Write tnt
and sword
in Filted by name
(All section).
Huh? More info please.
@Devenddar once time @tommyZZM sayed the for make an ammobox functional for both side you need compenetrate both in the same spot
Anyway his explanation was better
@Devenddar sorry for bothering you, but, is it just me, or this don’t work anymore?
like, being able to use vehicles as mobile field medical vehicle / ammunitions.
as soon i insert the second postfix ( either placed_medic_box / tutorial_ammunition_box_a ) both the fortification and second tags disappears.
like, my vehicles disappeared as well from my mods
Ill today check it.
Maybe you didnt change ri_extra_name to undestroyable? Like skull.
i did.
i usually pick normandy houses since those cannot be destroyed
You can implement it more flexibly by defineing or customizing the template
I mean you can actually put a attribute-specific ammo box on a vehicle and do a lot more
And these new templates have been proved to work in the server program, but the information is not synchronized on the client side. Can you give me a little heart on this reply, and maybe encourage the development team to solve this client synchronization problem as soon as possible.
i’m not particularly keen on the idea of being able to straight up build trucks with engy and replace stuff with the engineer.
( which, by your video, people in order to build stationary guns, they need to be engy level type II. correct me if i’m wrong )
i just don’t understand why the previous method used to work, and now it doesn’t. why?
wasn’t it much easier to just make a base_fortification_build+tutorial_ammunition_box_a+( name of the vehicle ) ?
literally only a couple of clicks. and be able to use the vehicle right away.
It has nothing to do with engineers, you can just define more things through templates, the engineer element itself is just one of the things that templates can do
put this in your entities.blk
then create a new big_action_opel_blitz_kfz_305_resupply_team2 in the game.
big_action_opel_blitz_kfz_305_tent{
_extends:t="rendinst"
_extends:t="replicating"
_extends:t="base_vehicle_decor"
_extends:t="phys_sleepable"
ri_extra__name:t="opel_blitz_kfz_305_tent"
phys__isAsleep:b=yes
"ri_extra__overrideHitPoints:i"{
value:i=999999
_info:t="ri_hit_points"
}
}
big_action_opel_blitz_kfz_305_tent_resupply_base_team2{
_extends:t="big_action_opel_blitz_kfz_305_tent"
_extends:t="resource_box_base"
_extends:t="fortification_builder_info"
_extends:t="resupply_for_ground_vehicle_zone"
ri_extra__name:t="opel_blitz_kfz_305_tent"
animchar__res:t="grenade_f1_char"
collres__res:t="grenade_f1_collision"
grid_obj__gridType:t="interactable"
grid_obj__fixedTmScale:r=-1.0
animchar_render__enabled:b=no
animchar__updatable:b=no
building_menu__image:t="map_icon_train"
builder_info__team:i=2
team:i=2
resupply_zone__team:i=2
buildingRadius:r=3.2
useful_box__maxUseCount:i=9999999
useful_box__hintFull:t="Resupply Base;Vehicle+Engineer;可以补给载具以及工兵材料"
_group{
_tags:t="ui"
hud_icon__image:t="building_ammo_box"
hud_icon__offsetY:r=1.6
hud_icon__maxDistance:r=23.0
hud_icon__opacityRangeX:p2=0.5, 0.8
hud_icon__opacityRangeY:p2=0.5, 0.8
hud_icon__opacityCenterMinMult:r=1.0
}
"build_attach__riexHandle:u64"{
value:i64=-1
_tags:t="server"
}
"building__isBroken:b"{
value:b=no
_tags:t="server"
}
}
big_action_opel_blitz_kfz_305_resupply_team2{
_extends:t="opel_blitz_kfz_305"
vehicle_seats__exitTime:r=0.66
vehicle_seats__enterTime:r=3.2
vehicle__mapIcon:t="map_icon_train"
user_point__icon:t="map_icon_train"
team:i=2
vehicle_seats__autoDetectRestrictToTeam:b=no
vehicle_seats__restrictToTeam:i=2
"vehicle_seats__seats:shared:array"{
