❓ Your questions about the mission editor and launching user missions in the game

The Stalingrad’s map generated spawns can cause players spawn in other places.
And spawn in points function not working properly.
And sector chain. Sometimes map cancelled the chain by itself.
And in my new map: A 1 vs 1 Tunis Airport tank race track map. With speed checkpoint support I deleted all AIs but AI still appears in editor testing. But in real games, there’s no AI. There’s difference between editor testing and real game.

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The main instruction has been updated 03.06. Changes are marked with color.

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  1. Group_Activator does not activate (first zone e.g) when you restart or load a map?
  2. Need more info about how to create mission more indepth like assault or the new game mode. (can you mix an match modes like having a bomb placement as the third point for example?)
  3. Clearer information about each option that you can edit, or at least the interesting ones. it’s only vague what most options do.
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  1. Thanks for releasing the possibilities through Creator Mode.
    MONEY doesn’t seem to have been the top priority this time.

  2. Dont forget the Consoles
    here are a few questions that you can answer for the consumers before there is a tumult

  • Passwords for Custom Matches?
  • when will we see that portal full of created maps and mods on the consoles.
  • When will it be possible to increase the number of bot squads.
  • As a console player, can I use the Creator Mode on the PC to create something so that I can use it later on the console, or are there problems because of the account transfer.
  1. I know that’s probably asking too much but a translation into all languages ​​would make creating maps even easier.

Why Devs do not add Mouse and Keyboard Support for Consoles???

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@Keofox
Editor’s activate capzone function of zone_bidirectional_two_chains_box is not working as intended!
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Only blue ones can work, the red one, which should be the supposed place, is not working,
I put next capzone Number in blue ones can work, but it is not working in red ones.

If this isnt working, then two-way capzones then only has 1 possible next sector.

Even though this can work in all other sectors,
And according to your maps, confrontation mode allows multiple next capzones.
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Hope you can give an answer to this soon.

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Yeap, the bidirectional sector has serious issue.
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I deactive the capzones and use the group activator to active the middle capzone.
I deleted the upper two box, but when restart, the editor automatically added the WRONG capzone to it.
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Causing mission logic corrupted.

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i know, but we have no guides about that

Described more generally in terms of code programs, we need some kind of simple conditional logic for dynamically generating units and entities

In my mission map, I would like to be able to some kind of auto-attack AI anti-aircraft guns or AI-controlled anti-tank guns for custom missions. I’m sure this will be more interesting

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  • How do I set the initial ammo status of a vehicle?

A basic question, how should I set the initial ammo for the vehicle, I have a broken KV1 on the road, I probably don’t want it to be fully loaded with shells

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  • How do I set the damage status of a vehicle?

  • How to set up subtasks?

  • How to generate objects dynamically, such as spawning 10 mines after capturing a control point?

  • Any plan about terrain surface brushes?


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This is not working…

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Need help, does anyone know what these fields do?

I just know that staticBleed is an unconditional timed deduction

score_bleed__domBleedOn is True when a domination zone gets captured. It enables score deduction. You want that to be turned off

score_bleed_domBleed will determine how much score will be deducted from the team when they are in a disadvantage. Game default is 4

I haven’t touched the rest though

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What kind of situation is considered a disadvantage?and whether only the control point of the dominant type will trigger this condition?

Because I have many points on my map, but even if all control points are initially set to be captured by team 1, domBleed is always triggered

For example, in three domination zone conquest mode. Team A capture 2 domination zone, the Team B is in disadvantage.
But from my memory, this is controlled by a property named xxx_penalty, i need to check it.

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not working

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Even if I control all control points, totalDomBleed still not be triggered automatically


I might have figured it out.

It all has to do with numZoneCapture in the team settings.

Since I modified the reload and value of the initial capture point, this resulted in a negative number or an incorrect value during the dynamic change of this value.

I’ve become a huge editor fan. Are there plans to add more content to the editor, such as more vehicle toys (kv2. etc) and functional entities, or even enable scripting?

If possible, please consider opening more premium features, I am also willing to pay. Monetized asset packs and feature packs may be more incentivized for developers to work in this area.

We are starting to collect your questions. But you can keep posting in this thread. If necessary, we will release another collection of answers.

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  • I have observed the structure of blk file. Currently, we can only create entities. How to create the components and templates that make up entities?

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I want to create a bomb_site binding on some other type of RenderInst.

I have tried to bind the bomb_site to the tank, the bomb_site can work, but the tank model will disappear directly after the explosion. But I hope the tank can be destroyed, do not know how to implement it?

Also I want to be able to set the damage and explosion effect of the bomb

  • Is there some mechanism to dynamically generate entities, such as dynamically generating bombs or vehicles.

  • Is there some kind of tool to connect two components together as one entity? or connect two entities?. For example, to implement an Opel truck and bind a respawnPoint Component as a mobile respawn point.

  • Can the dynamic weather changes in the editor? such as from day to night, from from clear to snowly. as the ritual in CRSED.

Good news, I was partially successful, andhaving more questions coming.

I tried combining the spawn point with a car, but the spawn point selector in the spawn position screen didn’t move with the car, However the respawn point did moved!!!

the respawn point at the top. (How can I update its position to correct one)

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but actually spawn on the car.

and the minmap position also dose not updated

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Further experimentation, if i swap the order of the vehicle and the spawn point , the spawn point icon seems to be updated, but the spawn point cannot spawn soldiers anymore.


I think it all has to do with the active and team fields, I can’t lock them on the vehicle, when I get off the car active will become false and team will become -1.

The issue with the map picker location not refreshing seems to still exist