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

Does anyone know how to alter the parameters of weapons? I’d like to do some testing, but it seems that it doesn’t work. The parameter for fire rate (that’s what I’m looking for) seems to be gun__shotFreq, but even after I change it in the property panel, the weapon shoots exactly like it did before. (sorry for no screenshots, but I wasn’t able to add it here for some reason)

how to alter the parameters of weapons?

You can’t. You can edit the ammo count for the ammo clips though

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You can’t change it because after pickup it will replaced to old ones.
But it’s possible to edit some properties in equiped weapon.

Maybe it’s bug that you can’t change it.
(Because don’t blocked property… Like some in tanks/vehicles with gray symbols).

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Please support patch and modify and override the value in the default templates.

I want to change this friendly_fire__kickOnPenaltyScorePerSpawn friendly_fire__minimumPenaltyToKick in the enlisted_player

image

image

i found tutorial_player_override, maybe somthing like this, but i seems it can’t change the specific values

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How to spawn bots?

Well… For that you need add postfixs +human_melee_charge+ger_soldier.
And then spawn base_soldier.


Keep in mind that you still can’t normally change soldier equipment.
You can do it by changing animchar_res property.

ger_soldier can be replaced by sov_soldier.

animchar__res can be:

  • ger_summer_x_char (x can be from 1 to 7).
  • ger_winter_x_char (x from 1 to 4).
  • ger_tropic_x_char (x from 1 to 3).
  • ger_br_char
  • ussr_summer_x_char (x from 1 to 8).
  • ussr_winter_x_char (x from 1 to 12).
  • uk_tropical_1_char
  • usa_summer_x_char (x from 1 to 5).
  • usa_winter_x_char (x from 1 to 5).
  • us_br_char

If you want change soldier voice then for that you maybe must add another one postfix.

  • russian_human_voice
  • german_human_voice
  • jap_human_voice
  • it_human_voice
  • ussr_human_voice
  • ussr_female_human_voice
  • usa_human_voice
  • uk_human_voice
  • moroc_human_voice

How to change bot weapons?

For that just edit human_weap__weapTemplates and human_weap__weapInfo!

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Or maybe not!
It’s possible to do by this way:


Yeah! Just write equipment name and where it will be.

If you want change bot equipment then just add base after ger_.


In screenshot used ussr_base_soldier. It too works.

If you want add animated decoration soldier then use customizable_menu_animchar.


customizable_benchmark_animchar can be too used, but seems it’s a bit buggy.

But yeah customizable_benchmark_animchar saves animchar_res feature.

Keep in mind that and after restart initialEquip looks empty…
But it’s not! And when you copy object it will have all changes.

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Thank you!
Then, how to create an ai that will automatically use melee weapons to attack? G1R0SCOPE once produced a 25v225Ai (melee) battle

I think he just used custom profile for gun game event and then just use gun game mechanic that give sword to everyone.

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But if you want create static bot that will stay in same position then just write sword item name in properties.
After restart it should be with sword.

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thank you so much, i can finally make pre custom scenary soldiers:
(that get saved upon restarts)
thank you so much:

although, i have a question.

can you go a bit deeper regarding:

like, step by step.

it’s not entirely clear to me.

reason being, i want to preplace soldiers in a few of my maps to kinda give some resistance for players.

but i don’t really know how.

previously, i used to spawn with soldiers, and straight up clone them. which with your finding, ( of putting them clothes ) it’s… not ideal. mainly because they kinda… spaz alittle with their aim.

like, they are glitchy in their movement. so i was abit more interested in your way.

but when you have time of course.
thanks.

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But how did he made over 200 Ai :rofl:

Well… We have two ways/two version of bots.

Easy way, but with weak bots:

  1. Write +human_melee_charge+ger_soldier in postfix template area.
    (Without human_melee_charge template bot will be in “T” pose).
  2. And then find base_soldier entity and create it.
  3. Edit animchar_res to change equipment/clothes.
  4. Done.

Why weak bots? Because they can’t normally kill you if you’re crouch/lying on the ground.
I mean you can almost infinite lying like that:


And poor bot still will try kill you…

A bit harder way, but bots are better.

  1. Write +ger_base_soldier in postfix template area.
    (Different in “base” and don’t need write human_melee_charge).
  2. And then find base_soldier entity and create it.
  3. Equip him by editing human_equipment__initialEquip.
  4. Save file and open scene.blk. And then find entity and remove this code:
    image
    Why we need do it?
    Because ger_soldier or ger_base_soldier and others soldiers are unaviable in editor entities list.
    Why we can’t use base_soldier+ger_base_soldier? Because it will prints error after death.
  5. Done.

Bonus:

They’re almost full customize. I think all info in properties will be saved.


Maybe you also can edit aim and other things. Like voice sounds:

And…

If you see this… Or trying rotate these soldiers…


Then it’s useless. Nothing will be changed. Info about it will not saved.
Also bots anyways sometimes automatically rotates.

Here is file:
scene.txt (33.2 КБ)
Rename it to Scene.blk or create new map in editor and then copy paste code to new map scene.blk.

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impeccable as always.

thanks.

didn’t know about the differences which were one of my doubts about if was even possible to have different type of AIs.

but thanks for clearing doubts and the indepth step by step.

