first of all, huge thanks to @Devenddar for sharing the code for the flank panzer I.
based on this, i decided to make 2 varients of the gaz 72k.
here is the code for the flak panzer I:
entity{
_template:t="base_flpz_i_ausf_a"
transform:m=[[0.227077, -0.000894908, 0.973876] [0.00482928, 0.999988, -0.000207135] [-0.973865, 0.00475016, 0.227079] [-76.8724, 21.7734, -109.957]]
animchar__res:t="flpz_I_ausf_A_char"
collres__res:t="flpz_I_ausf_A_collision"
damage_model__blk:t="gamedata/gen/units/tanks/flpz_i_ausf_a.blk"
dmg_animchar__res:t="flpz_I_ausf_A_dmg_char"
item__name:t="items/germ_flakpanzer_i_ausf_a"
killLogName:t="germ_flakpanzer_i_ausf_a"
skin__template:t="flpz_i_ausf_a_skins"
vehicle_net_phys__blk:t="gamedata/gen/units/tanks/flpz_i_ausf_a.blk:VehiclePhys"
xray_resource__modelName:t="flpz_I_ausf_A"
"bullet_holes__movingCollisionNodes:array"{}
"vehicle_seats__seats:shared:array"{
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="driver"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.25, 0]]
name:t="driver"
seatComponent:t="isDriver"
cameraNodeName:t="bone_camera_driver"
attachNode:t="driver"
seatOwnsEntityControl:b=yes
nextSeat:t="main_gunner"
locName:t="vehicle_seats/driver"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="gunner"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.5, 0]]
name:t="main_gunner"
seatComponent:t="isGunner"
cameraNodeName:t="bone_camera_gunner"
attachNode:t="gunner"
nextSeat:t="driver"
locName:t="vehicle_seats/gunner"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
"turretNames:array"{
turretNames:t="turret_01"
}
}
}
}
and the Gaz 72k ( V1 )
entity{
_template:t="base_flpz_i_ausf_a"
transform:m=[[0.0593743, 0.0109768, 0.998175] [-0.0286396, 0.999546, -0.00928833] [-0.997825, -0.0280359, 0.0596617] [-71.8628, 21.5637, -111.244]]
animchar__res:t="gaz_mm_72k_char"
collres__res:t="gaz_mm_72k_collision"
damage_model__blk:t="gamedata/gen/units/tanks/gaz_mm_72k.blk"
dmg_animchar__res:t="gaz_mm_72k_dmg_char"
item__name:t="items/ussr_gaz_mm_72k"
killLogName:t="ussr_gaz_mm_72k"
skin__template:t="gaz_mm_72k_skins"
vehicle_net_phys__blk:t="gamedata/gen/units/tanks/gaz_mm_72k.blk:VehiclePhys"
xray_resource__modelName:t="gaz_mm_72k"
"bullet_holes__movingCollisionNodes:array"{}
"vehicle_seats__seats:shared:array"{
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="driver"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.25, 0]]
name:t="driver"
seatComponent:t="isDriver"
cameraNodeName:t="bone_camera_driver"
attachNode:t="driver"
seatOwnsEntityControl:b=yes
nextSeat:t="main_gunner"
locName:t="vehicle_seats/driver"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=yes
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="gunner"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.5, 0]]
name:t="main_gunner"
seatComponent:t="isGunner"
cameraNodeName:t="bone_camera_gunner"
attachNode:t="gunner"
nextSeat:t="driver"
locName:t="vehicle_seats/gunner"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
"turretNames:array"{
turretNames:t="turret_01"
}
}
}
}
and here, is a Gaz 72k Code ( V2 ) ( fixed by @Aurora_Pioneer_I )
entity{
_template:t="germ_flak_36_sdkfz_6_2"
transform:m=[[0.999552, 0.0296967, 0.00369366] [-0.0297819, 0.999227, 0.0256722] [-0.00292842, -0.0257707, 0.999664] [-404.392, 23.8303, -741.482]]
animchar__res:t="gaz_mm_72k_char"
collres__res:t="gaz_mm_72k_collision"
damage_model__blk:t="gamedata/gen/units/tanks/gaz_mm_72k.blk"
dmg_animchar__res:t="gaz_mm_72k_dmg_char"
item__name:t="items/ussr_gaz_mm_72k"
killLogName:t="ussr_gaz_mm_72k"
