Practical entity #1: Very Simple hud_icon && towed AT Zis-3 (closed to)

You can use it to make hud icon markers.

Unlike the custom_marker and map_icon that are only displayed on the minimap, the hud icon is displayed in the game world.

You can config which teams to displayed by setting the team parameter.

big_action_base_hud_icon_effect{
  _extends:t="replicating"
  transform: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]]
  object__useDist:r=1
  buildingRadius:r=1.0
  team:i=1

  _group{
    _tags:t="ui"
    hud_icon__image:t="waypoint_tutorial"
    hud_icon__maxDistance:r=10.0
    hud_icon__offsetY:r=0.1
    hud_icon__opacityRangeX:p2=0.5, 0.8
    hud_icon__opacityRangeY:p2=0.5, 0.8
  }

  effect{
    _tags:t="render"
  }

  _group{
    _tags:t="render"
    effect__name:t="hit_footstep_sand_cmps_fx"
  }
  
  "buildByPlayer:eid"{
  }
}

WIP: I’m still looking for a way to allow the hug_icon, like the capzone’s icon, to show the distance it is located.

8 Likes

big_action_ussr_towed_at_zis_3_m_gunner_cockpit{
  _extends:t="ussr_towed_at_53k_gunner_cockpit"
  cockpit__offset:p3=0.17, 0.26, 0.3
}

big_action_turret_towed_at_76mm_zis_3_m{
  _extends:t="su_76m_turret_01_76mm_zis3"
  turret__limit:p4=-27.0, 27.0, -5.0, 26.0

  "gun__shellsAmmo:array"{
    ammo:i=9
    ammo:i=10
    ammo:i=3
    ammo:i=2
    ammo:i=1
  }
}

big_action_ussr_towed_at_zis_3_m_movable_common{
  _extends:t="us_towed_at_m1_movable_common"
  animchar__res:t="towed_at_6pdr_char"
  collres__res:t="towed_at_6pdr_collision"

  "turrets__initAmmoDistribution:array"{
    "ammo:object"{
      slot:i=0
      fill:b=yes
    }

    "ammo:object"{
      slot:i=1
      fill:b=yes
    }

    // 122mm_ussr_APDS
    "ammo:object"{
      slot:i=2
      count:i=3
    }

    // 76mm_ussr_APCR_1943
    "ammo:object"{
      slot:i=4
      count:i=3
    }
  }

  "animchar__objTexReplace:object"{
    "uk_camo_very_dark_drab*":t="ussr_camo_green*"
  }

  "attach_decorators__entities:list<eid>"{
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [-0, 1, -4.37114e-08] [-1.66, -1.69, 0.22]]
      template:t="base_vehicle_ghost_decor+big_action_vehicle_decorator_zis_3_gun_barrel_animchar"
      nodeName:t="emtr_gun_flame"
    }
  }

  "disableDMParts:list<t>"{
    item:t="gun_barrel"
  }

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      adjacentSeat:t="driver"
      locName:t="at_position/combat"
      attachNode:t="root"
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.2, -0.15, 0.4]]
      seatComponent:t="isGunner"
      ignoreAttachNodeRotation:b=yes
      cameraNodeName:t="bone_camera_gunner"
      cameraOffset:p3=-0.0, 0.0, 0.0
      directTurretControl:b=yes
      cockpitTemplate:t="big_action_ussr_towed_at_zis_3_m_gunner_cockpit"
      isHoldGunModeAllowed:b=no

      "lockSeats:list<t>"{
        locked:t="loader_marching"
      }

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

    "seats:object"{
      name:t="driver"
      adjacentSeat:t="main_gunner"
      locName:t="at_position/march"
      seatOwnsEntityControl:b=yes
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      shouldHideOwner:b=no
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.02, 0.205, 0.8]]
      cameraOffset:p3=0.3, 0.0, 0.0
      cameraType:t="commander"
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="root"
      isHoldGunModeAllowed:b=no
      copySkeletonNodesPostfix:t="_gunner"

      "lockSeats:list<t>"{
        locked:t="loader"
      }

      "effectors:object"{
        l.hand:t="ik_hand_left001"
        r.hand:t="ik_hand_right001"
        l.forearm:t="ik_forearm_left001"
        r.forearm:t="ik_forearm_right001"
      }

      "copySkeletonNodesRecursive:array"{
        node:t="Bip01 L Hand"
        node:t="Bip01 R Hand"
      }
    }

    "seats:object"{
      name:t="loader"
      adjacentSeat:t="loader_marching"
      locName:t="at_position/combat"
      entranceNode:t="root"
      cameraOffset:p3=0.8, 0.5, 0.0
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.2, -0.15, -0.2]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="root"
      nextSeat:t="main_gunner"
      vehicleReloadMult:r=0.7
      isHoldGunModeAllowed:b=no

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

    "seats:object"{
      name:t="loader_marching"
      adjacentSeat:t="loader"
      locName:t="at_position/march"
      entranceNode:t="root"
      cameraOffset:p3=0.8, 0.5, 0.0
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.0, 0.0, -0.3]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="root"
      nextSeat:t="main_gunner"
      vehicleReloadMult:r=0.7
      canPlaceManually:b=no
      isHoldGunModeAllowed:b=no
      copySkeletonNodesPostfix:t="_loader"

      "effectors:object"{
        l.hand:t="ik_hand_left"
        r.hand:t="ik_hand_right"
        l.forearm:t="ik_forearm_left"
        r.forearm:t="ik_forearm_right"
      }

      "copySkeletonNodesRecursive:array"{
        node:t="Bip01 L Hand"
        node:t="Bip01 R Hand"
      }
    }
  }

  "turret_control__turretInfo:shared:array"{

    "turretInfo:object"{
      turretName:t="turret_01"
      gun:t="big_action_turret_towed_at_76mm_zis_3_m+turret_with_several_types_of_shells+main_turret"
      barrelDm:t="gun_barrel"
      breechDm:t="cannon_breech"
      verDriveDm:t="drive_turret_v"
      salt:i=1
    }
  }
}

big_action_vehicle_decorator_zis_3_gun_barrel_animchar{
  _extends:t="animchar"
  transform: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]]
  animchar__res:t="su_76m_char"
  collres__res:t="grenade_f1_collision"

