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

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.

2 Likes

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

2 Likes

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.

2 Likes

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.

1 Like

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

chtěl bych staré boty

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

1 Like

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 ?

1 Like

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.

2 Likes

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

1 Like

yes, all and any you need

1 Like

Is it possible to add Spawn rally point to vehicle ?

1 Like

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

2 Likes

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 ?

1 Like

thx :pray:

1 Like

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:

3 Likes