In the upcoming Replays and a Cinematic Mode Fatures.
Can we also record the battles of custom games with mod?
In the upcoming Replays and a Cinematic Mode Fatures.
Can we also record the battles of custom games with mod?
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
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).
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
i found tutorial_player_override
, maybe somthing like this, but i seems it can’t change the specific values
Well… For that you need add postfixs +human_melee_charge+ger_soldier
.
And then spawn base_soldier
.
animchar_res
property.ger_soldier
can be replaced by sov_soldier
.
animchar__res
can be:
ger_summer_x_char
(x can be from 1 to 7).ger_winter_x_char
(x from 1 to 4).ger_tropic_x_char
(x from 1 to 3).ger_br_char
ussr_summer_x_char
(x from 1 to 8).ussr_winter_x_char
(x from 1 to 12).uk_tropical_1_char
usa_summer_x_char
(x from 1 to 5).usa_winter_x_char
(x from 1 to 5).us_br_char
If you want change soldier voice then for that you maybe must add another one postfix.
russian_human_voice
german_human_voice
jap_human_voice
it_human_voice
ussr_human_voice
ussr_female_human_voice
usa_human_voice
uk_human_voice
moroc_human_voice
For that just edit human_weap__weapTemplates
and human_weap__weapInfo
!
Or maybe not!
It’s possible to do by this way:
If you want change bot equipment then just add base
after ger_
.
ussr_base_soldier
. It too works.
If you want add animated decoration soldier then use customizable_menu_animchar
.
customizable_benchmark_animchar
can be too used, but seems it’s a bit buggy.customizable_benchmark_animchar
saves animchar_res
feature.
Keep in mind that and after restart initialEquip
looks empty…
But it’s not! And when you copy object it will have all changes.
Thank you!
Then, how to create an ai that will automatically use melee weapons to attack? G1R0SCOPE once produced a 25v225Ai (melee) battle
I think he just used custom profile for gun game event and then just use gun game mechanic that give sword to everyone.
But if you want create static bot that will stay in same position then just write sword item name in properties.
After restart it should be with sword.
thank you so much, i can finally make pre custom scenary soldiers:
(that get saved upon restarts)
thank you so much:
although, i have a question.
can you go a bit deeper regarding:
like, step by step.
it’s not entirely clear to me.
reason being, i want to preplace soldiers in a few of my maps to kinda give some resistance for players.
but i don’t really know how.
previously, i used to spawn with soldiers, and straight up clone them. which with your finding, ( of putting them clothes ) it’s… not ideal. mainly because they kinda… spaz alittle with their aim.
like, they are glitchy in their movement. so i was abit more interested in your way.
but when you have time of course.
thanks.
But how did he made over 200 Ai
Well… We have two ways/two version of bots.
+human_melee_charge+ger_soldier
in postfix template area.human_melee_charge
template bot will be in “T” pose).base_soldier
entity and create it.animchar_res
to change equipment/clothes.Why weak bots? Because they can’t normally kill you if you’re crouch/lying on the ground.
I mean you can almost infinite lying like that:
+ger_base_soldier
in postfix template area.human_melee_charge
).base_soldier
entity and create it.human_equipment__initialEquip
.ger_soldier
or ger_base_soldier
and others soldiers are unaviable in editor entities list.base_soldier+ger_base_soldier
? Because it will prints error after death.They’re almost full customize. I think all info in properties will be saved.
If you see this… Or trying rotate these soldiers…
Here is file:
scene.txt (33.2 КБ)
Rename it to Scene.blk or create new map in editor and then copy paste code to new map scene.blk.
impeccable as always.
thanks.
didn’t know about the differences which were one of my doubts about if was even possible to have different type of AIs.
but thanks for clearing doubts and the indepth step by step.
ok so, i noticed a few things.
not sure if that’s supposed to happen, or not but.
today i finally managed to try the blk that you send, and tried to follow the various steps.
so, to start:
whenever i place in my mission the base_soldier, the editor crashes:
and, the soldiers that i make:
are like ghost in my blk.
can’t find them. ( for clone them into other blk missions )
which, then, regarding your mission in question:
those are not there for me:
hence, my suspects of not saving it’s technically still there.
and lastly, not related, but mindblowing:
tried to apply a builded_auto_turret, crashes as well. therefore can’t really make it work that shoot on other tanks
That is why you should write +human_melee_charge+ger_soldier
or +ger_base_soldier
here:
base_soldier
.
