Q&A: The Mod Editor

  1. I want to make a engineer-built howitzer that combines a mortar-operated firing mode, can dear fox help and ask the development team if this is possible?

image

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I have designed and produced various types of radio artillery support in the context of WWII for the game, I’ll post the full video after I’ve completely done them

But due to poor mechanics and lack of support in the game I’m hard to find a way to use them well in mission.

Hopefully in the future the following features to be add to the game sOON.

  1. Allow the player to call radio artillery when using a specific vehicle, and set the type of shelling according to the type of vehicle, for example, call normal shelling on reconnaissance aircraft, and call smoke shelling on reconnaissance light tanks, etc.

  2. A system similar to soul points in CRSED is needed, players can call different types of shelling by spending different points.

  3. And it will be better if we can be use soul points to deploy different squads.


I think the development team may need an economic model to support? For example, let players pay for the vehicle model package for editor?

The editor is really great and has potential, I hope our dear developers can be more motivated to do this better

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(Archive useful information as question in this topic).


i made this. but currently only works in the local game

ger_building_tool_gun{
  _override:b=yes

  "previewTemplate:list<t>"{
    template:t="sandbags_wall_2_preview"
    template:t="sandbags_wall_mg_34_preview"
    template:t="cannon_germ_20mm_flak38_flakvierling_preview"
    template:t="cannon_germ_towed_at_pak38_preview" // to pak36
    template:t="czech_hedgehog_a_preview"
    template:t="ger_rallypoint_preview"
    template:t="barbedwire_engineer_a_preview"
    template:t="ammunition_box_a_preview"
    template:t="stationary_mg42_building_preview" // 305
  }

  "buildingLimits:list<i>"{
    limit:i=10
    limit:i=3
    limit:i=0
    limit:i=2
    limit:i=0
    limit:i=2
    limit:i=6
    limit:i=2
    limit:i=1
  }
}

// bliz305 - stationary_mg42_building_preview
stationary_mg42_building_preview{
  _override:b=yes
  animchar__res:t="pv_opel_blitz_kfz_305_char"
  collres__res:t="pv_opel_blitz_kfz_305_collision"
  instantiateTemplate:t="opel_blitz_kfz_305"
  avaliableAngles:p2=-30.0, 30.0
  previewCollobjOffset:r=2.0
  buildingSoundTag:t="cannon"
  gun_autodetach__threshold:p3=0.0, 0.0, 0.0
  building_menu__text:t="TransportVehicle"
  building_menu__image:t="map_icon_car"
  buildingCost:r=20.0
  buildingDistance:r=3.0
  additionalHeight:r=0.0
  building__requireUnlockId:i=2

  "gun_attachable_check__pointsFromTo:array"{
  }

  "gun_attachable_check__pointsDown:list<p3>"{
  }
}

opel_blitz_kfz_305_broken{
  _override:b=yes
  _extends:t="game_rendinst"
}

opel_blitz_kfz_305{
  _override:b=yes
  _extends:t="fortification_builder_info"
  _extends:t="fortification_ai_target"
  _extends:t="undestroyable_building"
  _extends:t="destroy_inactive_vehicle"

  building_menu__image:t="map_icon_car"
  vehicle__mapIcon:t="map_icon_car"
  user_point__icon:t="map_icon_car"

  //  2. Remove the vehicle from the game world when it is inactive and self-destruct to avoid performance overhead
  inactiveDeleteTimer:r=180.0
  // inactiveDeleteTimer:r=20.0
  inactiveTimer:r=0.0
  destroyTimerCheckDistance:r=20.0
  entity__recreateToOnDeath:t="opel_blitz_kfz_305_broken"

  // 1. Make the vehicle indestructible by common attack,
  "disableDMParts:list<t>"{
    item:t="commander"
    item:t="driver"
    item:t="cls_body_01"
    item:t="cls_body_02"
    item:t="cls_body_03"
    item:t="cls_body_04"
    item:t="cls_body_06"
    item:t="cls_body_07"
    item:t="cls_body_08"
    item:t="body"
    item:t="transmission"
  }
}

But this function can still be implemented by replacing the object type of base_rendinst_builder_preview in the default previewTemplate, since the client game doesn’t updated the previewTemplate in the server side

AT, AA, MG, ampulomet

Why I have overridden stationary_mg42_building_preview in the above config? Because I already know that the templates for new nouns are not recognized in the client side of multiplayer games, So I tried to use an old template, but the thing that surprised me was that the previewTemplate didn’t work to update the information from the server, I’ve now realized that it’s not a problem with the new template not working, in fact the new template works, it’s just a multiplayer game When the client does not get this information from the server

But I think this problem can be solved together with the new template. As the previous artillery aircraft request experiments can be concluded, The plane didn’t show up correctly, but the bombs and explosions did show up, I can confirm that the template with the newly defined name can also work in the server, but the client does not synchronize the information from the server.

I think the player can download the original vromfs file from the server before loading the game, and display the game scene according to the configuration in it, so that it can be synchronized with the server, the extra download time always is completely acceptable


I guess the problem may be in the obsolete_dbg_get_comp_val method, the data of some templates is not read from the mod, howerver the data read from the server can work normally

Maybe developer programmers will be interested in this, I think this is a issue that is very likely to be handled with great benefits, since these templates are already running on the server, it should be more feasible to have them run locally on the client side as well

@Enginya @Enginya


Indeed it works by replace the previewTemplate, how ever the icon and text description not updated deal to the same problem (client doesn’t update the infos from the server),

if the real problem of the client can be solved, this feature which makes player can define new templates and display correctly it will be very awesome and perfect

This video records what is happening in the multiplayer server game, apparently the truck has been successfully built, but the icons and preview interface are not showing correctly


2022.10.30

another day waiting for new template feature being enable to the game client


This is really a very scalable game program, everything is great, it looks like a lot of interesting mechanics can be implemented, full of future and potential

For example, we are very close to the ability to move the respawn point, as long as there is a mechanism that can bind the respawn selected and respawn position


2022 11.02

ambulance with real med_box

// Way2. 
// define your own new named template, 
// you can find it in the entities list in the editor
// how ever this still not yet working in the multiplayer games in the client side.
// but i found find some signs that shows this works in the server side! 
for_erikaKalkbrenners_gaz_67_medic_box_for_team2{
  _extends:t="base_ri_building"
  _extends:t="placeable_item_in_world"
  _extends:t="placed_medic_box_item"
  ri_extra__name:t="dummy_wooden_box_a"

  useful_box__useCount:i=-1
  useful_box__maxUseCount:i=999999
  placeable_item__ownerTeam:i=2
  team:i=2
}

for_erikaKalkbrenners_gaz_67{
  _extends:t="gaz_67"

  "attach_decorators__entities:list<eid>"{
  }

  // you can also do this by attach_decorators__templates
  "attach_decorators__templates:array"{
    "templates:object"{
      relativeTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [1.6, 0.0, 0.0]]
      // template:t="placed_medic_box_item+placeable_item_in_world+base_ri_building"
      template:t="for_erikaKalkbrenners_gaz_67_medic_box_for_team2"
      nodeName:t="emtr_fire_engine" 
      // emtr_fire_engine, This is a better node that I found without initial rotation, which is easy to adjust the position of various decorations
    }
  }
}
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