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ok so, i noticed a few things.

not sure if that’s supposed to happen, or not but.

today i finally managed to try the blk that you send, and tried to follow the various steps.

so, to start:

whenever i place in my mission the base_soldier, the editor crashes:
image

and, the soldiers that i make:

are like ghost in my blk.

can’t find them. ( for clone them into other blk missions )

which, then, regarding your mission in question:

those are not there for me:


hence, my suspects of not saving it’s technically still there.

and lastly, not related, but mindblowing:

tried to apply a builded_auto_turret, crashes as well. therefore can’t really make it work that shoot on other tanks

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That is why you should write +human_melee_charge+ger_soldier or +ger_base_soldier here:


image
And only after that spawn base_soldier.

Hmmm? You mean that they immobile and still work like decorative animation?
Oor… Disappears after restart/some time?

About scene that I sent before…

My bad, i’m sorry. I didn’t normally check what I sent.
I mean it’s older, buggy and not clean version.

Here updated file.
Should be cleanner then old one:
scene.txt (33.2 КБ)

In this area…

Now you see better demonstation of decoration soldier with anims.
customizable_benchmark_animchar, customizable_menu_animchar and common_menu_animchar.


I mean no objects in objects and only one type each object.

About bots… They’re in Univermag building.
2 floor: “weak bots” - base_soldier+human_melee_charge.
3 floor: “a bit normal bots” - ger_base_soldier.
4 floor: weapon changes test. You can note soldiers with ppsh 41.

Tanks and some soldiers in streets - are just test things. I just…
Test possibility to destroy objects like if they were enginer buildings.
Test possibility to clone soldiers and requip em. And also dev_soldier template.
Test corspes.

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ah… me dummy.

well, they are present when i boot up the level, and i can move them around.

but i cannot copy and paste them onto others blks because it’s like they are not there.

no worries.

yeah, from what i had, i could see that. very impressive nevertheless.

yeah, that’s actually great now that i think about it.

endless possibilities.

bit of a shame that we don’t have actual working tanks instead of have to make frankeistains templates with various features that in some occasions conflicts on how would work between each other.

1 Like

I don’t know why, but they’re in start file, after battle area code.
Well… Anyways here is code:
“Weak bot”:

entity{
  _template:t="base_soldier+human_melee_charge+ger_soldier"
  transform:m=[[-0.0890853, 8.23823e-05, -0.996024] [-8.23823e-05, 1, 9.00795e-05] [0.996024, 9.00795e-05, -0.0890853] [-34.0793, 15.0649, -128.408]]
  animchar__res:t="ger_summer_3_char"
}

“Normal bot”:

entity{
  _template:t="ger_base_soldier"
  transform:m=[[0.488875, 0, 0.872354] [0, 1, 0] [-0.872354, 0, 0.488875] [-39.7112, 21.0887, -118.973]]

  "human_equipment__initialEquip:object"{
    attachable_wear_head_01_us_summer_item:t="face"
    attachable_wear_gloves_01_us_summer_item:t="gloves"
    attachable_wear_tunic_01_ger_summer_item:t="tunic"
    attachable_wear_pants_01_ger_summer_item:t="pants"
  }
}

“Decoration soldiers”:

entity{
  _template:t="customizable_menu_animchar"
  transform:m=[[0.219007, 0, 0.975724] [0, 1, 0] [-0.975724, 0, 0.219007] [-67.8148, 5.10653, -114.387]]

  "human_equipment__initialEquip:object"{
    attachable_wear_gloves_01_us_summer_item:t="gloves"
    attachable_wear_tunic_01_ger_summer_item:t="tunic"
    attachable_wear_pants_01_ger_summer_item:t="pants"
    attachable_wear_head_01_it_item:t="face"
  }
}

entity{
  _template:t="customizable_benchmark_animchar"
  transform:m=[[0.219007, 0, 0.975724] [0, 1, 0] [-0.975724, 0, 0.219007] [-65.81, 5.10653, -114.989]]

  "human_equipment__initialEquip:object"{
    attachable_wear_head_01_us_summer_item:t="face"
    attachable_wear_gloves_01_us_summer_item:t="gloves"
    attachable_wear_tunic_01_ger_summer_item:t="tunic"
    attachable_wear_pants_01_ger_summer_item:t="pants"
  }
}

Other objects are too in start, but not in end file.
Maybe it happened because of update.

1 Like

yes, i saw them.

and i was wondering why in your chase, they appear:

entity{
  _template:t="customizable_menu_animchar"
  transform:m=[[0.219007, 0, 0.975724] [0, 1, 0] [-0.975724, 0, 0.219007] [-67.8148, 5.10653, -114.387]]

  "human_equipment__initialEquip:object"{
    attachable_wear_gloves_01_us_summer_item:t="gloves"
    attachable_wear_tunic_01_ger_summer_item:t="tunic"
    attachable_wear_pants_01_ger_summer_item:t="pants"
    attachable_wear_head_01_it_item:t="face"
  }
}

but if i take a closer look to mine:


i
have around 13 custom characters:

but if i open the blk and search the key word:

( and yes, i have restarted, saved many times, which from the editor perspective, it counts them being there. and i can move them around. but in the blk file it self, it’s like those do not exist. not a single code i can transfer )

2 Likes

Wow. I have no idea. It’s very strange.
Because all info are in scene.blk. Weird.

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why do i always run up into issues that no one has :upside_down_face:

thanks anyway.

i think i can get around, but as usual, more time consuming.
maybe i’ll have to make a guide with all names and ids for various items so it’s gonna be easier for everyone ( and faster ).

1 Like