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