every time i save and restart, the tag disappears.
is that the reason why it might not work?
well, maybe i should do one better and ask @Enginya if knows something more or can tell us anything more about it.
( thanks in advance and sorry for the " harsh " ping but since you are probably the only dev that we know that is related to editor, we have no one else to ask to. )
by the way, sorry for asking you an unrelated questions ( still in topic thread though ) as i want to make the tools above in all their potential,
how can we customize appearance of customizable_benchmark_animchar ?
because i found out that you can apply ( sort of ) equipment pieces, but they overlap and do not save upon restart ( same goes for animations applied with animchar_animState numbers on the soldier )
yet no matter what we put does not work ( ids, name )
second question is, as i’m about to show how decorations works, ( which can also apply game_rendinst_decors appliable as decorations ) is it possible to remove collisions from them? as soon the game starts, the reindinst “kicks” in with the collisions and starts making the vehicle roll ( as i wanted to make for example logistical halftrucks with opel blitz tents from the decorations ), and lastly, is it possible to also apply decals to vehicles in the editor like the decorations?
cheers and sorry for bothering with questions, but as i said, i wanted to make this thread richer and updated to it’s full tools capabilities
( thanks for the fixes that has been applied regarding what we previously asked )
I know no more than you about those animchars. It depends on its mechanics. And those ‘item’ fields seems to be objects IDs which you cannot predict beforehand. So no reason to save them into scene. I suggest that extra objects should be created and their IDs written there. It’s not possible to do it without scripts or at least some triggers system.
those were cool for scenary and make the spawn areas feel a bit more alive and realistic.
( or for example, in my blood and rose i wanted them to put inside the prison, so players can visually see them saving prisoners and have something unique and different in enlisted )
but understandable.
yes, that was the idea.
so i can for example apply reindinst on top of vehicles without changing positions as most of the time either the reindinst get destroyed by hitboxes of the vehicle/aircraft, or the other way around.
plus, if i wanted to use them as decorations on vehicles ( such as a tent or for example, put an ammo box of enginners ) the editor will start flipping the vehicles as the collisions starts conflicting.
Not sure here. Decorations will require additional objects with their IDs again, I’m afraid. You may try to do it dynamically, but not save to scene, as you cannot fully predict created objects IDs on scene restart or loaded in game.
well, i for once used my brained, spawned a few vehicles with already present decorations, studied them, and saw that they use template ( which it’s basically the name plus postfixes if any ), paste the id onto the decorations property, then select the decoration it self, attach it to the vehicle and you can position it wherever you want it. then, once it’s saved, you can restart, remove the decoration and each time once will be generated there.
this editor is very cool and mindblowing.
we can even attach auto_mg42s on the decoration, use the postfix on the templates, and i can have a weaponized halftruck
( in case above, i wanted to remove the normal M13 turret which i still have to understand how to do, and use the m19 machinegun on the roof as primary )
anyway, thanks for the small talk