❓ Your questions about the mission editor and launching user missions in the game

Property item___name in most cases works well - if “item/someth%” is seen in lootable object, just edit this atribute and problem solved. BUT - now I wanted to use GrW34/8cm germany mortar - and this happend. Even I changed “item__name” - this changes only label in “looting dialog”, not in “menu / change weapon dialog” (check the att image).

Anobody knows why and how to solve it? Tnx, it looks ugly :wink:

I think you need use customProps property for that and write item__name there.
Info about customProps in this post.
But i’m not 100% sure.

customProps uses for replace some code after pickup. By default it reset.

like this?
LRE_20230224_155547

Yeah. Should work after pickup.


unfortunatelly not ;(

There also another text properties. Maybe item__name only for pickup, but… gun__locName is for display in HUD?

Whoops. I just note… That you didn’t added initialComponents maybe because of that.
Here not big info how customProps works.

I found out same “probable trouble point” - all Item/Weapons do have some systematic values (like “granatewerfer_36”) - but this 8cm GrW 34 has “Granatewerfer 34” in same place - which can mean, that there is missing link to “label definition” in game core

item__name also for display in HUD:



So yeah. You forgot add it in initialComponents.

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testing…

I think you can forgot about it. Or it used in killlog.


testing both… will see soon
EDIT - nope sir, still same result. Probably this item is missing someth, that cannot be overrun by edit in our level.

But - why your “generated” item reflects changes to HUD and I got other result?
Generated - what does it mean?

MAP text labels - can we place some information (like “Someth useful HERE”) that can be visible to one side (axis/allies)? Or some icon, like ammo resuply post.

I can use “red arrows” (but people will be confused) or “vehicle supply point” - but this is visible only when “in vehicle”. Any other options, visble for “foot soldier class” ?

TNX

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Can we modify range for especially mortars? 200m for light ones, 500m for 80mm… I was experimenting with modification of this value, but with no result. Probably “range of mortar” is controlled by other way.

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Ah. Sorry. Were a bit away. Well…

You did it again wrongly.
You can save edited properies after pickup only in customProps.
And there (in customProps) you need create initialComponents and set object.
After that add item__name property. And also mortar__distanceLimit if you want change it too.

“You can save edited properies after pickup” — I probably do not understand as I am not so skilled MODer.
Since now, I used/consumed only “working items as they are” - recently I learned how to insert working Names where are they missing, switch camo to the vehicles etc.

I need to prepaire this item on the MOD scenario, so if any gamer pick it up, it will be working as expected. Is this possible to do?

so this is wrong:

entity{
_template:t=“granatwerfer_34_gun_item+item_in_world”
transform:m=[[0.997908, -0.0646474, 0.000630343] [5.82077e-11, -0.00975002, -0.999952] [0.0646504, 0.997861, -0.00972962] [-926.98, 26.3738, 4.69908]]
item__name:t=“8cm GrW34 Mortar”

“customProps:object”{
item__name:t=“8cm GrW 34 Mortar”
}

“gun__initialComponents:object”{
item__name:t=“8cm GrW34 Mortar”
gun__locName:t=“8cm GrW34 Mortar”
}
}

(maybe it will be better to teach me/all others in syntax)

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In theory you do it… By can spawn base_fortification_build with postfix ammunition_box_a.
Then set team that should see icon. And after that turn off animchar_render__enable. And then edit collres__res just write there collres__res from any weapon.
Icon in hud_icon__image.

But I didn’t test it in multiplayer yet.

ok, tnx for clue, will try this option and do some testing in full game envioment

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Well… Or it’s maybe because my English kinda bad)
Anyways… I meant that customProps allows you to save information after pickup while if you edit properties then it will be reset to default.

Well…
Not really, but it will not works as you want.
Code should be like it:

entity{
_template:t=“granatwerfer_34_gun_item+item_in_world”
transform:m=[[0.997908, -0.0646474, 0.000630343] [5.82077e-11, -0.00975002, -0.999952] [0.0646504, 0.997861, -0.00972962] [-926.98, 26.3738, 4.69908]]
item__name:t=“8cm GrW34 Mortar”

“customProps:object”{
  “gun__initialComponents:object”{
    item__name:t=“8cm GrW34 Mortar”
    }
  }
}

In editor:

Instead of all these ammo and animchar you just need write item__name.

Really? so easy, just creating Object in object and then set what is needed?

So stupid I am :wink: sorry to disturb you, you are extremely patent with me :wink:

Syntax gone in error in loading, but now i set same in Editor and testing this:

I see you use “owned by team” - that result in possibility of resupply such Item by engineer/Ammo box ?

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