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

Do you have any screenshots? Are you sure that you a bit scale it and all objects are inside scene_remover?

While I was taking screenshots, I realized what the problem was. I made the area too big, so that’s what happened. A small scale already permanently removes everything that falls into it

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But no. The problem is different. When I remove the remaining scenery_remover area or delete it, all objects are returned. But creating maps is very inconvenient when scenery_remover is located on the desired area. Accidentally deleted - hours of mapping were wasted

Hmmm… I think would be better if you sent scene in private messages. I’ll look and try help with it a bit later.

I recommend manually creating backups scene.blk file when you do huge work before save.

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For now, I switched to another map and found a more suitable place for my idea. So for now I’m working there without scene_remover. But if something happens, I think I’ll write to you. Thanks for the help and recommendations.

I once saw a post where they made ordinary weapons shoot endlessly on their own. Is it possible to do the same, only with a stationary tank or gun? For example, which will stand in one place thanks to “Item_in_world”, but will shoot endlessly? Well, or as a last resort, without this command, in general, whatever you want, but so that it serves as a “living decoration”

Is this probably what you need?

To remove loggers (error messages) you will need a bit edit nodes (set weaponRoot on stationary_gun_fulcrum__node, ragdoll__wakeUpNode and in animchar_camera_target__node_name set aim). Also would be good to edit gun__ammo/gun__totalAmmo.

Tanks…

Will be much harder to do. You can try add it as postfix like in previously way, but they will be without rotate turrets. And probably need to fix more loggers…

There also another way that let you create tanks that rotate turrets when try to hit something:

You will need to use builded_auto_turret. Change animchar to tank. After that you will need to edit turret. You can do it editing scene.blk (you can open it using any text editors). You will need to edit this property:
image
In scene.blk you will able find code:

entity{
  _template:t="builded_auto_turret"
  transform:m=[[...][...][...][...]]
  animchar__res:t="..."
}

So you will need to add in entity body (it opens with { and closes with }) this code:

  "turret_control__turretInfo:shared:array"{
    "turret_control__turretInfo:object"{
      turretGroup:t="main_turrets"
      gun:t="builded_sg_gun+turret_with_several_types_of_shells+main_turret"
      turretName:t="turret_01"
      salt:i=1
    }
  }

After that you will need to add turret entity after builded_sg_gun. For example if you want to use germ_pzkpfw_38t_ausf_F then add +pzkpfw_38t_ausf_f_turret_01_37mm_kwk38_t.

As result it should looks like it:

entity{
  _template:t="builded_auto_turret"
  transform:m=[[...][...][...][...]]
  animchar__res:t="..."

  "turret_control__turretInfo:shared:array"{
    "turret_control__turretInfo:object"{
      turretGroup:t="main_turrets"
      gun:t="builded_sg_gun+pzkpfw_38t_ausf_f_turret_01_37mm_kwk38_t+turret_with_several_types_of_shells+main_turret"
      turretName:t="turret_01"
      salt:i=1
    }
  }
}

You also can add more “turret_control__turretInfo:object”{, but don’t forgot about body (open and close with {/}). Same ways with effects (turret_gun_flash_fx__flashNodes and turret_gun_flash_fx__flashFX), but they’re list<t> instead array!

After that need to give base_moon_soldier postfix to target.

And would be good to remove any loggers (error messages) if they appears.

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It looks difficult, but let’s try. By the way, does the same technology apply to armored vehicles that transport troops as to tanks?

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Technicially they’re tanks. Same with anti-aircraft and anti-tank turrets.

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sorry, quick question, can you remind me how i can change the damage of weapons?

for example, make a TT_33 pistol deal more damage?

i kinda… forgot :upside_down_face:

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You can do it editing gun__kineticDamageMult or edit hitpower in projectile code (gun__shell).

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you’re a god send.

thank you :saluting_face:

ugh…

it doesn’t seem to do anything :thinking:

i changed just now to make a test on the mkb creating a separate 7.92.33.gun blkx


// entities
mkb_42_h_gun{
_override:b=yes

  "gun__shells:array"{
    gun__shells:t="%ugm/7.92.33.blk"
  }

}

containing:

image

mass:r=0.008
cartridgeMass:r=0.0168
caliber:r=0.0079
speed:r=690.0
maxDistance:r=3000.0
bulletType:t="ball"
hitPowerMult:r=9.0
effectiveDistance:r=500.0
relativeVelHitShift:p2=300.0, 1000.0
relativeVelArmorShift:p2=200.0, 1000.0
gun__kineticDamageMult:r=20.0

hitpower{
  HitPower10m:p2=1.0, 10.0
  HitPower100m:p2=0.85, 100.0
  HitPower200m:p2=0.75, 300.0
  HitPower400m:p2=0.6, 400.0
  HitPower600m:p2=0.3, 600.0
  HitPower1000m:p2=0.1, 1000.0
  HitPower1500m:p2=0.01, 1500.0
}

armorpower{
  ArmorPower0m:p2=1.0, 300.0
  ArmorPower1500m:p2=0.1, 1500.0
}

visual{
  range_percent_of_ammo:p2=100.0, 0.0
  traceFreq:i=1
  tracer:t="7mmWhite"
  trail:t="smallTrail"
}

hitFx{
  fxScale:p2=0.8, 1.0
  defaultFx:t="ground_splash"
  jetFx:t="ground_splash_direct"
  preset:t="bullet"
}

tracer{
  ignitionTime:r=0.002
  smokeColor:c=255, 230, 179, 204
  smokeTime:r=1.5
  smokeRadius:r=0.01
  headColor:c=255, 170, 85, 255
  luminosity:r=1.0
  burnTime:r=1.1
}

kinetic damage multiplyer by 20

yet, it still requires two shots to kill someone.

just like the default unmodified sniper mkb.

am i doing something wrong ?

It’s weird if doesn’t work. Are you sure that you wrote it properly?

well… idk.

i think i did:

didn’t i?

or… it should be something else than a " r "?

similar to the example you sent me of the bayonettes for the armor hit power

It’s entity code and it should be inside

But it kinda still weird why hitPower didn’t changed. Ah. 9 dmg. So yeah. It still will do kill only after 2 shots.

you mean… inside the 7.92 bullet right?

or you mean, actual entities of the mkb 42?

yeah i don’t know about that either.

i guess the hitpower is fine, i just wanted to tweak weapons to make sidearms more deadlier after 1 or 2 shots.

wait what?

do i have to increase it to 100/150 perhaps?

but how does the… math relate to such conditions/parameters?

Yeah. It should be in mkb code. In entity code, not projectile code. Also property name tells about it (it contains gun_).

Well… Real dmg in hitpower{ … } code. Property hitPowerMult increases it.

ah.

so, kinectic damage goes essentially in the gun’s entity,

but hitpower in gun_shells?

so… what does kinectic damage does? :sweat_smile:

i’m… slighty confused.

why so many parameters either

Yes.

It looks like same what hitpowerMult does.

Well… I think that it because of Stalingrad and rifle damage rework. Devs probably didn’t want to create even more similar files with projectile code.

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