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

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 )

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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 ).

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chtěl bych staré boty

Whoops. He just make 5 teams in lone fighter game mode with gun game mechanic*

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How to spawn ai vehicles that will trying to reach their destination?

For that you just need add postfixs +ai_aircraft+ai_aircraft_crew_X+ai_vehicle_driver.

x can be: ger, it, jap, sov, usa, uk, moroc, pilot.
Probably only ger, sov and usa have unique soldier equipment.


And after that set property ai_vehicle_driver__destination. And it’s done!
(Currently time tested only in local game).

Keep in mind that ai_vehicle_driver have some problems:

  • You can’t add ai_aircraft_crew to civil vehicles or ships.

  • If you killed driver, but not all “crew” then vehicle will keep move.

  • Better to lock vehicle. Because when player will sit to it then vehicle will starts move (but it doesn’t move if player is driver).

  • They can’t read NavMesh, but sometimes trying rotate vehicle.

  • Bots in ai vehicle still can’t use turrets/cannons to kill enemies.

  • They will always trying get their destination.




(I used Gaz_67 coordinates for AI vehicle destination).

5 Likes

Hi
Have you success in do that ?
if yes could you show me how ?
i saw many of your post about entities.blk could you show me an example of scene.blk and entities.blk that you used for your aircraft request with the 15 bombers and your paradrop ?

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volokolamsk_lake_inv_entities_example_15bombs.zip (7.8 KB)

Here is a example scene with only entitiesblk is created in this file, and the scene file is copy-pasted from the official one

You can start with this upper simple example and then read and use my on working entitiesblk (more complex one).
wip_tommys_entities_data.zip (136.5 KB)

But in any case you need to read the official entities template or even das code, and understand their relationship and working mechanism.

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Thanks :pray:
Where can i read this ?
in Enlisted datamine ?
wich folder/file pls ?

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yes, all and any you need

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Is it possible to add Spawn rally point to vehicle ?

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half year ago🦊 said


You can attach rally points to vehicles, but it doesn’t actually work as you would expect in game, the selector doesn’t follow the vehicle in the respawn scene, and there are other issues , e.g. Soldiers respawning when the vehicle moves into a gray area may have issues.


Yet, I still have a lot of feature requests that require coding to do, but I’m currently shy asking more questions as the dev team might be having a hard time these days.

For example, the air respawn point and paratrooper functions requested by other players. I also need a function that can replace the player’s backpack with a parachute at the respawn point. This is currently impossible without writing code.

I’m just waiting for some critical features to be implemented, most needed for me are custom templates in multiplayer games.


Nevertheless, thanks to the development team, most of our feature requests have been realized through the function of custom templates.

Now players are just waiting to see these features rolled into multiplayer @1942786 @Enginya

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hi ,
reading and reading Enlisted datamine …
Can I by the entities method change the model of a vehicule by another of the game ?
For example : give 3d model of Elco77pt 20 to an american assault boat ?
Can I add seats and turret to Elco77 or other vehicule ?

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thx :pray:

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Depends on vehicle animchar, but yeah. You can. Heavly edited boat + game_rendinst:


Just some objects may don’t have attachNode or it’s different. If you use incorrect/unknown attachNode then soldier and camera will be at 0 coordinates in the vehicle. Same for guns. If entity don’t have turret_control__animVars then probably you can’t add new turrets. If you will try do it then will got some problems: impossible to rotate gun and projectile will spawns at 0 coordinates in the map.

Maybe here some info about vehicle seats will be useful, but idk.
How can i remove ( and add ) sits?, hide/remove turret’s vehicles, and remove pre placed lights?

Will be something like it:


But it’s not very big problem, becuase you can a bit edit it:

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Could you explain me how to edit ?

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Soldier position:
Example: attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0.75, -0.25, -0.35]]
Better to edit [0.75, -0.25, -0.35] they’re XYZ.

Camera position:
Example: cameraOffset:p3=0, 3, 0. XZY.

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How to use rendinst to animchar ?

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Add postfix game_rendinst_decor or create entity with postfix +game_rendinst_decor.
After that in properties you should turn off RI collision ri_extra__hasCollision. In screenshot with many soldiers in ship I also turn off animchar animchar_render__enabled. For ships you can remove vehicle collision and use RI collision, but: ship will ignore walls and objects like ghost.

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:ok_hand:

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