9 additional questions that i have for the editor

oky.

so… to what i should precisely change it?

ah, nice. so i can change melee parameters :+1:

although, how do i change the bash/hip damage from weapons that are in normal weapons?

is the damage also integrated in the kineticdamage?

isn’t there a separated parameter for that? because it would make firearms kinda useless if i reduce the damage.

because for example, i would like to change the pistols, rifles bash damage and reduced it.
but not the overhaul damage of the weapon against other targets

make that only shovels and axes can break structures.

no, i ““know”” how entities works,

i was wondering about the code it self.

that i have to insrt in the entities.

i’m not really familiar with the process, format and what not.

all i did so far, was to replace clothing textures :upside_down_face:

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yeah, i’m well aware through time and time that entities ( for the majority ) will not work in multiplayer.

so i’m more aiming for singleplayer missions

( just like schyrikami did )

since… pves are out of the question until i can properly lock team 2 of players and be able to let team 1 play.

anyway, regarding the opel blitz hp changes,

how the heck.

now you’re telling me i need a third file?

how does this inception of blks does work?

how do you know these?

how am i supposed to know this outside you two?.

so many questions. and little answers.
( not from you guys, you guys are being amazing )

but… i’m not really a programmer. i’m just a lunatic trying to make things works with the little knowledge that i have.

Maybe will be better to put anti-tank mines. Because tnt will not explodes when tank rides on it.

Nope. This property should affect only to bullets.

In melee_weapon__blk. You will need to create another file. It can be one for almost all fireguns. By default for weapons without bayonet it will be set to content/common/gamedata/actions/melee.blk.

Also soldiers have property/mod/perk entity_mods__meleeDamageMult.
It allows you to increase or decrease melee damage.

Yeah… A little confusing. Blk files may have different structure depends where they used.
And gun__shells / vehicle_net_phys__blk / damage_model__blk / melee_weapon__blk have different file structure that incompatible with entities.blk.

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ah…

turns out;

it already was on interactable

although, thanks for the advice of changing the jap_tnt onto a mine.

because i had the issue that if i destroyed the rendinst, the mine wouldn’t activate it and straight up disappeared once the rendinst was destroyed.

but now, with a mine attached to it, it works ( and no flickers / rendists disappearing too )

here’s the new working code :slight_smile: ( if you guys need an explosive barrel )

entity{
  _template:t="game_rendinst_decor+it_antitank_mine+placeable_item_in_world"
  transform:m=[[-0.651184, 0, 0.75892] [0, 1, 0] [-0.75892, 0, -0.651184] [425.193, 5.11664, 169.383]]
  placeable_item_placeTm:m=[[-7.76272e-08, -1, 9.04703e-08] [0.75892, 3.55271e-15, 0.651184] [-0.651184, 1.19209e-07, 0.75892] [-77.4649, 5.01075, -165.979]]
  grid_obj__gridType:t="interactable"
  ri_extra__name:t="metal_barrel_a"
  ri_extra__overrideHitPoints:i=0
}

feels like another can of worms we’re about to involve our selves into :upside_down_face:

r-right…

and … how do i open these?

i tried with the cmd stuff, but it ain’t really working.

is there a video of how to read those laying around?

because all i get from blks are:

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you have to decode them to human readable, by another program

how do i do that…

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message to you

There some code example: TEST_GUN.zip (5.1 КБ)
You can put code inside other folders. Or not do it.

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Forgot to sent code example and screenshots. Thanks to Schyrikami.





Need to add attach_decorators__templates property and then attach_decorators__entities.
There some entities.blk code example:

mp40_gun{
  _override:b=yes

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0,0,0]]
      template:t="mp40_gun_item+item_in_world"
      nodeName:t="gunFx_main"
    }
  }
}

mp41_gun{
  _override:b=yes

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

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0,-1.5,0]]
      template:t="german_balkenkreuz_flag_carrier_decor"
      //nodeName:t="gunFx_main"
    }
  }
}

ussr_moon_soldier{
  _override:b=yes

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0.3,0,0]]
      template:t="myRendinst"
      nodeName:t="Bip01 L Hand"
    }
  }
}

ger_knife_weapon{
  _override:b=yes

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0.3,0,0]]
      template:t="myRendinst"
    }
  }
}

myRendinst{
  _extends:t="game_rendinst"
  ri_extra__name:t="is_table_a"
}

Keep in mind that if attached object was destroyed then it can’t be created again.
And if object was hidden (like knife after that you switch to main weapon) then attach object will still in map.

