwerfer_42_rocket{
  _override:b=yes

  _group{
    _tags:t="server"
    tank_turret_ai__maxBurstCount:i=2
    tank_turret_ai__longPauseWaitTime:r=0.0
    tank_turret_ai__attackDist:r=200.0
  }
}

Btw 2 more questions

  1. I want to ask if i can stick zombie_spawn_zone to a vehicle so that it moves with the tank/apc, then it can punish players for not destroying the tank/apc like what we have in normal battles
  2. I want to ask if those titans work (i mean the titan rise april fool’s event, like Pz Trx, i dont care if they can use all turrets or rockets, i just want to see if they can path find)
    (and i might need 2 more vehicle seat data, m1 abrums and t80uk, since i saw a map having every april fool’s content in my dream last night)
1 Like

Don’t know. I haven’t tried it yet.

  "vehicle_seats__seats:shared:array"{

    "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"
      cameraOffset:p3=0.15, -0.0, -0.0
      cockpitTemplate:t="ger_mbm_trixter_driver_cockpit"
    }

    "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] [-0.5, 0.4, -0.29]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
      cockpitTemplate:t="ger_mbm_trixter_gunner_cockpit"
      hatchRotationAxis:p3=1.8, 0.0, 0.0
      maxPosWithOpenHatch:r=0.4
      seatAnimUpper:t="drive_driver"
      seatAnimLower:t="drive_driver"

      "turretNames:array"{
        turret:t="turret_01"
        turret:t="turret_07"
        turret:t="turret_02"
        turret:t="turret_03"
        turret:t="turret_04"
        turret:t="turret_05"
        turret:t="turret_06"
        turret:t="turret_08"
      }

      "hatchTurretNames:array"{
        turret:t="turret_01"
        turret:t="turret_07"
        turret:t="turret_02"
        turret:t="turret_03"
        turret:t="turret_04"
        turret:t="turret_05"
        turret:t="turret_08"
      }

      "hatchNodes:array"{
        node:t="commander_hatch_01"
        node:t="commander_hatch_02"
      }
    }

    "seats:object"{
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      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, 0.1, -0.14]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="commander"

      "loaderTurretNames:array"{
        turret:t="turret_02"
        turret:t="turret_07"
      }
    }
  }
  "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="us_m1a1_hc_abrams_gunner_cockpit"

      "turretNames:array"{
        turretNames:t="turret_01"
        turretNames:t="turret_04"
      }
    }

    "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"
      cockpitTemplate:t="us_m1a1_hc_abrams_driver_cockpit"
    }

    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      hatchRotationAxis:p3=1.8, 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] [-0.52, -0.35, 0.06]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"
      cameraNodeName:t="bone_turret"
      cockpitTemplate:t="us_m1a1_hc_abrams_commander_cockpit"

      "hatchNodes:array"{
        node:t="hatch_04"
      }

      "hatchTurretNames:array"{
        turret:t="turret_02"
        turret:t="turret_03"
      }
    }

    "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"
      }
    }
  }
  "vehicle_seats__seats:shared:array"{

    "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="ussr_t_80u_driver_cockpit"
    }

    "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="ussr_t_80u_gunner_cockpit"

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

    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=yes
      hatchRotationAxis:p3=1.4, 0.0, 0.0
      maxPosWithOpenHatch:r=0.7
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.38, 0.3, 0.0]]
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"
      cameraNodeName:t="bone_turret"
      cockpitTemplate:t="ussr_t_80u_commander_cockpit"

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

      "hatchTurretNames:array"{
        turret:t="turret_03"
      }
    }
  }

You can always ask Bazsi37, Yopsius, ErikaKalkbrenner and maybe PrivateRyan44 how it’s done. Or you can always get info from properties panel:

1 Like

Ok i might ask private ryan. Thanks for your help

1 Like

I dont know if the problem is with my laptop or your mod but it randomly disconnected me and i got stuck in this

I am sorry, i think something crashed the server. You have to kill the game
I will try to find out what happened

1 Like


It breaks when the first shooter zombie appears


But there should not be any errors as i know

image
@Devenddar i put the pistol in primary slot of type 94 zombie because their pistol wont have ammo otherwise. But is it going to crash the server?

Edit: oh wait im stupid, this is a array

1 Like

OMG it worked.
So dont try to put wrong thing in wrong slot i suppose. Mod editor fixes that on its own but gaijin server wont

And it crashed on the tank wave now.

It crashes randomly too. Idk why and what happened


will this error be the problem. I noticed this when i edit the mod a lot of times. But it occurs randomly, like when 0 zombies are spawned

1 Like

i think most of the time it shoule be ok. just warn that some huge data allocated