"seats:object"{
name:t="driver"
locName:t="vehicle_seats/car_driver"
seatOwnsEntityControl:b=yes
attachNode:t="char_driver_pivot"
entranceNode:t="char_driver_landing"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
seatComponent:t="isDriver"
nextSeat:t="passenger1"
canPlaceManually:b=yes
seatEnum:t="left_seat"
}
"seats:object"{
name:t="passenger1"
locName:t="vehicle_seats/shooter"
seatOwnsEntityControl:b=no
attachNode:t="char_passenger_01_pivot"
entranceNode:t="char_passenger_01_landing"
attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [0.0, 0.0, 0.0]]
seatComponent:t="isPassenger"
nextSeat:t="passenger2"
canPlaceManually:b=yes
seatEnum:t="right_seat"
}
}
"attach_decorators__entities:list<eid>"{
}
"attach_decorators__templates:array"{
"templates:object"{
// relativeTm:m=[[1.31134e-07, -1.06581e-14, -1] [1.06581e-14, 1, -1.06581e-14] [1, -1.06581e-14, 1.31134e-07] [-1.3, -4.8, 0.0]]
relativeTm:m=[[1.30205e-07, -1.55893e-08, -1] [0.0656765, 0.964341, -6.48199e-09] [0.997689, -0.0679477, 1.30963e-07] [-1.49, -4.6, -0.08]]
template:t="big_action_opel_blitz_kfz_305_tent_resupply_base_team2+still_obstacle"
nodeName:t="emtr_fire_engine"
}
}
"disableDMParts:list<t>"{
// item:t="commander"
// item:t="driver"
// item:t="cls_body_01"
// item:t="cls_body_02"
// item:t="cls_body_03"
// item:t="cls_body_04"
// item:t="cls_body_06"
// item:t="cls_body_07"
// item:t="cls_body_08"
// item:t="engine"
// item:t="body"
// item:t="transmission"
}
}
Interesting things may be among the clutter that you are not interested in
Can’t solve the problem that the car will suddenly disappear when entering the gray area
This makes it almost impossible to find a suitable way to place these in the grey area, and the ammo box will not be destroyed when the car is destroyed
And my Opel supply truck will lose its ammo supply point when it is destroyed
Also now you can make new templates which make it possible to attach other things like medical kits and supply boxes to the car
You can set the supply times of the supply box, and some other properties through the template
i’m more for semplicity.
which what you always do despite my admiration, brings only out my frustration.
i don’t… really see why we should do all of this stuff when it should just be relatively simpler.
like, sort of we used to do.
apply tags, not open the blk file and change stuff from there.
it’s not like everyone has time to do that.
for me to be honest, wasn’t really a problem.
which… you somehow managed to also put a tent, and kinda upset me because you had to try and try again when we could had just an option for that.
similar to applying a machinegun on a simpler truck like i wanted.
it’s next to impossible unless you sended a goat to the devil and somehow happened to put a bunch of text and somehow worked.
or maybe i am getting older… who knoes.
remains the fact that what we used to do, does not work anymore even though was a bit wonkie.
p.s. not sure which template you are reffring to… nor how to access entities.blk
( which… i’d like to see a guide from devs or someone who understands from that. rather than copying and paste without understanding anything. don’t get me wrong, i’m gratefull, nevertheless. but not very effective if you ask me )
secene.blk cannot add tags
And many teamplates are already in some preset combinations, only new teamplates can reorganize them more flexibly
I made a supply half-track before, but that method was very difficult, I had to combine all the templates I didn’t want to make a giant stitched monster, and also caused all kinds of strange problems because the templates conflicted with each other . .