  "disableDMParts:list<t>"{
    item:t="@root"
    // item:t="bone_gun"
    item:t="bone_roll_turret_h"
    item:t="bone_roll_turret_v"
    item:t="ex_lantern_01"
    item:t="ex_lantern_02"
    item:t="antenna"
    item:t="ex_armor_01"
    item:t="ex_armor_02"
    item:t="ex_decor_01"
    item:t="ex_decor_02"
    item:t="ex_decor_03"
    item:t="ex_decor_04"
    item:t="ex_decor_05"
    item:t="ex_decor_06"
    item:t="ex_decor_07"
    item:t="ex_decor_08"
    item:t="ex_decor_09"
    item:t="ex_decor_10"
    item:t="ex_decor_11"
    item:t="ex_decor_12"
    item:t="ex_decor_13"
    item:t="ex_decor_14"
    item:t="ex_decor_15"
    item:t="ex_decor_16"
    item:t="ex_decor_17"
    item:t="ex_decor_18"
    item:t="ex_decor_19"
    item:t="hatch_01"
    item:t="suspension_l_01"
    item:t="suspension_r_01"
    item:t="suspension_l_02"
    item:t="suspension_r_02"
    item:t="suspension_l_03"
    item:t="suspension_r_03"
    item:t="suspension_l_04"
    item:t="suspension_r_04"
    item:t="suspension_l_05"
    item:t="suspension_r_05"
    item:t="suspension_l_06"
    item:t="suspension_r_06"
    item:t="wheel_r_01"
    item:t="wheel_r_02"
    item:t="wheel_r_03"
    item:t="wheel_r_04"
    item:t="wheel_r_05"
    item:t="wheel_r_06"
    item:t="wheel_l_01"
    item:t="wheel_l_02"
    item:t="wheel_l_03"
    item:t="wheel_l_04"
    item:t="wheel_l_05"
    item:t="wheel_l_06"
    item:t="wheel_l_top_01"
    item:t="wheel_l_top_02"
    item:t="wheel_l_top_03"
    item:t="wheel_r_top_01"
    item:t="wheel_r_top_02"
    item:t="wheel_r_top_03"
    item:t="wheel_r_drive"
    item:t="wheel_l_drive"
    item:t="wheel_r_back"
    item:t="wheel_l_back"
    item:t="track_l"
    item:t="track_r"
  }
}

You may also need to use vehicle_net_phys__blk to increase the weight of the gun to avoid vibration when shooting.

I think this is probably the closest thing we can get to Zis-3 right now


It is planned to serve the same role as the Pak40.

When the motorized vehicle is reborn as a truck, the engineer hammer obtained by the player can be used to construct a 75mm/76mm towed anti-tank gun.

8 Likes

not a bad effort though. nice

1 Like

sdkfz6 half-track tractor and howitzer squad.

In the game mode, it will act as an accessory vehicle for the howitzer team just like the stz5 tractor.

Similar to mobile spawn trucks, they can be deployed at special rally points. I will design a set of rules to prevent these howitzers from being abused

I’m going to choose some weak medium vehicles to play the role of a howitzer squad.

big_action_tractor_sd_kfz6_tent{
  _extends:t="rendinst_base"
  _extends:t="game_rendinst_decor"
  _extends:t="replicating"
  _extends:t="base_vehicle_ghost_decor"
  _extends:t="sound_effect"
  ri_extra__name:t="sd_kfz9_tent"
  ri_extra__hasCollision:b=no

  "ri_extra__overrideHitPoints:i"{
    value:i=999999
    _info:t="ri_hit_points"
  }

  _group{
    _tags:t="sound"
    sound_effect__path:t="env_effects/rally_point"
  }

  _group{
    _tags:t="sound"
    sound_control__range:r=60.0
  }

  _group{
    _tags:t="sound"
    sound_effect__autoRange:b=no
  }
}

big_action_tractor_sd_kfz6_hull{
  _extends:t="rendinst_base"
  _extends:t="game_rendinst_decor"
  _extends:t="replicating"
  _extends:t="base_vehicle_ghost_decor"
  ri_extra__name:t="sd_kfz9_hull"
  ri_extra__hasCollision:b=no

  "ri_extra__overrideHitPoints:i"{
    value:i=999999
    _info:t="ri_hit_points"
  }
}

big_action_tractor_sdkfz_6_common{
  _extends:t="base_civil_fire_ready_vehicle_tracked"
  _extends:t="tank_t34_engine_sound"
  _extends:t="tank_vehicle_gear_sound"
  _extends:t="tank_vehicle_collision_sound_setup"
  _extends:t="tank_vehicle_damage_sound_setup"
  _extends:t="tank_light_vehicle_tracks_sound"
  _extends:t="car_vehicle_horn_sound"
  _extends:t="vehicle_horn_note_E4"
  _extends:t="car_vehicle_inside_snapshot"
  _extends:t="simple_damage_model"
  _extends:t="kick_passengers_on_flip"
  _extends:t="vehicle_maintenance"
  vehicleType:t="truck"
  animchar__res:t="flak_36_sdkfz_6_2_char"
  collres__res:t="flak_36_sdkfz_6_2_collision"
  vehicle_net_phys__blk:t="gamedata/gen/units/tanks/flak_36_sdkfz_6_2.blk:VehiclePhys"
  damage_model__blk:t="gamedata/gen/units/tanks/flak_36_sdkfz_6_2.blk"
  particle_phys__blk:t="gamedata/suspension/empty.blk"
  dmg_animchar__res:t="flak_36_sdkfz_6_2_dmg_char"
  xray_resource__modelName:t="flak_36_sdkfz_6_2"
  hitpoints__maxHp:r=550.0
  hitpoints__hp:r=550.0
  camera__offset:p3=0.0, -1.0, -6.0

