Question about mods

How can i make the apcs drivable? It seems that i cannot drive the apc because my soldier is not an apc driver. How can i remove this restriction?

3 Likes

You want to add usable APC with mobile respawn feature, right? Or just vehicle?

2 Likes

Just vehicle

1 Like

Well… Most easiest way - just edit vehicle_seats__restrictToTeam and team properties. And you will able spawn on vehicles and use it until exit/death.

Another not hard way - edit animchar__res and others properties. Just use properties info from apc to some vehicles (for example opel_blitz_kfz_305). But best way will be to do it using entities.blk. Because editing in scene.blk seats amount for vehicles will cause not good bugs in multiplayer game + will be many errors (loggers) for apc with turrets.

In entities.blk you will need to find vehicle that you want to use as main entity. After that clone it and use it. For example I want to make usable sdkfz_7_2_apc. So… Probably opel_blitz_kfz_305 will be best vehicle for it. Let’s name our new & clone entity as sdkfz_7_2 since it unused in game.

sdkfz_7_2{
  _use:t="opel_blitz_kfz_305"
}

After that need to add some properties, because we just have same opel_blitz_kfz_305 vehicle. For example code from sdkfz_7_2_apc:

  animchar__res:t="flak_36_sdkfz_awning_char"
  collres__res:t="flak_36_sdkfz_awning_collision"
  vehicle_net_phys__blk:t="gamedata/gen/units/tanks/sdkfz_7_2_apc.blk:VehiclePhys"
  damage_model__blk:t="gamedata/gen/units/tanks/sdkfz_7_2_apc.blk"
  dmg_animchar__res:t="flak_36_sdkfz_awning_dmg_char"
  xray_resource__modelName:t="flak_36_sdkfz_awning"
  item__name:t="items/sdkfz_7_2"
  killLogName:t="sdkfz_7_2_apc"
  vehicleName:t="sdkfz_7_2_apc"

We need add this code inside entity body:

sdkfz_7_2{
  _use:t="opel_blitz_kfz_305"

  animchar__res:t="flak_36_sdkfz_awning_char"
  collres__res:t="flak_36_sdkfz_awning_collision"
  vehicle_net_phys__blk:t="gamedata/gen/units/tanks/sdkfz_7_2_apc.blk:VehiclePhys"
  damage_model__blk:t="gamedata/gen/units/tanks/sdkfz_7_2_apc.blk"
  dmg_animchar__res:t="flak_36_sdkfz_awning_dmg_char"
  xray_resource__modelName:t="flak_36_sdkfz_awning"
  item__name:t="items/sdkfz_7_2"
  killLogName:t="sdkfz_7_2_apc"
  vehicleName:t="sdkfz_7_2_apc"
}

In game we will got this sdkfz, but it will have very bad seat positions and errors.


So next our step - to edit seats code. There is code for entity body:

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="bone_camera_driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.996163, -0.087153, -4.90045e-09] [0.0871526, 0.996159, -4.28733e-10] [4.91914e-09, 1.13203e-15, 0.999964] [-0.74, -0.7, -0.13]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
      cameraType:t="commander"
      cameraOffset:p3=-0.5, -0.04, 0.15
      isHoldGunModeAllowed:b=no
      canPlaceManually:b=yes

      "effectors:object"{
        l.hand:t="lefthand_1"
        r.foot:t="pedal_rfoot_1"
        l.foot:t="pedal_lfoot_1"
      }
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-0.21, 1.7, -0.57]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-0.21, 1.7, 0.0]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      isHoldGunModeAllowed:b=no
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-0.21, 1.7, 0.57]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-1.16, 1.7, -0.57]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-1.16, 1.7, 0.0]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      isHoldGunModeAllowed:b=no
    }

    "seats:object"{
      name:t="passenger"
      locName:t="vehicle_seats/shooter"
      seatOwnsEntityControl:b=no
      attachNode:t="bone_camera_driver"
      entranceNode:t="char_passenger_landing"
      attachTm:m=[[0.99481, 0.0871535, 0.0521358] [-0.0870347, 0.996182, -0.00456129] [-0.0523345, -1.33732e-08, 0.9986] [-0.56, -0.97, -0.91]]
      seatComponent:t="isPassenger"
      nextSeat:t="passenger2"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      seatEnum:t="stool_seat"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-1.16, 1.7, 0.57]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-2.1, 1.7, -0.57]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-2.1, 1.7, 0.0]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      isHoldGunModeAllowed:b=no
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/shooter"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.945526, -0.325565, -0.0] [0.325565, 0.945526, 0.0] [0.0, -0.0, 0.999956] [-2.1, 1.7, 0.57]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=-5.0, 85.0
    }
  }