When I can now define new templates, all problems are gone
This is due to the collision problem caused by two entities with physical elements, animchar and rendinst_ri appearing in one item at the same time, and the destruction of rendinst_ri due to the collision will destroy the item
whether i’m glad for you, doesn’t… i mean, i still don’t understand how would that work.
This is due to the collision problem caused by two entities with physical elements, animchar and rendinst_ri appearing in one item at the same time, and the destruction of rendinst_ri due to the collision will destroy the item
because right now, i can add templates ( or used to… since now doesn’t work ) that i know those do stuff.
because they are used for that.
yes, i know that was an issue that enginya was working on.
problem is, just like custom profiles of weapons and stuff, still doesn’t tell me anything.
like… i know those can be done, but… why… can’t we just get a program with UI that does just that. so it would be simpler
You have to carefully pick a ri that has no colliding entities
If you choose some ri that will be destroyed, they will disappear due to collision when moving or spawning, such as some chairs or boxes, and the car will also disappear when things happen, because they are the same item
I have carefully chosen ri_extra__name:t="barbedwire_a_dmg
, this item has no collision volume
This is a skdkfz62 made with this theme, but he shakes when the server game moves, like in the video above, while it looks normal in the local game
Now I don’t need this, going through the new template will completely solve these problems
entity{
_template:t="human_hidden_ui_battle_area+base_fortification_build+ammunition_box_base+resource_box_base+ammunition_box_grenade_resupply+undestroyable_building+vw_kubelwagen+base_sdkfz_251_10+flak_36_sdkfz_6_2_ammo_stowages+resupply_for_ground_vehicle_zone"
transform:m=[[-0.596454, 0.00931413, -0.802594] [0.015548, 0.999879, 4.9049e-05] [0.802497, -0.0124494, -0.596526] [-1652.97, 0.695873, -889.011]]
killLogName:t="germ_sdkfz_6_2_flak36"
animchar__res:t="flak_36_sdkfz_6_2_char"
collres__res:t="flak_36_sdkfz_6_2_collision"
vehicle_net_phys__blk:t="gamedata/gen/units/tanks/flak_36_sdkfz_6_2.blk:VehiclePhys"
particle_phys__blk:t="gamedata/suspension/empty.blk"
dmg_animchar__res:t="flak_36_sdkfz_6_2_dmg_char"
xray_resource__modelName:t="flak_36_sdkfz_6_2"
cockpit__zoomOutFov:r=2.7475
cockpit__zoomInFov:r=5.3955
cockpit__sightName:t="sight_model/default_tank_spg"
cockpit__sightFov:r=20.0
drowningHeight:r=2.24
damage_model__blk:t="gamedata/gen/units/tanks/flak_36_sdkfz_6_2.blk"
item__name:t="items/germ_sdkfz_6_2_flak36"
skin__template:t="flak_36_sdkfz_6_2_skins"
team:i=2
resupply_zone__team:i=2
vehicle_seats__autoDetectRestrictToTeam:b=no
vehicle_seats__restrictToTeam:i=2
sphere_zone__radius:r=12
vehicle__mapIcon:t="map_icon_train"
user_point__icon:t="map_icon_train"
useful_box__hintFull:t="SdKfz6 Resupply Base For Attack Team;Vehicle+Infantry+Engineer;可以补给载具和步兵武器弹药以及工兵材料"
builder_info__team:i=2
battle_area__team:i=2
team:i=2
vehicle_seats__autoDetectRestrictToTeam:b=no
vehicle_seats__restrictToTeam:i=2
buildingRadius:r=5
useful_box__maxUseCount:i=9999999
building_menu__image:t="map_icon_train"
grenadeResupplyItem:t="type_91_incendiary_grenade_item"
ri_extra__name:t="barbedwire_a_dmg"
"turret_gun_flash_fx__flashFx:shared:array"{
turret_gun_flash_fx__flashFx:t="muzzle_ground_20mm"
}
"turretsInitialComponents:array"{
"turretsInitialComponents:object"{
gun__reloadTime:r=1.05
}
}
"turret_control__turretInfo:shared:array"{
"turret_control__turretInfo:object"{
salt:i=1