  "disableDMParts:list<t>"{
    item:t="bone_gun"
    item:t="bone_turret"
    item:t="bone_gun_barrel"
    item:t="gun_barrel"
    item:t="ex_armor_r_01"
    item:t="ex_armor_l_01"
    item:t="bone_roll_turret_v"
    item:t="bone_roll_turret_h"
    item:t="bone_mount_camera"
    item:t="ex_decor_l_07"
    item:t="ex_decor_r_07"
    item:t="ex_decor_04"
    item:t="ammo_body_01"
    item:t="ammo_body_02"
    item:t="ammo_body_03"
  }

  "attach_decorators__entities:list<eid>"{
  }

  "attach_decorators__templates:array"{
    "templates:object"{
      relativeTm:m=[[0.84, -0, 0] [0, 0.0, -0.84] [0, 0.84, 0.0] [0.08, 0.0, 0.0]]
      template:t="big_action_tractor_sd_kfz6_hull+moveable_obstacle"
      nodeName:t="root"
    }

    "templates:object"{
      relativeTm:m=[[0.84, -0, 0] [0, 0.0, -0.84] [0, 0.84, 0.0] [0.08, 0.069, 0.0]]
      template:t="big_action_tractor_sd_kfz6_tent+moveable_obstacle"
      nodeName:t="root"
    }
  }

  "defaultCameraTypes:shared:object"{
    driver:t="driver"
    passenger:t="passenger"
    passenger1:t="passenger"
    passenger2:t="passenger"
    passenger3:t="passenger"
    passenger4:t="passenger"
    passenger5:t="passenger"
    passenger6:t="passenger"
    passenger7:t="passenger"
    passenger8:t="passenger"
    passenger9:t="passenger"
    passenger10:t="passenger"
  }
}

big_action_tractor_sdkfz_6{
  _extends:t="big_action_tractor_sdkfz_6_common"

  "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, -0.5, 0.0]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
    }

    "seats:object"{
      name:t="passenger1"
      locName:t="vehicle_seats/commander"
      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, -0.5, -0.9]]
      seatComponent:t="isPassenger"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      canPlaceManually:b=yes
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=yes
      isInHatch:b=yes
    }

    "seats:object"{
      name:t="passenger2"
      locName:t="vehicle_seats/passenger1"
      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] [-1.7, -0.32, -0.8]]
      seatComponent:t="isPassenger"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      canPlaceManually:b=no
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=no
      isInHatch:b=no
    }

    "seats:object"{
      name:t="passenger3"
      locName:t="vehicle_seats/passenger2"
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.0, 0.0, 1.0] [0.0, 1.0, 0.0] [-1.0, 0.0, 0.0] [-2.7, -0.39, -0.8]]
      seatComponent:t="isPassenger"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      canPlaceManually:b=no
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=no
      isInHatch:b=no
    }

    "seats:object"{
      name:t="passenger4"
      locName:t="vehicle_seats/passenger3"
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.0, 0.0, 1.0] [0.0, 1.0, 0.0] [-1.0, 0.0, 0.0] [-3.3, -0.39, -0.8]]
      seatComponent:t="isPassenger"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      canPlaceManually:b=no
      seatEnum:t="right_seat"
      isHoldGunModeAllowed:b=no
      isInHatch:b=no
    }

  }
}

me too! SOOON! I think in 2 days

2 Likes

and whens this one releasing for trial mate? cant wait!!

2 Likes

I tried to use your code today(your name is credited) on my engineer building tool but it dont work and i might have done something wrong. I will attach the photo later. See if you can help

1 Like

I mean, the preview does work. The turret shape is actually 76mm cannon. But it disappears when the building is finished. No error is thrown.
I will attach the code later when i got back home

1 Like
// Engineer's hammer section
// Forum post: https://forum.enlisted.net/en/t/142979/ (Thank you! @Bazsi37 @tommyZZM @Devenddar)

test_building_tool{
  _use:t="melee_weapon"
  builder__shootPressed:b=no
  nextTryToSetObjectInTime:r=-1.0
  autoTryBuildingObjectInterval:r=3.0
  engineerBuildingSpeedMul:r=2.0
  gun__reloadable:b=no
  animchar__res:t="hammer_char"
  item__iconYaw:r=145.0
  item__name:t="items/building_tool"
  meleeSoundType:t="buildingTool"
  _tracked:t="previewEid"

  "item__weapSlots:array"{
    slot:t="primary"
    slot:t="secondary"
  }

  "buildingTool:tag"{
  }

  "itemInWeaponSlot:tag"{
  }

  "previewEid:eid"{
  }
}

test_building_tool_gun{
  _use:t="test_building_tool"
  _use:t="replicating"
  _tracked:t="gun__owner"
  _replicated:t="gun__owner"
  _replicated:t="currentPreviewId"
  buildingInterval:r=0.0
  nextBuildingAtTime:r=0.0
  additionalBuildingTemplate:t="network_fortification_preview"
  currentPreviewId:i=0
  fortification__rayMatId:i=-1
  fortification__rayMatName:t="engineerRay"
  minBuildingRadius:r=1.5
  animchar__res:t="hammer_char"
  gun__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__canAim:b=no
  item__template:t="test_building_tools_item"
  animchar_render__enabled:b=yes
  item__proto:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  item__weapTemplate:t="test_building_tool_gun"
  item__iconRoll:r=43.0
  item__iconYaw:r=0.0
  item__iconPitch:r=83.0
  item__name:t="items/hammer"
  item__weapType:t="building_tool"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="Hammer"
  gun__statName:t="melee"
  gun__reloadable:b=no
  weap__sprintLerpFactor:r=1.0
  melee_weapon__attackAt:r=0.4
  melee_weapon__attackTime:r=1.0

