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
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.
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.
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.
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.
i tried to change the gunfx_main with any possible information.
like, i putted the highlighted in yellow tags on it:
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
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.
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.