Hello everyone, sorry for my English. In the tommiZZM mod “BIG-ACTION Battle of Volokolamsk” it is possible to build a rally using a shovel.
How to do it?
Hello everyone, sorry for my English. In the tommiZZM mod “BIG-ACTION Battle of Volokolamsk” it is possible to build a rally using a shovel.
No you cant its a glitch.
Its impossible in game.
Only with mods.
For that use entities.blk that TommyZZM added in his post. This file have all code.
Dont forgot set path in scene.blk to this file.
Oh and… Maybe its one of features that doesnt work in mp.
Thanks:)
another question, how to register a patch in a scene.blk?
Im not at home and not near pc so im not sure, but its maybe entitiesPath:t="%ugm/FileName.blk"
.
Well I will try. If everything works out, we will have a working mod from modern warfare with a fully working T80 and Abrams and a builder’s shovel instead of a hammer.
Sorry for replying a little late, because I am at work during the day, I can reply now
First of all, for the shovel that can build things, it can appear in multiplayer games in current version of games. I know of two ways to create this shovel.
First way in scene.blk scope define some preset shovel that combine hammer building tools in the game world
entity{
_template:t="shovel_item+item_in_world" // just need shovel item here so we can pick it up looks like a shovel
// transform:m=[...]
item__weapTemplate:t="stl_ussr_building_tool_gun+shovel_weapon" // instance entity for solider to equip
}
by this way you can make a shovel can build things, and it can works in the multiplayer games.
BUT There are many flaws in this way, because we can’t set the parameters of the template in this way, the shovel can’t be swapped out of the build list, which leads to you can only build one kind of thing, and you can’t set the things that can be built
Second way, using the custom teamplate to patch the shovel. extends it by building_tool
and adding properties below.
entities.blk
// shovel
shovel_weapon{
_override:b=yes
_extends:t="building_tool"
_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
item__weapType:t="building_tool"
"gun__owner:eid"{
}
"net__notInInitialScope:tag"{
}
"previewTemplate:list<t>"{
template:t="ger_rallypoint_preview"
template:t="knife_blank_building_preview"
}
"buildingLimits:list<i>"{
limit:i=1
limit:i=2
}
}
// ussr_shovel_weapon etc.
// each faction has its own shovel, you have to patch them one by one
By this way you can get much usable shovel.
And these shovel functions can take effect on the player’s own shovel, no need for any presets to be placed on the map
Note that the construction tool will always display a green preview in front of it, but since the shovel is also a melee tool, in order to allow it able to switch to melee mode, I set the second construction content as a cup that can never be built as placeholder so that the player can somehow switch the shovel from build mode to melee mode via this.
At the same time, previewTemplate and buildingLimits must be the same construction order for players in different construction tools, because the number of constructions and the elimination of the same type of buildings are not determined by his actual type, but by the order in the two arrays of previewTemplate , which means you also need to set the second builder of other builders as a useless placeholder.
I believe this is an imperfect aspect of the program, but the development team may not yet fully considered the needs of scenarios where different construction tools can build different content. But in the future they can easily perfect this. @Enginya
And the interface can display up to 10 buildings.
Because we need a placeholder and the rally point at first position, now I have 8 positions to deploy freely. Different camp hammers can set different construction content, and you can even set special construction content for the gold coin event hammer!
I’m not sure if this will work in multiplayer in this way yet, probably not. Since the information of entities.blk will not be synchronized to the client at present, the content of entities can only be displayed correctly with the template run by the pure server, or a part of it can be displayed correctly.
Thankfully, the development team hasanswer that they will be working on this. If all goes well, all blks will be loaded correctly and used correctly by both server and client, so these interesting things will also appear more in mod games
Put entites.blk here. after you runing the mod. the game will also load infos from it.
entites.blk also works in the multiplayer games.
/path/to/your/mod
scenes.blk
entities.blk
For these buildable shovels will fill some game gaps and bring new gameplay experience.
For example, some old premium/event squads, they have no engineers and cannot build rally points that are crucial to the game, which greatly reduces the game experience of players who spend money on them. Having a shovel like this would allow these squads to at least build rally points, making them more playable.
For example, the parachuting of pilots has no actual combat effect in the game. After all, there are some naughty players claim that this game is made for CQC, and skydiving is completely useless for those claimed CQC fans. But in the big map, through such a shovel pilot will be able to establish a respawn point behind enemy lines after skydiving, and they will be able to play the role of airborne raids.
Wow, thanks, you helped a lot.
Oh damn how I did miss this property… It was so easy to make it pickupble. Heh.
Thanks you very much!
For build item list you can just don’t write +shovel_weapon
.
But yeah… When you pickup it… it will transforms into hammer.