  "item__id:i"{
    value:i=0
    _hide:b=yes
  }

  "gun__owner:eid"{
  }

  "net__notInInitialScope:tag"{
  }

  "previewTemplate:list<t>"{
    template:t="auto_mg42_preview"
	template:t="builded_auto_turret_preview"
    template:t="christmas_tree_preview"
	template:t="sandbags_wall_mg_preview_dev"
    template:t="stationary_ampulomet_preview"	
	template:t="custom_antipersonnel_mine_preview"
	template:t="big_action_ussr_towed_at_zis_3_m_preview"
    //template:t="ammunition_box_a_preview"
    //template:t="czech_hedgehog_a_preview"
    //template:t="barbedwire_engineer_a_preview"
    //template:t="sandbags_wall_2_preview"
    //template:t="cannon_germ_20mm_flak38_preview"
    //template:t="cannon_ussr_towed_at_53k_preview"
    //template:t="cannon_germ_towed_at_pak38_preview"
    //template:t="sandbags_wall_mg_preview"
  }

  "buildingLimits:list<i>"{
    limit:i=3
	limit:i=0
    limit:i=3
    limit:i=1
	limit:i=1
	limit:i=10
	limit:i=1
  }
}

test_building_tools_item{
  _use:t="item_melee"
  _use:t="test_building_tool_gun"
  collres__res:t="construction_hammer_collision"
  item__userstats__pickupName:t="pickup_building_tool"
}

auto_mg42{
  _override:b=yes
  team:i=1
  auto_gun_controller__targetTeam:i=3
  auto_gun_controller__targetOffset:p3=0, 0, 0
  interactable:b=no
  "ai_target__targetForAiGunner:tag"{
   }
}
auto_mg42_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="mg42_char"
  collres__res:t="mg42_collision"
  instantiateTemplate:t="auto_mg42"
  ri_preview__name:t="ri_auto_mg42"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=10.0
  building_menu__text:t="Sentry Gun 42"
  building_menu__image:t="machine_gun"
  buildingCost:r=8.0
}
ri_auto_mg42{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="auto_mg42"
}

builded_auto_turret_preview{
  _override:b=yes
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Laser Sentry Gun"
  building_menu__image:t="assault_rifle"
  buildingCost:r=20.0
}
builded_auto_turret{
  _override:b=yes
  "moveable_obstacle:tag"{
  }
}
builded_sg_gun{
  _override:b=yes
  gun__kineticDamageMult:r=20.0
}
sandbags_wall_mg_preview_dev{
  _override:b=yes
  buildingCost:r=10.0
  building_builder__maxTimeToBuild:r=20.0
}

stationary_ampulomet_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="ampulomet_1941_char"
  collres__res:t="ampulomet_1941_collision"
  instantiateTemplate:t="stationary_ampulomet"
  ri_preview__name:t="ri_stationary_ampulomet"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Ampulomet"
  building_menu__image:t="building_ampulomet"
  buildingCost:r=15.0
}
ri_stationary_ampulomet{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="stationary_ampulomet"
}

custom_antipersonnel_mine_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="type_3_mine_char"
  collres__res:t="type_3_mine_collision"
  instantiateTemplate:t="jp_custom_antipersonnel_mine+placeable_item_in_world"
  ri_preview__name:t="jp_custom_antipersonnel_mine"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=3.0
  building_menu__text:t="Anti-personnel Mine"
  building_menu__image:t="killlog/kill_explosion"
  buildingCost:r=1.0
}
base_custom_mine_item_gun{
  _use:t="melee_weapon"
  _use:t="placeable_item"
  _use:t="base_mine_item_gun_sound"
  _use:t="replicating"
  _use:t="base_hitpoints"
  _use:t="base_dm_parts"
  weap__sprintLerpFactor:r=1.0
  animchar__res:t="antitank_mine_char"
  collres__res:t="antitank_mine_collision"
  animchar_render__enabled:b=yes
  item__template:t="base_mine_item_gun"
  item__weapTemplate:t="base_mine_item_gun"
  item__name:t="items/antitank_mine"
  item__weapType:t="mine"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="antitank_mine"
  gun__reloadable:b=no
  _tracked:t="gun__owner"
  _tracked:t="mine__activated"
  _tracked:t="mine__blockedToTime"
  _replicated:t="gun__owner"
  _replicated:t="mine__activated"
  _replicated:t="mine__blockedToTime"
  mineActivatorTemplate:t="antipersonnel_mine_activator"
  mine_activator__offset:p3=0.0, 0.15, 0.0
  activationRadius:r=1.5
  mine__installBlockTime:r=5.0
  mine__blockedToTime:r=-1.0
  mine__activated:b=no
  nextCheckTriggerAtTime:r=-1.0
  checkTriggerInterval:r=0.1
  material:t="steel"
  needsBlood:b=no
  meleeSoundType:t=""
  hitpoints__hp:r=10.0
  hitpoints__maxHp:r=10.0
  hitpoints__hpRecoverySpd:r=0.0
  hitpoints__hpThreshold:r=0.0
  hitpoints__stoppingPower:r=0.0
  hitpoints__shellDmgMult:r=0.075
  hitpoints__shellSplashDmgMult:r=0.075

  "disableDestroyWithRi:tag"{
  }

  "build_attach__riexHandle:u64"{
    value:i64=-1
    _tags:t="server"
  }

  "item__weapSlots:array"{
    slot:t="special"
  }

  "itemInWeaponSlot:tag"{
  }

  collres{
  }

  "gun__owner:eid"{
  }

  "net__notInInitialScope:tag"{
  }

  "specialWeapItem:tag"{
  }

  "disableMelee:tag"{
  }

  "mine_activation_zone__initEids:list<eid>"{
  }

  "engeneer_mine:tag"{
  }

  "dm_parts__parts:object"{

    "mine_b_collision04:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }

    "mine_b_collision05:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }

    "mine_b_collision06:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }
  }

  "killer:eid"{
  }

  _group{
    ui__geom_node_idx:i=-1
    ui__node_pos:p3=0.0, 0.0, 0.0
    ui__geom_node_name:t="weaponRoot"
    _tags:t="ui"
  }

