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
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
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