Property canPlaceOnlyOwner will lock vehicle seat. And only vehicle owner will able sit there. I removed this property from first seat (driver seat). As result it should be possible to freely enter/exit to/from truck.


Well… It kinda hard to code. So there is entities.blk code for your map: entities.txt (53.1 KB)
It contains all trucks and apc without respawn mechanic + bonus. In editor you will able find trucks in other vehicles and apc in tanks. Keep in mind that it’s not 100% accurate (look on hands). And it would be good if you a bit edit it. Later I’ll try to do some fixes and upload another version.

You can put this code (ctrl+a for select all text, ctrl+c for copy and ctrl+v for paste) to your entities.blk or just put this file to your folder and change file type from .txt to .blk.

About bonus. It’s entity unlocked_apc_settings. You can use it as postfix to vehicle for make them like mobile respawns, but unlocked for everyone. To be honest I didn’t test it enough.

4 Likes

Thank you

1 Like

So i have tried to use this… the issue is the APCs dont have any sound and they wont appear when someone loads up the map as a match it only works in the editor.
I have no experience in coding or editing so i dont understand what this all means and how to fix it could you maybe remake it?

1 Like

Well… Give me some time and I’ll do full code for apc. With respawn feature and without it.

1 Like

You are a hero this is gonna make so many people so happy

Could you than elso compact it in a Entities.blk file so its just drag drop and play?

maybe the sound entity 140 day ago outdated


big_action_germ_sdkfz_251_1_common{
  _use:t="base_sdkfz_251_1"
  _use:t="forestall"
  _use:t="halftrack_seats"
  _use:t="germ_sdkfz_251_1_common_vehicle_sound"
  _use:t="vehicle_anim_steering_deflection"
  _use:t="kick_passengers_on_flip"
  commanderFpsCamMaxAngle:p2=40.0, 40.0
  item__iconOffset:p2=0.0, 0.3
  item__iconScale:r=1.6
  cockpit__zoomOutFov:r=1.5
  cockpit__zoomInFov:r=2.0
  commanderCockpitFpsCamMaxAngle:p2=40.0, 5.0
  gunner_cam_limit__useCockpitDir:b=yes
  vehicle_commander_cam__attachToVehicle:b=yes
  entity__recreateToOnDeath:t="big_action_wreck_tank_100s"
  push_object__energyScale:r=300.0
  destroyIfNoCrewLeft:b=no
  vehicle_net_phys__blk:t="gamedata/gen/units/tanks/sdkfz_251_1_apc.blk:VehiclePhys"
  damage_model__blk:t="%ugm/data/units/halftruck/sdkfz_251_1_apc.blk"

  "ownedByPlayer:eid"{
  }

  "vehicle_seats__effectors:array"{
  }

  "dm_parts_repair_names:list<t>"{
    part:t="drive_turret_h"
    part:t="drive_turret_v"
    part:t="cannon_breech"
    part:t="engine"
    part:t="transmission"
    part:t="gun_barrel"
    part:t="gun_barrel_01"
    part:t="gun_barrel_02"
    part:t="gun_barrel_03"
    part:t="gun_barrel_04"
    part:t="gun_barrel_05"
    part:t="track_r"
    part:t="track_l"
    part:t="track_r_01"
    part:t="track_l_01"
    part:t="wheel_l_back"
    part:t="wheel_l_front"
    part:t="wheel_l_drive"
    part:t="wheel_r_back"
    part:t="wheel_r_front"
    part:t="wheel_r_drive"
    part:t="wheel_r_01"
    part:t="wheel_l_01"
  }

  _group{
    _tags:t="render"
    animchar_camera_target__node_name:t="gun_barrel_01"
    animchar_camera_target__node_offset:p3=0.0, 1.0, 0.0
    animchar_camera_target__nodeIndex:i=-1
  }

