Возможно ли сделать десантный катер? Как в день Д , но можно садиться и управлять (на карте День Д они как декорация)

Если да, то как? Свои custom Машинки не умею делать. Симулятор ошибок) . Я не хочу давать амерам American_assault_boat_m1

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  1. можно лодке отключить рендер (unabled... что-то там, там ещё квадратик) и приписать постфикс game_rendinst_decor, а далее как с рендинст объектом выбрать нужный объект

  2. через entity.blk, но это сложнее и почти то же самое.

также надо поменять места, но я не помню как это делается

ща придет Девенддар и подробней пояснит)

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ща придет Девенддар и подробней пояснит)

В форуме 6 бога модов. Baszi37, Devenddar, TommyZZM, ErikaKalkBrenner, Шурик, Динозаврик, или дИнОзАвРиЩе мОдов (вы. (надеюсь вы не обиделись))

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меня не в счет, я не так хорошо знаю редактор и все его киллер-фичи
image

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Посмотрим… Вроде это оно, но я делал еще до времен entities.blk. Так что можно доработать кораблик - дать ему более реалистичную коллизию. Или другую физику/скорость перемещения.

entity{
  _template:t="german_assault_boat_39+game_rendinst_decor"
  transform:m=[[0.219425, 0.0673148, -0.973305] [0.0861512, 0.992383, 0.0880565] [0.971818, -0.103173, 0.211955] [34.4841, 2.31173, 398.755]]
  ri_extra__hasCollision:b=no
  ri_extra__name:t="lcvp_rendinst"
  animchar_render__enabled:b=no

  "vehicle_seats__seats:shared:array"{
    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0.6, -0.25, 1.35]]
      name:t="driver"
      seatComponent:t="isDriver"
      isHoldGunModeAllowed:b=yes
      attachNode:t="char_driver_pivot"
      seatOwnsEntityControl:b=yes
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger1"
      entranceNode:t="char_driver_landing"
      locName:t="vehicle_seats/car_driver"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0.75, -0.25, -0.35]]
      name:t="passenger1"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_driver_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger2"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_driver_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2, 0.3, -0.75]]
      name:t="passenger2"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger3"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [2, 0.3, 0.75]]
      name:t="passenger3"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger4"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1, 0.25, -0.75]]
      name:t="passenger4"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger5"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [1, 0.25, 0.75]]
      name:t="passenger5"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger6"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0, 0.125, -0.75]]
      name:t="passenger6"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger7"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0, 0.125, 0.75]]
      name:t="passenger7"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger8"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-1, 0, -0.75]]
      name:t="passenger8"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passenger9"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-1, 0, 0.75]]
      name:t="passenger9"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passengerA"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-2, -0.05, -0.75]]
      name:t="passengerA"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passengerB"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-2, -0.05, 0.75]]
      name:t="passengerB"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passengerC"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-5.25, -0.1, -0.75]]
      name:t="passengerC"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="passengerD"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="left_track_seat"
    }

    "vehicle_seats__seats:object"{
      canPlaceManually:b=yes
      attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-5.25, -0.1, 0.75]]
      name:t="passengerD"
      seatComponent:t="isPassenger"
      seatFireReadyAnimLower:t="upper_fireready"
      isHoldGunModeAllowed:b=yes
      attachNode:t="char_passenger_01_pivot"
      seatOwnsEntityControl:b=no
      seatAnimLower:t="lower_stand"
      nextSeat:t="driver"
      seatFireReadyAnimUpper:t="upper_fireready"
      entranceNode:t="char_passenger_01_landing"
      locName:t="vehicle_seats/shooter"
      seatAnimUpper:t="gunner_upper_hands"
      seatEnum:t="right_track_seat"
    }
  }
}


Еще на задние места можно что-то подложить под солдатами и поднять их чуть выше. Если что за положение бойца отвечает свойство attachTm:m=[…] внутри кода мест.

Кстати в игре есть коллизия и моделька самого кораблика, однако коллизия явно не завершенная/какая-то пустая.

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Еще и ErikaKalkbrenner.

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