  "animchar__noUpdateOnDedicated:tag"{
  }
}

custom_antipersonnel_mine_item_gun{
  _use:t="base_custom_mine_item_gun"
  animchar__res:t="sprengmine_35_char"
  collres__res:t="sprengmine_35_collision"
  mineActivatorTemplate:t="antipersonnel_mine_activator"
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/mines/antipersonnel_mine_item_gun.blk"
  gun__locName:t="antipersonnel_mine"
  item__name:t="items/antipersonnel_mine"
  item__template:t="antipersonnel_mine_item_gun"
  item__weapTemplate:t="antipersonnel_mine_item_gun"
  item__mineType:t="antipersonnel_mine"
  item__weight:r=4.0
  activationRadius:r=1.4
  shell_explosion_fx__infoTemplate:t="hit_effect_group_antipersonel_mine_explosion"
  shell__waterImpactFx:t="hit_water_medium_effect"

  "ui__placeableItemMarker:tag"{
    _tags:t="ui"
  }

  "mine_activation__delay:r"{
    _tags:t="server"
    value:r=0.5
  }

  "vehicleTriggerable:tag"{
  }

  "humanTriggerable:tag"{
  }

  "dm_parts__parts:object"{

    "volumeBox_1:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }

    "volumeBox_2:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }
  }
}

jp_custom_antipersonnel_mine{
  _use:t="custom_antipersonnel_mine_item_gun"
  animchar__res:t="type_3_mine_char"
  collres__res:t="type_3_mine_collision"
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/mines/jp_antipersonnel_mine.blk"
  item__template:t="jp_antipersonnel_mine"
  item__weapTemplate:t="jp_antipersonnel_mine"
  placeable_item__additionalHeight:r=0.015
  item__weight:r=4.0

  "dm_parts__parts:object"{

    "volumebox_01:object"{
      dmgMult:r=1.0
      armor:r=0.0
    }
  }
  team:i=1
  placeable_item__ownerTeam:i=1
}

ri_barricade_a_preview{
  _use:t="base_rendinst_builder_preview"
  instantiateTemplate:t="ri_barricade_a"
  ri_preview__name:t="normandy_bunker_a102_walls"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=10.0
  building_menu__text:t="Bunker"
  building_menu__image:t="bunker"
}

ri_barricade_a{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="normandy_bunker_a102_walls"
}

// Copied from tommyZZM @ https://forum.enlisted.net/en/t/practical-entity-1-very-simple-hud-icon-towed-at-zis-3-closed-to/125935
big_action_ussr_towed_at_zis_3_m_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="towed_at_6pdr_char"
  collres__res:t="towed_at_6pdr_collision"
  instantiateTemplate:t="big_action_turret_towed_at_76mm_zis_3_m"
  ri_preview__name:t="ri_big_action_turret_towed_at_76mm_zis_3_m"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="AT Gun (Made by tommyZZM)"
  building_menu__image:t="building_ampulomet"
  buildingCost:r=15.0
}
ri_big_action_turret_towed_at_76mm_zis_3_m{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="big_action_turret_towed_at_76mm_zis_3_m"
}
big_action_ussr_towed_at_zis_3_m_gunner_cockpit{
  _use:t="ussr_towed_at_53k_gunner_cockpit"
  cockpit__offset:p3=0.17, 0.26, 0.3
}

big_action_turret_towed_at_76mm_zis_3_m{
  _use:t="su_76m_turret_01_76mm_zis3"
  turret__limit:p4=-27.0, 27.0, -5.0, 26.0

  "gun__shellsAmmo:array"{
    ammo:i=9
    ammo:i=10
    ammo:i=3
    ammo:i=2
    ammo:i=1
  }
}

big_action_ussr_towed_at_zis_3_m_movable_common{
  _use:t="us_towed_at_m1_movable_common"
  animchar__res:t="towed_at_6pdr_char"
  collres__res:t="towed_at_6pdr_collision"

  "turrets__initAmmoDistribution:array"{
    "ammo:object"{
      slot:i=0
      fill:b=yes
    }

    "ammo:object"{
      slot:i=1
      fill:b=yes
    }

    // 122mm_ussr_APDS
    "ammo:object"{
      slot:i=2
      count:i=3
    }

    // 76mm_ussr_APCR_1943
    "ammo:object"{
      slot:i=4
      count:i=3
    }
  }

  "animchar__objTexReplace:object"{
    "uk_camo_very_dark_drab*":t="ussr_camo_green*"
  }

  "attach_decorators__entities:list<eid>"{
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [-0, 1, -4.37114e-08] [-1.66, -1.69, 0.22]]
      template:t="base_vehicle_ghost_decor+big_action_vehicle_decorator_zis_3_gun_barrel_animchar"
      nodeName:t="emtr_gun_flame"
    }
  }

  "disableDMParts:list<t>"{
    item:t="gun_barrel"
  }

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      adjacentSeat:t="driver"
      locName:t="at_position/combat"
      attachNode:t="root"
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.2, -0.15, 0.4]]
      seatComponent:t="isGunner"
      ignoreAttachNodeRotation:b=yes
      cameraNodeName:t="bone_camera_gunner"
      cameraOffset:p3=-0.0, 0.0, 0.0
      directTurretControl:b=yes
      cockpitTemplate:t="big_action_ussr_towed_at_zis_3_m_gunner_cockpit"
      isHoldGunModeAllowed:b=no

      "lockSeats:list<t>"{
        locked:t="loader_marching"
      }

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

    "seats:object"{
      name:t="driver"
      adjacentSeat:t="main_gunner"
      locName:t="at_position/march"
      seatOwnsEntityControl:b=yes
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      shouldHideOwner:b=no
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.02, 0.205, 0.8]]
      cameraOffset:p3=0.3, 0.0, 0.0
      cameraType:t="commander"
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="root"
      isHoldGunModeAllowed:b=no
      copySkeletonNodesPostfix:t="_gunner"