It’s still possible to do. Maybe need to add _extends:t"equipable_gun" to your pistol.

ger_knife_weapon{
  _override:b=yes
  _extends:t="equipable_gun"

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1,0,0][0,1,0][0,0,1][0.3,0,0]]
      template:t="myRendinst"
    }
  }
}


But for melee weapons it may be bad way to fix it, because it can broke anims.
So if you want to unhide melee weapons… You will need to add this code:

  "gun_attach__holsterSlots:array"{
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
    holsterSlots:t="slot_weapon_4"
  }

  "gun_attach__holsterSlotsIds:list<i>"{
  }

gun_attach__holsterSlots set position for your weapon. It depends on weapon slot. First line for primary weapon and e.t.c. I put slot_weapon_4 because it’s probably best position for this weapon. In other slot weapons it will flight in sky. gun_attach__holsterSlots can have noy only slot_weapon_X (X can be 1-5), but some other names, but I don’t know about them.

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cheers.

i’ll gave it a look when i’ll can and report eventual progress :slight_smile:

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Also you can move attached objects in editor. Just select entity and edit node_attached__localTm. And then write numbers that you like in attached item code.


Sadly, but we can’t edit scale by this way, but I think you can create rendinst. Scale it (don’t do rotate). And then copy first three transform boxes (I mean first three [ ]) and then paste it to your attached item code.

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maybe i’m doing something dumb… but…

as you can see, it’s where i want it. and looks more of a glock.
but when i start moving,

the rendist it self doesn’t remain firm to my weapon:


does that happens to you? this… ghost effect?

code
dreyse_m1907_gun{
  _override:b=yes
  _extends:t="equipable_gun"

  "attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[0.0467371, 0, 0] [0, -5.5053e-09, 0.125947] [0, -0.462524, -2.02175e-08] [0, -0.00326478, 0.00133297]]
      template:t="myRendinst+item_in_world"
      nodeName:t="gunFx_main"
    }
  }
}

myRendinst{
  _extends:t="game_rendinst_decor"
  ri_extra__name:t="ammunition_box_d"
  ri_extra__hasCollision:b=no
}

i tried to change the gunfx_main with any possible information.

like, i putted the highlighted in yellow tags on it:

image

but nothing seemed to work

p.s i had to change the rendinst into a decor so it was indestructible and i had to turn off collisions, otherwise the character was moving on his own without touching controls

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Sadly, but there I can’t help much, but…

Try to remove +item_in_world?

i did…

but… it didn’t worked
… soo i guess i’ll have to keep my glitchy glock i’m afraid.

which it’s weird.

because now that i tried with:

Bip01 L Hand

which, does the intended work. the piece will remain there. without ghosts and what not.

but… all axes are weird, and when the gun is not being used, the rendist will remain. despite the gun being else where.

and… i also noticed that when you reload, it follows the hand ( rightfully ) instead of the weapon

even if i added

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Damn :frowning:

There another one problem. Probably attached objects will be around map after that soldier died.


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:skull:

oh no…

that’s actually kinda funny.
but… not ideal

so… i suppose no custom weapons yet

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I noted that tank decorators disappears after that you remove tank. So… After some time I found way how you can remove attached objects after soldier death/main object disappears. For that just extend your custom rendinst and add some properties.

myRendinst{
  _extends:t="game_rendinst"
  _extends:t="base_vehicle_decor"
  ri_extra__name:t="is_table_a"
  animchar__res:t="sandbag_single_decor_c_char"
  collres__res:t="sandbag_single_decor_c_collision"
  animchar_render__enabled:b=no
}

It should work.

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can you elaborate a bit on what do you mean?

i’m not following

also, why did you added the sandbags res.

what’s the hidden secret behind

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Hard to tell, but…


This tank have many decorators/special base_vehicle_decor entities. They usually used for attach to vehicles and will disappears after that you remove tank/main object.

So I added _extends:t=“base_vehicle_decor” to my rendinst to make it disappear after destroying main object.

Because base_vehicle_decor entity can’t be without animchar__res and collres__res. So I added it. They’re from random decor object. And then I hide them by editing animchar_render__enabled:b=no.

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ahhhhh i seeeeeee :slight_smile:

good stuff!

because i only now just realized:


( quite an ugly police car, i know… but that will do )

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