Если да, то как? Свои custom Машинки не умею делать. Симулятор ошибок) . Я не хочу давать амерам American_assault_boat_m1
-
можно лодке отключить рендер (
unabled...
что-то там, там ещё квадратик) и приписать постфиксgame_rendinst_decor
, а далее как с рендинст объектом выбрать нужный объект -
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)
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))
меня не в счет, я не так хорошо знаю редактор и все его киллер-фичи
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.
Еще и ErikaKalkbrenner.