Hmmm? You mean that they immobile and still work like decorative animation?
Oor… Disappears after restart/some time?
My bad, i’m sorry. I didn’t normally check what I sent.
I mean it’s older, buggy and not clean version.
Here updated file.
Should be cleanner then old one:
scene.txt (33.2 КБ)
In this area…
Now you see better demonstation of decoration soldier with anims.
customizable_benchmark_animchar
, customizable_menu_animchar
and common_menu_animchar
.
About bots… They’re in Univermag building.
2 floor: “weak bots” - base_soldier+human_melee_charge
.
3 floor: “a bit normal bots” - ger_base_soldier
.
4 floor: weapon changes test. You can note soldiers with ppsh 41.
Tanks and some soldiers in streets - are just test things. I just…
Test possibility to destroy objects like if they were enginer buildings.
Test possibility to clone soldiers and requip em. And also dev_soldier
template.
Test corspes.
ah… me dummy.
well, they are present when i boot up the level, and i can move them around.
but i cannot copy and paste them onto others blks because it’s like they are not there.
no worries.
yeah, from what i had, i could see that. very impressive nevertheless.
yeah, that’s actually great now that i think about it.
endless possibilities.
bit of a shame that we don’t have actual working tanks instead of have to make frankeistains templates with various features that in some occasions conflicts on how would work between each other.
I don’t know why, but they’re in start file, after battle area code.
Well… Anyways here is code:
“Weak bot”:
entity{
_template:t="base_soldier+human_melee_charge+ger_soldier"
transform:m=[[-0.0890853, 8.23823e-05, -0.996024] [-8.23823e-05, 1, 9.00795e-05] [0.996024, 9.00795e-05, -0.0890853] [-34.0793, 15.0649, -128.408]]
animchar__res:t="ger_summer_3_char"
}
“Normal bot”:
entity{
_template:t="ger_base_soldier"
transform:m=[[0.488875, 0, 0.872354] [0, 1, 0] [-0.872354, 0, 0.488875] [-39.7112, 21.0887, -118.973]]
"human_equipment__initialEquip:object"{
attachable_wear_head_01_us_summer_item:t="face"
attachable_wear_gloves_01_us_summer_item:t="gloves"
attachable_wear_tunic_01_ger_summer_item:t="tunic"
attachable_wear_pants_01_ger_summer_item:t="pants"
}
}
“Decoration soldiers”:
entity{
_template:t="customizable_menu_animchar"
transform:m=[[0.219007, 0, 0.975724] [0, 1, 0] [-0.975724, 0, 0.219007] [-67.8148, 5.10653, -114.387]]
"human_equipment__initialEquip:object"{
attachable_wear_gloves_01_us_summer_item:t="gloves"
attachable_wear_tunic_01_ger_summer_item:t="tunic"
attachable_wear_pants_01_ger_summer_item:t="pants"
attachable_wear_head_01_it_item:t="face"
}
}
entity{
_template:t="customizable_benchmark_animchar"
transform:m=[[0.219007, 0, 0.975724] [0, 1, 0] [-0.975724, 0, 0.219007] [-65.81, 5.10653, -114.989]]
"human_equipment__initialEquip:object"{
attachable_wear_head_01_us_summer_item:t="face"
attachable_wear_gloves_01_us_summer_item:t="gloves"
attachable_wear_tunic_01_ger_summer_item:t="tunic"
attachable_wear_pants_01_ger_summer_item:t="pants"
}
}
Other objects are too in start, but not in end file.
Maybe it happened because of update.
yes, i saw them.
and i was wondering why in your chase, they appear:
entity{
_template:t="customizable_menu_animchar"
transform:m=[[0.219007, 0, 0.975724] [0, 1, 0] [-0.975724, 0, 0.219007] [-67.8148, 5.10653, -114.387]]
"human_equipment__initialEquip:object"{
attachable_wear_gloves_01_us_summer_item:t="gloves"
attachable_wear_tunic_01_ger_summer_item:t="tunic"
attachable_wear_pants_01_ger_summer_item:t="pants"
attachable_wear_head_01_it_item:t="face"
}
}
but if i take a closer look to mine:
but if i open the blk and search the key word:
( and yes, i have restarted, saved many times, which from the editor perspective, it counts them being there. and i can move them around. but in the blk file it self, it’s like those do not exist. not a single code i can transfer )
Wow. I have no idea. It’s very strange.
Because all info are in scene.blk. Weird.