skin__template:t="gaz_mm_72k_skins"
vehicle_net_phys__blk:t="gamedata/gen/units/tanks/gaz_mm_72k.blk:VehiclePhys"
xray_resource__modelName:t="gaz_mm_72k"
"turret_control__turretInfo:shared:array"{
"turret_control__turretInfo:object"{
salt:i=1
gun:t="as_42_metropolitana_turret_01_20mm_breda_20_65_m35+base_37mm_flak36+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
turretName:t="turret_01"
verDriveDm:t="drive_turret_v"
horDriveDm:t="drive_turret_h"
}
}
"vehicle_seats__seats:shared:array"{
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="driver"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0, -0.4, 0.05]]
name:t="driver"
seatComponent:t="isDriver"
cameraNodeName:t="bone_camera_driver"
attachNode:t="driver"
seatOwnsEntityControl:b=yes
nextSeat:t="main_gunner"
locName:t="vehicle_seats/driver"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="gunner"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.15, -0.2, 0]]
cameraOffset:p3=-2.2, 0.6, 0
name:t="main_gunner"
seatComponent:t="isGunner"
cameraNodeName:t="bone_camera_gunner"
cameraType:t="machinegunner_cockpit"
attachNode:t="gunner"
nextSeat:t="driver"
locName:t="vehicle_seats/gunner"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
"turretNames:array"{
turretNames:t="turret_01"
}
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="commander"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0, -0.4, -0.05]]
cameraOffset:p3=-5, 0.29, 0
name:t="commander"
seatComponent:t="isDriver"
cameraType:t="machinegunner_cockpit"
attachNode:t="commander"
locName:t="vehicle_seats/commander"
ignoreAttachNodeRotation:b=yes
maxPosWithOpenHatch:r=0.4
shouldHideOwner:b=no
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="loader"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.1, -0.2, 0]]
seatComponent:t="isPassenger"
cameraNodeName:t="bone_camera_driver"
attachNode:t="loader"
locName:t="vehicle_seats/loader"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
"loaderTurretNames:array"{
loaderTurretNames:t="turret_01"
}
}
}
}
Old code for tweaking
entity{
_template:t="germ_flak_36_sdkfz_6_2"
transform:m=[[0.989103, 0.0395602, -0.141813] [-0.032181, 0.998025, 0.0539566] [0.143668, -0.0488049, 0.988422] [-67.3795, 21.5492, -95.4671]]
animchar__res:t="gaz_mm_72k_char"
collres__res:t="gaz_mm_72k_collision"
damage_model__blk:t="gamedata/gen/units/tanks/gaz_mm_72k.blk"
dmg_animchar__res:t="gaz_mm_72k_dmg_char"
item__name:t="items/ussr_gaz_mm_72k"
killLogName:t="ussr_gaz_mm_72k"
skin__template:t="gaz_mm_72k_skins"
vehicle_net_phys__blk:t="gamedata/gen/units/tanks/gaz_mm_72k.blk:VehiclePhys"
xray_resource__modelName:t="gaz_mm_72k"
}
Differences between the V1 gaz, and v2 gaz, are that the V1 mostly works like the panzer I ( as are exactely a copy ) designed to be balanced between each other and works exactely the same. but with different skins, and damage models.
the v2 on the other hand, is somewhat more " complex ".
the main differences between the V1, is that the gun works differently, ( and is somewhat more op lol ), it requires 4 soldiers instead of 2, and the cameras are slighlty different. ( and yes. a reskin of the flak truck. cuz i’m not really good like devender. )
but still. i decided to upload them if someone out there needs a fast AA working vehicle for Germany / USSR.
and works perfectly.
Known issues and work in progress :
the V1 gaz variant has the drive in a different animation. i’m still trying to figure out how to change the position and the camera. ( despite mr deven gave me codes and stuff. i’m … not really good at these )