  "vehicle_seats__seatsProvideOrder:tag"{
  }

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.998634, -0.0522494, 3.22645e-15] [0.0522494, 0.998634, 5.83176e-09] [-3.04709e-10, -5.82379e-09, 1.0] [0.0, -0.21, -0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="gun_barrel_01"
      directTurretControl:b=yes
      canPlaceManually:b=yes
      cameraOffset:p3=-0.2, 0.2, 0.0
      isHoldGunModeAllowed:b=no

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

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

      "effectors:object"{

        "l.hand:object"{
          rel_tm:m=[[-0.217041, 0.800807, 0.558213] [0.294545, -0.491467, 0.819576] [0.930664, 0.3423, -0.129205] [-0.600784, 0.0304794, -0.0721321]]
          node:t="bone_gun"
        }

        "r.hand:object"{
          rel_tm:m=[[0.9994, 0.0344521, 0.00363068] [0.004255, -0.0180654, -0.999828] [-0.0343805, 0.999243, -0.0182011] [-0.443527, -0.0545883, 0.0278449]]
          node:t="bone_gun"
        }

        "l.foot:object"{
          rel_tm: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]]
          node:t="pedal_lfoot_2"
        }

        "r.foot:object"{
          rel_tm: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]]
          node:t="pedal_rfoot_2"
        }
      }
    }

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.992464, 0.121849, 8.6818e-14] [-0.121849, 0.992464, -3.38511e-08] [-4.12471e-09, 3.35951e-08, 0.999806] [-0.11, -0.36, 0.02]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
      cameraType:t="commander"
      cameraOffset:p3=-0.4, 0.0, 0.0
      isHoldGunModeAllowed:b=no
      canPlaceManually:b=yes
      cockpitTemplate:t="germ_sdkfz_251_1_driver_cockpit"

      "effectors:object"{

        "l.hand:object"{
          rel_tm:m=[[0.726509, -0.151504, -0.670248] [0.664807, 0.401715, 0.629808] [0.17383, -0.903144, 0.39257] [-0.0630188, 0.117668, -0.101171]]
          node:t="lefthand_4"
        }

        "r.hand:object"{
          rel_tm:m=[[0.698547, -0.0628459, 0.712799] [0.691961, -0.194409, -0.695268] [0.182269, 0.978904, -0.0923175] [-0.137375, 0.213211, 0.122337]]
          node:t="righthand_4"
        }

        "l.foot:object"{
          rel_tm:m=[[0.99188, 0.124298, -0.0269005] [-0.122695, 0.990934, 0.0547306] [0.03346, -0.0509855, 0.998139] [-0.00239563, -0.0140915, -0.00177765]]
          node:t="pedal_lfoot_4"
        }

        "r.foot:object"{
          rel_tm:m=[[1.0, 2.04891e-08, -3.72529e-08] [-3.44589e-08, 1.0, 9.68575e-08] [4.84288e-08, -8.9407e-08, 1.0] [-0.0371399, -0.0171051, -0.000218749]]
          node:t="pedal_rfoot_4"
        }
      }
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66093e-08, 0.0, 0.949747] [-0.0, 0.949492, 0.0] [-0.949743, -0.0, -5.66091e-08] [-1.0, 1.15, -0.58]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66213e-08, 0.0, -0.949948] [0.0, 0.949743, 0.0] [0.949899, 0.0, -5.66184e-08] [-1.05, 1.15, 0.56]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66093e-08, 0.0, 0.949747] [-0.0, 0.949492, 0.0] [-0.949743, -0.0, -5.66091e-08] [-1.5, 1.15, -0.58]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66213e-08, 0.0, -0.949948] [0.0, 0.949743, 0.0] [0.949899, 0.0, -5.66184e-08] [-1.55, 1.15, 0.56]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66093e-08, 0.0, 0.949747] [-0.0, 0.949492, 0.0] [-0.949743, -0.0, -5.66091e-08] [-2.0, 1.15, -0.58]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      locName:t="vehicle_seats/crew"
      attachNode:t="commander"
      shouldHideOwner:b=no
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.9756, -0.207853, 0.0681933] [0.217301, 0.956563, -0.193191] [-0.0250834, 0.203356, 0.978681] [1.31, -0.5, -0.02]]
      seatComponent:t="isPassenger"
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      locName:t="vehicle_seats/crew"
      attachNode:t="machine_gunner"
      shouldHideOwner:b=no
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[0.981638, 0.190809, 0.0] [-0.190809, 0.981638, 0.0] [0.0, 0.0, 1.00012] [-0.09, -0.36, 0.02]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      receiveDamageFromDMPart:t="commander"
      seatAnimUpper:t="drive_passenger"
      seatAnimLower:t="drive_passenger"
      canPlaceManually:b=yes
      cockpitTemplate:t="germ_sdkfz_251_1_passenger_cockpit"

