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

Sorry, I don’t speak English and the translator may have translated it incorrectly. Or I’m a fool) I created the object в fire_tank_smoke_medium_cmps_fx. By the way, there is another question: how to make a ladder work? I saw some at the original locations ghostly shapes on stairs, but you can’t click on them, and simply copying this staircase to another location makes it inoperable

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You need to create scene_ladder entity.

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Is it possible to somehow transfer models of destroyed tanks from one map to another? These models are not in the game_rendist_decor list. Is it possible to add them there somehow?

Is it possible to preserve the appearance of a tank that was previously completely destroyed? For example, spawn a working tank on the map and destroy it, saving it in this form on the map.

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yes.

through prefab.

  1. click " toolbox " on the top right corner:

and select rendinst:

( you’ll notice your cursor becomes a square box )

then press on the item that you want to save once, which you will then see the items being selected through circles.

hit " within " button: ( a couple of times )

and you’ll notice more items will be selected

( otherwise, only one )
which you can see the text telling you what is being selected.

if you do not like something because you might have selected too much, just hold CTRL and select click the item that you do not want inside the selection: ( in this case, let’s make an example, i do not want the barrell )

then, hit " Instance " and you’ll notice that circles became boxes.

which it’s good.

after that, make sure the boxes are still red, and select " prefabs " near Toolbox

click " Create prefab from […] "

give it a name,

and click “create”.

after that, switch map,

open the prefab, search the newly created item on the list, and double click it.

general tips, and things you have to be weary

  • the prefab creates a box named prefab.

this box is usefull because you will only have to move this box opposed to every single item.
can be used for houses or larget quantities of objects without having to move them one by one.

  • in order to save space and code, make sure to click " Shatter " on the prefab box once you have positioned correctly as you desire various objects and stuff.

if you move the prefab box, others items attached to it will move with it too.

therefore be careful of stuff that you duplicate from the prefab.

because if you remove or move around the preafab, also objects named:
image

may get deleted / moved around

because of the prefab object template inside.

hence, make sure to shatter the prefab once you are done with it.

  • prefab can works on many things. such as effects, entities, soldiers, vehicles etc. but sometimes it may appear invisible. so just duplicate it, remove the first, and then shatter it.

yes.

through prefab as well.

you want to untick/uncheck: " is_alive "( inside the vehicle’s properties )

and check these settings

image

then hit the " toggle time "

( be weary of the explosion sound which can be loud if you are looking at it )

which, you then use as shown above, the method of saving prefabs

or, another method is, you can set the seats of the vehicles to 0 and then change the vehicle camouflage to camo_null*

that way, the vehicle is still in tact, but looks rusty and wont affect performance.

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I saw someone had this problem, but couldn’t find it. My soldiers on the Pacific battles map are not moving. They do not follow orders, they only run to the car if I get into it myself. Is there any way I can get them to follow me? Or is it that there are no points on the map to attack and no zones?

Is it possible to somehow “draw” roads on the map, in the form of a track along which vehicles have passed?

Is it possible to somehow change the color of the car? Changing the color tone is easy.

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you need to set battle areas.

https://sandbox.enlisted.net/pages/mod_howto/

no.

but you can use promenade rendists as one.

yes and no.

yes, you can change colors of various vehicle

through entities.blk

and here is examples:

vehicle_color_random{

  "shader_color__shaderVarNames:list<t>"{
    name:t="primary_color"
  }

  "shader_color__colors:list<p4>"{
    value:p4=9.0, 9.0, 1.0, 9.0
  }
}

you can play around with the values and create colors that you want.

you can also change the name.

some examples,

vehicle_color_pink{

  "shader_color__shaderVarNames:list<t>"{
    name:t="primary_color"
  }

  "shader_color__colors:list<p4>"{
    value:p4=5.0, 1.0, 2.0, 3.0
  }
}
vehicle_color_pure_white{

  "shader_color__shaderVarNames:list<t>"{
    name:t="primary_color"
  }

  "shader_color__colors:list<p4>"{
    value:p4=9.0, 5.0, 9.0, 9.0
  }
}

and you can make many colors as you want:

as long you figure out how colors work.

but, at the same time, not all vehicles can be colored. such as the nissan 80s, GMC and few others.

or, other vehicles ( such as bikes ) needs to be changed through textures as the same method of tanks:

it’s slighlty outdated.
meaning that, the method has changed. you no longer can change camo by just using a random name. you have to specify the current texture and then tell what you want that textures to change with.

more can be found inside that thread.

but i generally suggest you to translate this thread (недо)Гайд по редактору: Киллер фичи и пути к их созданию - Игровые моды - Enlisted
with any translator to understand most of the editor.

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YOOOOO

Perhaps the question is not about the editor, but I’ll ask anyway. I want to make a map based on the Pacific Ocean, where the gameplay is heavily dependent on vegetation, but it is drawn at a short distance, thanks to which the enemy running in the distance is clearly visible, while he does not see anything. This is especially true for underwater vegetation (which is what I need). Is there a way to solve this problem and make it so that vegetation appears even at long distances for everyone?

nope.

we cannot determine the LOD of objects at distance.

which with the last update majority of the trees have been broken.

as it goes for the vegetation, you can try by placing bushes and make them bigger.

but keep in mind that the bushes placed in the editor do not slow down players ( like normal bushes placed on the map does ). and AI are perfectly capable of seeing through and shoot.

which might not be the best or optimal experience for players.

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What method did you describe in response to my question about “drawing” roads? I couldn’t find anything about this

use rendinsts objects called promenade or something like that.

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same for me just with ctrl+c and ctrl+v i miss being able to copy and past stuff made every thing much easer

hey just wanted to ask how to you change the weather im stuck here and dont know what to do i cant seem to find it out

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You can change it creating weather entity from Create Entity. And then remove any chance for random weather choice in level entity. In other words… Set 0.0 next to weight or weather name (in your screenshot it’s weather_cloudy_a).

Works if you need copy&paste text/property stats. For entities you need hold [Shift] and move entity to any axis.

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How can i change the time of the day to always be night?

level_time_vec

remove all but one with the time that you want it to be, or create a few to have different night time to create some variety.

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image
What do i choose?

ugh… i believe it’s the one with the numbers ( reel )

( you could have just renamed the existing ones )

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There was no existing ones. It is the new georgia map

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interesting.

it appears as georgia doesn’t have those for some reasons.

but i can confirm it’s a reel function / node / thingy

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