We are starting to collect your questions. But you can keep posting in this thread. If necessary, we will release another collection of answers.
- 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?
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
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Is there some mechanism to dynamically generate entities, such as dynamically generating bombs or vehicles.
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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.
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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)
but actually spawn on the car.
and the minmap position also dose not updated
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
Hi, we need more info about entries.
My questions/suggestions: (might get expanded later)
1.:
Some kind of navmesh creation tool is needed, currently the AI only goes in a straight line to the zones. If there is an obstacle between the objective and the spawnpoint, bots get stuck and the user mission becomes unplayable with bots. AI also likes to ignore battle zone bounderies, it unquestionably runs into it’s death.
Could we get access to such tool in the future?
2.:
How hard would it be to implement such thing into the editor?
3.:
Currently, the very basic level settings (weather, gamemode and it’s properties, time of day, etc) are stored in many different entites. (For example time of day can be changed in weather entites…)
(I mean these) :

could we possibly get a custom campaign editor?
How can I make so both the atacking and defending team have limited spawns (like the usual 1000 seen on Invasion mode). I also want to add one defending point for each team so that they have to atack enemy base and defend their own at the same time, i´ve been trying to figure it out but I dont seem to get it to work.
Also requesting mechanism to dynamically remove entities. Such as Removing dead vehicle corpses from certain combat areas. For example, when sector_3 is turned on, remove the vehicle corpse of sector_1 in order to reduce server computing.
In addition, it is hoped that the vehicle corpse can have the some HP value, As the vehicle corpse in Company of Heroes 2 does. When the HP is 0, the corpse of the vehicle will be broken and corrupted.
Hey modders, two questions:
- Can we expand the playable area in Stalingrad? E.g. go beyond the railway station, reach the Volga or the Tsaritsa?
- Can we modify Berlin’s playable area to make use of the Kroll garden located on the south side of the Opera as well as fighting around the Reichstag?

I tried binding the ammunition_box and opel_blitz_kfz_305 together to make a moving ammo supply point.
But it is currently unknown that this function is completely impossible to achieve.
I believe this is a similar feature request to moving spawn points.
why not?
Fog
I‘m trying to made a Berlin air defense mission or bombing mission in the editor ,but I cannot let the bombers move. How can I CREATE Bomber support (like the type in Stalingrad)in the editor? Or, can we create AI controlled bombers and make them drop bombs automatically?Thanks
The spotlight beam (projector entity) can rotate, but their body (I mean the visible model of the spotlight) cannot be manipulated or rotated. Can I bind them together in the future? Synchronize the spotlight model with the beam? Now it looks strange
Another one, when will we have the playback function? (like war thunder)
It is foolish to divide Berlin into two maps. This makes it impossible for me to create big battles. The small map is also inconvenient to adjust (many coordinates are displayed in the settings, but I can’t quickly determine the coordinates of a point in the editor)
It is feasible to change the manpower consumed by the defensive forces. However, I haven’t tested setting up a defensive point at the same time
In the experiment of the message time of the rocket launcher flight, I found in the editor that the rocket launcher with the default setting will indeed disappear out of thin air in the air.
And I found that all this is controlled by the field values related to maxLifeTime and lifeTime. When I set maxLifeTime to 99, the rocket can successfully fall to the ground, and I get the real Katyusha!
So here comes the Question, these rocket artillery entities are dynamically generated and there is currently no way to change their default values in the mod editor.
Will there be some kind of functionality in future editors that will allow players to modify and overwrite the default values of default entities? This is most likely a feature related to defining import templates