      "effectors:object"{

        "l.hand:object"{
          rel_tm: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]]
          node:t="lefthand_5"
        }

        "r.hand:object"{
          rel_tm: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]]
          node:t="righthand_5"
        }

        "l.foot:object"{
          rel_tm: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]]
          node:t="pedal_lfoot_5"
        }

        "r.foot:object"{
          rel_tm: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]]
          node:t="pedal_rfoot_5"
        }
      }
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66213e-08, 0.0, -0.949948] [0.0, 0.949743, 0.0] [0.949899, 0.0, -5.66184e-08] [-2.05, 1.15, 0.56]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      cameraNodeName:t="bone_camera_driver"
      canPlaceManually:b=yes
      seatEnum:t="stool_seat"
      holdingGunPassengerVertLookLimit:p2=0.0, 85.0
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.90355e-06, -0.258413, 0.964424] [-1.43542e-06, 0.962215, 0.257821] [-0.998741, -1.87868e-06, 1.46732e-06] [-1.0, 1.1, -0.62]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      cameraNodeName:t="bone_camera_driver"
      shouldHideOwner:b=yes
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[7.94122e-07, -0.104399, -0.993303] [2.42817e-06, 0.991231, -0.104181] [0.998935, -2.32787e-06, 1.04379e-06] [-1.0, 11.0, 0.54]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      cameraNodeName:t="bone_camera_driver"
      shouldHideOwner:b=yes
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.90355e-06, -0.258413, 0.964424] [-1.43542e-06, 0.962215, 0.257821] [-0.998741, -1.87868e-06, 1.46732e-06] [-1.5, 1.1, -0.62]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      cameraNodeName:t="bone_camera_driver"
      shouldHideOwner:b=yes
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[7.94122e-07, -0.104399, -0.993303] [2.42817e-06, 0.991231, -0.104181] [0.998935, -2.32787e-06, 1.04379e-06] [-1.5, 1.1, 0.54]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      cameraNodeName:t="bone_camera_driver"
      shouldHideOwner:b=yes
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[-5.66093e-08, 0.0, 0.949747] [-0.0, 0.949492, 0.0] [-0.949743, -0.0, -5.66091e-08] [-2.0, 1.1, -0.62]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      cameraNodeName:t="bone_camera_driver"
      shouldHideOwner:b=yes
    }

    "seats:object"{
      name:t="passenger"
      attachNode:t="root"
      locName:t="vehicle_seats/crew"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[7.94122e-07, -0.104399, -0.993303] [2.42817e-06, 0.991231, -0.104181] [0.998935, -2.32787e-06, 1.04379e-06] [-2.0, 1.1, 0.54]]
      seatComponent:t="isPassenger"
      isHoldGunModeAllowed:b=no
      cameraNodeName:t="bone_camera_driver"
      shouldHideOwner:b=yes
    }
  }
}

this is sdkfz251 without rally

3 Likes

i just tested this one and it works with sound and all

1 Like

Have you made any progress on codibg the APCs?

On this weekends. Plus some bonus.

1 Like

Erm please don’t mind my stupid question
Is it possible to attach a zombie spawn onto the apc (no need for zombies to spawn inside the apc. Appearing near it is already enough) and the spawn deactivate/destroy after apc got blown up?

I ask because i cannot understand how apc spawn works

You can try to just add respawn point as postfix template to vehicle or using _use and write respawn point. Or… You can just attach spawn point (but it would be good to create seperate entity that use respawn point and base_vehicle_decor). Here is should be some guide: [Guide] Entity Modding (Entites.BLK).

1 Like