gun:t="as_42_metropolitana_turret_01_20mm_breda_20_65_m35+base_37mm_flak36+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
turretName:t="turret_01"
verDriveDm:t="drive_turret_v"
horDriveDm:t="drive_turret_h"
}
}
"vehicle_seats__seats:shared:array"{
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="gunner"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.5, 0]]
cameraOffset:p3=-2.2, 0.6, 0
name:t="main_gunner"
seatComponent:t="isGunner"
cameraNodeName:t="bone_camera_gunner"
cameraType:t="machinegunner_cockpit"
attachNode:t="gunner"
nextSeat:t="commander"
locName:t="vehicle_seats/gunner"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
"turretNames:array"{
turretNames:t="turret_01"
}
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="commander"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0, 0.1, 0.1]]
cameraOffset:p3=-3.6, 0.16, 0
name:t="commander"
seatComponent:t="isDriver"
cameraType:t="machinegunner_cockpit"
attachNode:t="commander"
nextSeat:t="main_gunner"
locName:t="vehicle_seats/commander"
ignoreAttachNodeRotation:b=yes
maxPosWithOpenHatch:r=0.4
shouldHideOwner:b=no
seatOwnsEntityControl:b=yes
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="driver"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0.25, -0.25, 0]]
name:t="passenger"
seatComponent:t="isDriver"
attachNode:t="char_driver_pivot"
entranceNode:t="char_driver_landing"
seatOwnsEntityControl:b=yes
locName:t="vehicle_seats/driver"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
}
"vehicle_seats__seats:object"{
receiveDamageFromDMPart:t="loader"
attachTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-0, -0, 0]]
seatComponent:t="isPassenger"
cameraNodeName:t="bone_camera_driver"
attachNode:t="loader"
locName:t="vehicle_seats/loader"
ignoreAttachNodeRotation:b=yes
shouldHideOwner:b=no
"loaderTurretNames:array"{
loaderTurretNames:t="turret_01"
}
}
}
"disableDMParts:list<t>"{
item:t="ammo_body_01"
item:t="ammo_body_02"
item:t="ammo_body_03"
item:t="ammo_body_04"
item:t="ammo_body_05"
item:t="ammo_body_06"
item:t="ammo_body_07"
item:t="ammo_body_08"
item:t="ammo_body_09"
item:t="ammo_body_10"
item:t="ammo_body_11"
item:t="ammo_body_12"
item:t="ammo_body_13"
item:t="ammo_turret_01"
item:t="ammo_turret_02"
item:t="fuel_tank"
item:t="fuel_tank_r_01"
item:t="fuel_tank_l_01"
item:t="engine"
item:t="transmission"
}
}
This shouldn’t happen in the first place, with the new template you don’t need to bind ri to the car at all
This is a twisted stitching monster which is inherently inelegant that I forced to made it, when i dont know how to define the new template
feel like we need to start with basics if i have a chance of understanding,
so…
for template you mean… for example, a truck’s properties ?
like, when you create one, it has it’s own template, right?
what do you mean by new template.
Add a file called entities.blk
in the new project folder
You have to edit it through a text editor, you can use vscode, he has a highlight plugin for blk
Now you can define new templates in this file
Note that previously only entities were generated in scene.blk
, and entities
were made by templates
.
In scene.blk
, we can only stitch different templates by +
But in entities.blk
we can define new templates directly
For example making an ambulance
WIP.
well, as long comes with documentation in order for normies like to me understand, sounds good to me.
( although, at this point… maybe would be simpler to just fix the stuff that we have so it will be easier to be used. i still… don’t understand why we can’t attach a machinegun on a vehicle. or simple stuff on top of other things. like, i swear, in garry’s mod ( that it has been made at least almost 16 years ago )