Feature Request, Define new template and Override default template attribute

Scene.blk:
entitiesPath:t="%ugm/entities.blk"

entities.blk:

ak_103_gun{
  _override:b=yes
  gun__maxAmmo:i=500
  gun__shotFreq:r=100
}

ak_103_gun_item{
  _override:b=yes
  gun__Ammo:i=500
  gun__maxAmmo:i=500
  gun__shotFreq:r=100
}

You need write your entity.
And then _override after that write properties that you want change.
Yeah. And again… It will not works in multiplayer.

3 Likes

Thx, I’m experimenting, hope the dev will support this soon

Does running it in the editor work? Or does it only take effect in start local?

Yes it does working, it seems to work only with %ugm/entities.blk path, i m attempt to put entities in other directories won’t work

Works in multiplayer. Awesome! also @Euthymia07

https://sandbox.enlisted.net/post/gjt6OpIHQUwfxS01/manifest/55/

Stalingrad Axis Radio


enlisted_player{
  _override:b=yes
  _tags:t="server"
  friendly_fire__kickOnPenaltyScorePerSpawn:i=-100
  friendly_fire__minimumPenaltyToKick:i=-3900
}

stalingrad_ger_team_aircraft_request{
  _override:b=yes
  _tags:t="server"
  aircraft_request__aircraftAfterBombingHeight:r=1200.0
  aircraft_request__aircraftBombingHeight:r=1000.0
  aircraft_request__aircraftSpawnHeight:r=1100.0

  "aircraft_request__aircraftBiases:list<p3>"{
    aircraftPos:p3=0.0, 0.1, 0.0
    aircraftPos:p3=-30.0, -0.1, -30.0
    aircraftPos:p3=-30.0, 0.1, 30.0
    aircraftPos:p3=-60.0, -0.1, -60.0
    aircraftPos:p3=-60.0, 0.1, 60.0

    aircraftPos:p3=-130.0, 0.0, -100.0
    aircraftPos:p3=-160.0, 0.0, -130.0
    aircraftPos:p3=-160.0, 0.0, -70.0
    aircraftPos:p3=-190.0, 0.0, -160.0
    aircraftPos:p3=-190.0, 0.0, -40.0

    aircraftPos:p3=-130.0, 0.0, 100.0
    aircraftPos:p3=-160.0, 0.0, 70.0
    aircraftPos:p3=-160.0, 0.0, 130.0
    aircraftPos:p3=-190.0, 0.0, 40.0
    aircraftPos:p3=-190.0, 0.0, 160.0
  }
}

stalingrad_ussr_team_aircraft_request{
  _override:b=yes
  _tags:t="server"
  aircraft_request__aircraftAfterBombingHeight:r=1000.0
  aircraft_request__aircraftBombingHeight:r=800.0
  aircraft_request__aircraftSpawnHeight:r=900.0
}
2 Likes

Oh my god!
Great!

What about weapons and vehicles?
Will it work?

1 Like

And can we define new template?

Yes?
Can you test it?
Currently time im not in home and not near pc.

1 Like

The new template can be defined and recognized in the editor, but doesn’t seem to work in server multiplayer

2 Likes

Yes for some properties, but I still don’t fully understand, it seems that some work and some don’t

1 Like

I did make some unusual things

solved one of my previous question.

https://forum.enlisted.net/t/the-rocket-will-disappear-after-flying-for-a-certain-distance-in-the-air/55928

3 Likes

He-he-he…



Well… Sadly, but you can’t edit shotFreq for player.
And soldier stats too.

2 Likes

No,you can. Even more: stats work for player too!
But… Game will be desync.




(Poor bots do suicide because so fast lol).

1 Like

About the new template, I found interesting things after some experimentation

These new templates seem to exist in the program of the server, but no entities that can be used for display are generated in the client, that is to say, the functions of the new templates are currently available, but the client does not synchronize this information

I defined some radio artillery with new template names, the shells they fire are synced to the server, but the red circles and the entities of the interface are not showing

I even made new plane bombings and they do drop bombs in the server and explode, the client itself doesn’t show the planes, but client shows the bomb and explosions!

And in start local games every things works fine

@Enginya @ Enginya

3 Likes

parameters in server side works,

the others may work in client side, they not working in the multiplayer games

The strange thing is that we can affect the behavior of the server, but not the presentation of the client, which is really counter-intuitive, the data and presentation of the client should be easier to modify

1 Like

By the way, the bug that the mod download size is limited to 3072 kb has not been solved. Please hurry up! thank you
@Enginya

Could you show me the exact syntax to put “entitiesPath:t=”%ugm/entities.blk" in scene.blk ?
can u paste me an example ?
thx

1 Like

You can put entitiesPath:t="%ugm/entities.blk" in start scene.blk file, %ugm - is your mod name.
I just pust entities.blk to folder.
Here example. Code is shitty because didn’t edit and touch it very long time.
But 75% of them should work even in multiplayer (but buggy, very buggy!).
entities.blk.txt (6.7 КБ)

1 Like

:stuck_out_tongue: Thanks Bro

2 Likes

This is a great milestone here. Custom entites that work online too? This is awesome!

I am watching this thread with great interest

1 Like

It’s been two months!

But only some of the template configurations that run on pure servers will take effect in multiplayer games.

New custom templates will not work in multiplayer. (But he is effective on the server side)

I’ve been convinced that this is due to the fact that when playing multiplayer, the game doesn’t directly use the contents of the vromfs but a part of the data is transferred by the server, which is the reason why for most players can play the game without downloading vromfs.

This situation caused the client to fail to synchronize some template information during multiplayer games.

Let’s remind the dev team a lot to fix this as soon as possible so we can have more variety.

3 Likes