      "lockSeats:list<t>"{
        locked:t="loader"
      }

      "effectors:object"{
        l.hand:t="ik_hand_left001"
        r.hand:t="ik_hand_right001"
        l.forearm:t="ik_forearm_left001"
        r.forearm:t="ik_forearm_right001"
      }

      "copySkeletonNodesRecursive:array"{
        node:t="Bip01 L Hand"
        node:t="Bip01 R Hand"
      }
    }

    "seats:object"{
      name:t="loader"
      adjacentSeat:t="loader_marching"
      locName:t="at_position/combat"
      entranceNode:t="root"
      cameraOffset:p3=0.8, 0.5, 0.0
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.2, -0.15, -0.2]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="root"
      nextSeat:t="main_gunner"
      vehicleReloadMult:r=0.7
      isHoldGunModeAllowed:b=no

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

    "seats:object"{
      name:t="loader_marching"
      adjacentSeat:t="loader"
      locName:t="at_position/march"
      entranceNode:t="root"
      cameraOffset:p3=0.8, 0.5, 0.0
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.0, 0.0, -0.3]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="root"
      nextSeat:t="main_gunner"
      vehicleReloadMult:r=0.7
      canPlaceManually:b=no
      isHoldGunModeAllowed:b=no
      copySkeletonNodesPostfix:t="_loader"

      "effectors:object"{
        l.hand:t="ik_hand_left"
        r.hand:t="ik_hand_right"
        l.forearm:t="ik_forearm_left"
        r.forearm:t="ik_forearm_right"
      }

      "copySkeletonNodesRecursive:array"{
        node:t="Bip01 L Hand"
        node:t="Bip01 R Hand"
      }
    }
  }

  "turret_control__turretInfo:shared:array"{

    "turretInfo:object"{
      turretName:t="turret_01"
      gun:t="big_action_turret_towed_at_76mm_zis_3_m+turret_with_several_types_of_shells+main_turret"
      barrelDm:t="gun_barrel"
      breechDm:t="cannon_breech"
      verDriveDm:t="drive_turret_v"
      salt:i=1
    }
  }
}

1 Like

big_action_noedit{
  editableObj:b=no
}

big_action_ussr_towed_at_zis_3_30_movable_common{
  _use:t="big_action_ussr_towed_at_zis_3_m_movable_common"

  "attach_decorators__entities:list<eid>"{
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [-0, 1, -4.37114e-08] [-2.37, -1.69, 0.22]]
      template:t="big_action_vehicle_decorator_zis_3_gun_barrel_animchar+big_action_noedit"
      nodeName:t="emtr_gun_flame"
    }

    "attach_decorators__templates:object"{
      relativeTm:m=[[0.999981, -2.59257e-07, 2.27988e-06] [2.08616e-07, -1.24797e-07, -0.99998] [1.27824e-07, 0.999967, -8.00937e-08] [1.23, -1.31, 0]]
      template:t="big_action_vehicle_decorator_zis_3_30_gun_shield_animchar"
      nodeName:t="bone_turret"
    }
  }
}


big_action_builded_ussr_towed_at_zis_3_m_preview{
  _use:t="cannon_us_towed_at_m1_preview"
  animchar__res:t="towed_at_pak40_char"
  collres__res:t="towed_at_pak40_collision"
  building_menu__image:t="building_at"
  building_menu__text:t="guns/76mm_zis3"
  instantiateTemplate:t="big_action_builded_ussr_towed_at_zis_3_m"
}

big_action_builded_ussr_towed_at_zis_3_m{
  _use:t="base_building"
  _use:t="big_action_ussr_towed_at_zis_3_30_movable_common"
  building_destroy__maxTimeToDestroy:r=20.0
  fortification_repair__costPercent:r=0.5
  building_menu__image:t="building_at"
  building_menu__text:t="guns/76mm_zis3"
  isTpsView:b=no

  "building__destructionAwardStat:t"{
    _tags:t="server"
    value:t="enemyBuiltGunDestructions"
  }

  "disableVehicleResupply:tag"{
  }
}

big_action_ussr_towed_at_zis_3_m_gunner_cockpit{
  _use:t="ussr_towed_at_53k_gunner_cockpit"
  cockpit__offset:p3=0.17, 0.16, 0.1

  "cockpit__cockpitOffsetBySlit:list<p3>"{
    item:p3=-1.20394, 0.211728, 0.418901
  }

  "cockpit__visibleVehicleNodeNames:list<t>"{
  }
}

big_action_turret_towed_at_76mm_zis_3_m{
  _use:t="su_76m_turret_01_76mm_zis3"
  turret__limit:p4=-27.0, 27.0, -5.0, 26.0
  turret__stabilizerPitchFrictionMult:r=0.8
  turret__stabilizerPitchSpeedLimitKph:r=30.0

  "gun__shellsAmmo:array"{
    ammo:i=9
    ammo:i=10
    ammo:i=3
    ammo:i=2
    ammo:i=1
  }
}

big_action_ussr_towed_at_zis_3_m_movable_common{
  _use:t="base_towed_at_pak40"
  _use:t="germ_towed_at_pak40_movable_common_vehicle_sound"
  _use:t="vehicle_seats_effectors"
  vehicle_seats_camera_nodes__defaultNode:t="bone_camera_gunner"
  vehicle_seats__enterTime:r=1.0
  vehicle_seats__exitTime:r=1.0
  vehicle_net_phys__blk:t="%ugm/data/units/building/towed_at_76mm_zis_3_m.blk:VehiclePhys"
  damage_model__blk:t="%ugm/data/units/building/towed_at_76mm_zis_3_m.blk"

  "turrets__initAmmoDistribution:array"{
    "ammo:object"{
      slot:i=0
      fill:b=yes
    }

    "ammo:object"{
      slot:i=1
      fill:b=yes
    }

    // 122mm_ussr_APDS
    "ammo:object"{
      slot:i=2
      count:i=3
    }

    // 76mm_ussr_APCR_1943
    "ammo:object"{
      slot:i=4
      count:i=3
    }
  }

