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

QQ20220628201732 (1)

Anyone could please help me. How do I set the kill name for an automatic weapon?

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Is there any way to change LOD settings?

Do you happen to have a map of Stalingrad like that?

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Are sniper weapons broken? How can we enable the scopes on weapons with removable scopes? It seems like it is already preconfigured, but doesn’t show up in the game:

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Rifles with unremovable scope don’t have this problem (Just turn on slot_attach__visible).
I think that you must somehow add scope item to sniper weapon with removable scope.

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:sweat_smile:

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I can’t open editor. When I press F12 nothing happens:

I tried to press F1 and it is working:

What is wrong?

Lol. For some reason, the key did not work until I closed the Razer Synapse application. It would be great to have ability rebind the key.

This is because some configurations in blk are broken

You may need a version control tool like git to archive and manage changes to blk files

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:face_with_monocle:

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image

How to get the AI to bypass certain terrain? such as not swimming through a lake but walking on land.

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What is Postfix/Add template?

Seems… It’s can be any object in editor.
Many of them are just tags or options.
By default… They’re already added to object.

How to add postfix to already created objects?

For that you need click “+” in bottom line object’s proprerties.
Template name should be without “+”.




(Sadly, but changes that did for weapons will not saved, because all properties will be overwrite).

How to create doors/windows that possible open/close?

For that you need add postfix game_rendinst, choose object and then set proreties.

How to make Rendinst with loop action?
Similar to spining or moving?

For that you need use postfix animated_scene_rendinst or animated_scripted_rendinst and then choose game_rendinst.
After this just change properties to that what you need.

Well… You can almost free add postfixs or templates.
By this way making game a bit more crazier/interesting or just trying fix something…

Vehicle with object, bunker moving with car:



Adding single reload for Gewehr 41:
(Works only in editor, after pickup it overwrite).




(It don’t have animation and uses default: soldier move forward weapon and hands).

Vehicle that allows refill ammo:
(A bit weird, but works :slight_smile:).



(Don’t forgot to change Rendinst to undestroyable object).

It even possible make invisible collision things:


(No, chair isn’t that object).

And other funny things:





I’m sorry for my bad english.

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How to make that some objects/weapons open fire in map?
Like in Day D where ship open fire to beach?

For that you need create turret_105_skc_32 or ship_gun_105mm.
If you want they target to you then change properties.


auto_gun_controller__targetTeam = enemy team, target for turret.
team - turret’s team.
turret_105_skc_32 have first property = 3, second = 4.
ship_gun_105mm have first 4 and second 3.
So… You just can place in 1 area turret_105_skc_32 and in another ship_gun_105mm they will firefight.

Additional info about properties:
hitpoints__hp и hitpoints__maxHp - turret’s hp.
(With that you can make that firefight will ends sometime).
auto_gun_controller__targetDist- AI range for open fire.
auto_gun_controller__enabled - turret will be controlled by AI.
animchar_render__enabled - show object model.
interactable- player can interaction with this turret.
Yes, we can control they like if they were stationary MG-42.

How to make that firefight were from other weapons?
Not only from ship cannon/turret?

For that you need add postfix almost any gun.
(Probably it will not works if you write vehicle weapon/cannon/launchers).



Don’t forgot to edit ammo amount (ammo and totalammo properites).

I’m sorry for my bad english.

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It is even possible to modify the shell type shooting

smoke shell

"gun__shells:array"{
    gun__shells:t="content/tanks/gamedata/weapons/shells/ussr/76mm_artillery_smoke.blk"
  }

152mm shell

"gun__shells:array"{
   gun__shells:t="gamedata/gen/weapons/shells/152mm_ml20s_152mm_ussr_he.blk"
 }

and shoot frequency

gun__shotFreq:r=0.2 // smaller slower
gun__shotFreqRndK:r=0.1
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Hmmm… It didn’t works for me, but i’ll try again later.
Thx for info!

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In the upcoming Replays and a Cinematic Mode Fatures.

Can we also record the battles of custom games with mod?

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Does anyone know how to alter the parameters of weapons? I’d like to do some testing, but it seems that it doesn’t work. The parameter for fire rate (that’s what I’m looking for) seems to be gun__shotFreq, but even after I change it in the property panel, the weapon shoots exactly like it did before. (sorry for no screenshots, but I wasn’t able to add it here for some reason)

how to alter the parameters of weapons?

You can’t. You can edit the ammo count for the ammo clips though

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You can’t change it because after pickup it will replaced to old ones.
But it’s possible to edit some properties in equiped weapon.

Maybe it’s bug that you can’t change it.
(Because don’t blocked property… Like some in tanks/vehicles with gray symbols).

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Please support patch and modify and override the value in the default templates.

I want to change this friendly_fire__kickOnPenaltyScorePerSpawn friendly_fire__minimumPenaltyToKick in the enlisted_player

image

image

i found tutorial_player_override, maybe somthing like this, but i seems it can’t change the specific values

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