This is because some configurations in blk are broken
You may need a version control tool like git to archive and manage changes to blk files
This is because some configurations in blk are broken
You may need a version control tool like git to archive and manage changes to blk files
How to get the AI to bypass certain terrain? such as not swimming through a lake but walking on land.
Seems… It’s can be any object in editor.
Many of them are just tags or options.
By default… They’re already added to object.
For that you need click “+” in bottom line object’s proprerties.
Template name should be without “+”.
For that you need add postfix game_rendinst
, choose object and then set proreties.
For that you need use postfix animated_scene_rendinst
or animated_scripted_rendinst
and then choose game_rendinst
.
After this just change properties to that what you need.
Vehicle with object, bunker moving with car:
Adding single reload for Gewehr 41:
(Works only in editor, after pickup it overwrite).
Vehicle that allows refill ammo:
(A bit weird, but works ).
It even possible make invisible collision things:
And other funny things:
I’m sorry for my bad english.
For that you need create turret_105_skc_32
or ship_gun_105mm
.
If you want they target to you then change properties.
auto_gun_controller__targetTeam
= enemy team, target for turret.team
- turret’s team.turret_105_skc_32
have first property = 3, second = 4.ship_gun_105mm
have first 4 and second 3.turret_105_skc_32
and in another ship_gun_105mm
they will firefight.
Additional info about properties:
hitpoints__hp
и hitpoints__maxHp
- turret’s hp.
(With that you can make that firefight will ends sometime).
auto_gun_controller__targetDist
- AI range for open fire.
auto_gun_controller__enabled
- turret will be controlled by AI.
animchar_render__enabled
- show object model.
interactable
- player can interaction with this turret.
Yes, we can control they like if they were stationary MG-42.
For that you need add postfix almost any gun.
(Probably it will not works if you write vehicle weapon/cannon/launchers).
ammo
and totalammo
properites).
I’m sorry for my bad english.
It is even possible to modify the shell type shooting
smoke shell
"gun__shells:array"{
gun__shells:t="content/tanks/gamedata/weapons/shells/ussr/76mm_artillery_smoke.blk"
}
152mm shell
"gun__shells:array"{
gun__shells:t="gamedata/gen/weapons/shells/152mm_ml20s_152mm_ussr_he.blk"
}
and shoot frequency
gun__shotFreq:r=0.2 // smaller slower
gun__shotFreqRndK:r=0.1
Hmmm… It didn’t works for me, but i’ll try again later.
Thx for info!
In the upcoming Replays and a Cinematic Mode Fatures.
Can we also record the battles of custom games with mod?
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
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).
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
i found tutorial_player_override
, maybe somthing like this, but i seems it can’t change the specific values
Well… For that you need add postfixs +human_melee_charge+ger_soldier
.
And then spawn base_soldier
.
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
For that just edit human_weap__weapTemplates
and human_weap__weapInfo
!
Or maybe not!
It’s possible to do by this way:
If you want change bot equipment then just add base
after ger_
.
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.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.
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.
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.
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.
But how did he made over 200 Ai
Well… We have two ways/two version of bots.
+human_melee_charge+ger_soldier
in postfix template area.human_melee_charge
template bot will be in “T” pose).base_soldier
entity and create it.animchar_res
to change equipment/clothes.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:
+ger_base_soldier
in postfix template area.human_melee_charge
).base_soldier
entity and create it.human_equipment__initialEquip
.ger_soldier
or ger_base_soldier
and others soldiers are unaviable in editor entities list.base_soldier+ger_base_soldier
? Because it will prints error after death.They’re almost full customize. I think all info in properties will be saved.
If you see this… Or trying rotate these soldiers…
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.