  "animchar__objTexReplace:object"{
    "uk_camo_very_dark_drab*":t="ussr_camo_green*"
  }

  "attach_decorators__entities:list<eid>"{
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [-0, 1, -4.37114e-08] [-2.37, -1.69, 0.22]]
      template:t="big_action_vehicle_decorator_zis_3_gun_barrel_animchar+big_action_noedit"
      nodeName:t="emtr_gun_flame"
    }

    "attach_decorators__templates:object"{
      relativeTm:m=[[1.44059, -1.48488e-14, 0.19522] [0.19522, -6.35458e-08, -1.44059] [8.53336e-09, 1.45376, -6.29702e-08] [0.82, -0.54, 0.0]]
      template:t="big_action_vehicle_decorator_zis_3_gun_shield_animchar+big_action_noedit"
      nodeName:t="bone_turret"
    }
  }

  "disableDMParts:list<t>"{
    node:t="bone_gun_barrel"
    node:t="bone_turret"
    node:t="ex_armor_01"
    node:t="ex_decor_01"
    item:t="bone_roll_turret_h"
    item:t="bone_roll_turret_v"
  }

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      adjacentSeat:t="driver"
      locName:t="at_position/combat"
      attachNode:t="root"
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.4, -0.15, 0.5]]
      seatComponent:t="isGunner"
      ignoreAttachNodeRotation:b=yes
      cameraNodeName:t="bone_camera_gunner"
      cameraOffset:p3=-0.0, 0.0, 0.0
      directTurretControl:b=yes
      cockpitTemplate:t="big_action_ussr_towed_at_zis_3_m_gunner_cockpit"
      isHoldGunModeAllowed:b=no

      "lockSeats:list<t>"{
        locked:t="loader_marching"
      }

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

    "seats:object"{
      name:t="driver"
      adjacentSeat:t="main_gunner"
      locName:t="at_position/march"
      seatOwnsEntityControl:b=yes
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      shouldHideOwner:b=no
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.3, 0.13, 0.7]]
      cameraOffset:p3=0.3, 0.0, 0.0
      cameraType:t="commander"
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="root"
      isHoldGunModeAllowed:b=no
      copySkeletonNodesPostfix:t="_gunner"

      "lockSeats:list<t>"{
        locked:t="loader"
      }

      "effectors:object"{
        l.hand:t="ik_hand_left_gunner"
        r.hand:t="ik_hand_right_gunner"
      }

      "copySkeletonNodesRecursive:array"{
        node:t="Bip01 L Hand"
        node:t="Bip01 R Hand"
      }
    }

    "seats:object"{
      name:t="loader"
      adjacentSeat:t="loader_marching"
      locName:t="at_position/combat"
      entranceNode:t="root"
      cameraOffset:p3=0.8, 0.5, 0.0
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.3, -0.15, -0.3]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="root"
      nextSeat:t="main_gunner"
      vehicleReloadMult:r=0.7
      isHoldGunModeAllowed:b=no

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

    "seats:object"{
      name:t="loader_marching"
      adjacentSeat:t="loader"
      locName:t="at_position/march"
      entranceNode:t="root"
      cameraOffset:p3=0.8, 0.5, 0.0
      attachNode:t="root"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-1.3, 0.0, -0.4]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="root"
      nextSeat:t="main_gunner"
      vehicleReloadMult:r=0.7
      canPlaceManually:b=no
      isHoldGunModeAllowed:b=no
      copySkeletonNodesPostfix:t="_loader"

      "effectors:object"{
        l.hand:t="ik_hand_left_loader"
        r.hand:t="ik_hand_right_loader"
      }

      "copySkeletonNodesRecursive:array"{
        node:t="Bip01 L Hand"
        node:t="Bip01 R Hand"
      }
    }
  }

  "turret_control__turretInfo:shared:array"{

    "turretInfo:object"{
      turretName:t="turret_01"
      gun:t="big_action_turret_towed_at_76mm_zis_3_m+turret_with_several_types_of_shells+main_turret"
      // barrelDm:t="gun_barrel"
      // breechDm:t="cannon_breech"
      // verDriveDm:t="drive_turret_v"
      salt:i=1
    }
  }
}

big_action_vehicle_decorator_zis_3_gun_shield_animchar{
  _extends:t="animchar"
  _extends:t="base_vehicle_ghost_decor"
  _use:t="animchar"
  _use:t="base_vehicle_ghost_decor"
  transform: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]]
  animchar__res:t="towed_at_47mm_type_1_char"
  collres__res:t="grenade_f1_collision"

  "animchar__objTexReplace:object"{
    "jp_camo_sdf_green*":t="ussr_camo_green*"
  }

  "disableDMParts:list<t>"{
    item:t="@root"
    item:t="wheel_l_01"
    item:t="bone_gun"
    item:t="gun_barrel"
    item:t="wheel_r_01"
  }
}

big_action_vehicle_decorator_zis_3_gun_barrel_animchar{
  _extends:t="animchar"
  _extends:t="base_vehicle_ghost_decor"
  _use:t="animchar"
  _use:t="base_vehicle_ghost_decor"
  transform: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]]
  animchar__res:t="su_76m_char"
  collres__res:t="grenade_f1_collision"

  "disableDMParts:list<t>"{
    item:t="@root"
    // item:t="bone_gun"
    item:t="bone_roll_turret_h"
    item:t="bone_roll_turret_v"
    item:t="ex_lantern_01"
    item:t="ex_lantern_02"
    item:t="antenna"
    item:t="ex_armor_01"
    item:t="ex_armor_02"
    item:t="ex_decor_01"
    item:t="ex_decor_02"
    item:t="ex_decor_03"
    item:t="ex_decor_04"
    item:t="ex_decor_05"
    item:t="ex_decor_06"
    item:t="ex_decor_07"
    item:t="ex_decor_08"
    item:t="ex_decor_09"
    item:t="ex_decor_10"
    item:t="ex_decor_11"
    item:t="ex_decor_12"
    item:t="ex_decor_13"
    item:t="ex_decor_14"
    item:t="ex_decor_15"
    item:t="ex_decor_16"
    item:t="ex_decor_17"
    item:t="ex_decor_18"
    item:t="ex_decor_19"
    item:t="hatch_01"
    item:t="suspension_l_01"
    item:t="suspension_r_01"
    item:t="suspension_l_02"
    item:t="suspension_r_02"
    item:t="suspension_l_03"
    item:t="suspension_r_03"
    item:t="suspension_l_04"
    item:t="suspension_r_04"
    item:t="suspension_l_05"
    item:t="suspension_r_05"
    item:t="suspension_l_06"
    item:t="suspension_r_06"
    item:t="wheel_r_01"
    item:t="wheel_r_02"
    item:t="wheel_r_03"
    item:t="wheel_r_04"
    item:t="wheel_r_05"
    item:t="wheel_r_06"
    item:t="wheel_l_01"
    item:t="wheel_l_02"
    item:t="wheel_l_03"
    item:t="wheel_l_04"
    item:t="wheel_l_05"
    item:t="wheel_l_06"
    item:t="wheel_l_top_01"
    item:t="wheel_l_top_02"
    item:t="wheel_l_top_03"
    item:t="wheel_r_top_01"
    item:t="wheel_r_top_02"
    item:t="wheel_r_top_03"
    item:t="wheel_r_drive"
    item:t="wheel_l_drive"
    item:t="wheel_r_back"
    item:t="wheel_l_back"
    item:t="track_l"
    item:t="track_r"
  }
}

big_action_vehicle_decorator_zis_3_30_gun_shield_animchar{
  _extends:t="animchar"
  _extends:t="base_vehicle_ghost_decor"
  _use:t="animchar"
  _use:t="base_vehicle_ghost_decor"
  transform: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]]
  animchar__res:t="zis_30_char"
  collres__res:t="grenade_f1_collision"

  "disableDMParts:list<t>"{
    item:t="gun_barrel"
    item:t="@root"
    item:t="ex_decor_r_01"
    item:t="wheel_r_top_01"
    item:t="ex_decor_r_02"
    item:t="ex_decor_r_05"
    item:t="wheel_l_back"
    item:t="wheel_r_back"
    item:t="ex_armor_01"
    item:t="wheel_r_drive"
    item:t="wheel_r_top_02"
    item:t="wheel_l_top_02"
    item:t="wheel_l_top_01"
    item:t="wheel_r_top_01"
    item:t="ex_decor_l_02"
    item:t="ex_decor_r_04"
    item:t="ex_decor_01"
    item:t="ex_decor_r_03"
    item:t="ex_decor_r_06"
    item:t="ex_decor_r_08"
    item:t="ex_decor_r_07"
    item:t="ex_decor_l_06"
    item:t="ex_decor_l_01"
    item:t="ex_decor_03"
    item:t="ex_decor_l_03"
    item:t="ex_decor_l_04"
    item:t="ex_decor_l_05"
    item:t="ex_decor_l_07"
    item:t="ex_decor_04"
    item:t="ex_decor_05"
    item:t="ex_decor_06"
    item:t="ex_decor_02"
    item:t="suspension_l_spring_01"
    item:t="suspension_l_spring_02"
    item:t="suspension_r_spring_01"
    item:t="suspension_r_spring_02"
    item:t="suspension_l_01"
    item:t="suspension_r_01"
    item:t="suspension_l_02"
    item:t="suspension_r_02"
    item:t="suspension_l_03"
    item:t="suspension_r_03"
    item:t="suspension_l_04"
    item:t="suspension_r_04"
    item:t="wheel_r_01"
    item:t="wheel_r_02"
    item:t="wheel_r_03"
    item:t="wheel_r_04"
    item:t="wheel_l_01"
    item:t="wheel_l_02"
    item:t="wheel_l_03"
    item:t="wheel_l_04"
    item:t="wheel_l_top_01"
    item:t="wheel_l_top_02"
    item:t="wheel_l_top_03"
    item:t="wheel_r_top_01"
    item:t="wheel_r_top_02"
    item:t="wheel_r_top_03"
    item:t="wheel_r_drive"
    item:t="wheel_l_drive"
    item:t="wheel_r_back"
    item:t="wheel_l_back"
    item:t="track_l"
    item:t="track_r"
    item:t="bone_mg_body_h"
    item:t="bone_mg_body_v"
    item:t="ex_lantern_b_01"
    item:t="ex_lantern_l"
    item:t="ex_lantern_r"
    item:t="hatch_01"
    item:t="hatch_02"
    item:t="hatch_03"
    item:t="hatch_04"
    item:t="hatch_05"
    item:t="hatch_06"
    item:t="hatch_07"
  }
}
base_vehicle_ghost_decor{
  transform: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]]
  decor__id:i=-1
  decor__swapYZ:b=no
  outline__enabled:b=no
  outline__always_visible:b=yes
  outline__color:c=255, 0, 0, 255
  item__iconPitch:r=45.0
  item__iconYaw:r=45.0
  item__iconRoll:r=45.0
  item__iconScale:r=0.9
  item__iconOffset:p2=0.0, 0.2
  isExploded:b=no
  _tracked:t="isExploded"

  "node_attached__updateWtm:tag"{
  }

  "decor__canAttach:b"{
    value:b=no
    _tags:t="gameClient"
  }

  _group{
    decor__rootNodeId:i=-1
    decor__turretNodeId:i=-1
    _tags:t="gameClient"
  }

  "scorchable:tag"{
    _tags:t="render"
  }
}
1 Like

I think i have done something wrong right here, please help because i have no experience dealing with AT gun previews

1 Like

check big_action_turret_towed_at_76mm_zis_3_m

ri_big_action_turret_towed_at_76mm_zis_3_m is incorrect ri_extra__name should be ri things in vanilla list

just try my code above and change it and test a bit by bit

1 Like