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Post by predaaator on Mar 3, 2016 18:34:40 GMT
Hi, I found this picture on internet where someguy add helicopters in the editor. What is the entity number for it?
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Post by Valky on Jun 20, 2016 7:54:50 GMT
Hi Predaator
Do you still need the Entry ID?
Best regards, Fino
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Post by predaaator on Jun 22, 2016 17:52:22 GMT
Hi Predaator Do you still need the Entry ID? Best regards, Fino Hi my friend, I figured out how to add the helicopters in the waves, but it doesnt show the turret? How can I show it? another question, Can I add colored NPC and animals from Arena? I tried but not success How can I change the NPC clothes color? Is there a way the weapons can get random camo after add it in the editor? (like the NPC face does)
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Post by JRavens on Jun 22, 2016 18:34:32 GMT
>Is there a way the weapons can get random camo after add it in the editor? (like the NPC face does) Characters are assembled randomly from character "Kit Files". I don't think anything like that feature is available for weapons.
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Post by Valky on Jun 22, 2016 18:51:27 GMT
Hii Predaaator Hi my friend, I figured out how to add the helicopters in the waves, but it doesnt show the turret? How can I show it? You need the correct ArchetypeID, there are diffrent versions of blackhawks for waves. I have four diffrent versions to spawn in waves and one of them has the turret Can I add colored NPC and animals from Arena? I tried but not success Yes i think so, you need the archetypeid incl all graphics and stuff. You could send an entry for the editor and i will look into it How can I change the NPC clothes color? You have to find the specific .xbt files and extract it. After that you can edit the files, like the black enemy skins in my mod or my new AK47 skin but i have a friend who made this for me. So i all I had to do with the Black Reskins in my mod is to pack and test it Is there a way the weapons can get random camo after add it in the editor? (like the NPC face does) Yes thats possible. You have to create own archetype ids and add them in the object_inventory. Two ways: - You have to create own archetypes and spawn the stuff as a group. - You edit the *.ark.fcb (i mean *.ark.xml) and define there what will happen. If i am right, its under the <object name="Components"> section. For example a custom FC3 Port i have in my mod: <Entry Id="groups:Gate_03" Display="FC3 - Gate" SourceType="1" Sync="True" BboxMin="-0.2,-3.81,-0.53" BboxMax="0.2,3.81,1.74" ObjectCost="0"> <Item ArchetypeId="7714384633887" Pos="0,3.55301,0.128241" /> <Item ArchetypeId="7714384600142" Pos="0,3.55301,1.5315" /> <Item ArchetypeId="7714111081889" Pos="0,-3.55298,0" /> </Entry> let me explain that for you: Entry Open and close a new entry for the editor.
Id="groups: " With this little and short value at the beginning you can create own entries / objects in the editor, without the need to have an own archetype id. That's how i made custom tanks in my FC3 mod :)
Display=" " I think you know whats this :) Create an own name displayed in the editor.
SourceType=" " Defines where the editor has to load the stuff from.
Sync=" " Don't know how to explain that correctly... Sorry, english isnt my primary language :)
BboxMin=" " Together with BboxMax, this defines the center of the group in x, y, z axis
BboxMax=" " Together with BboxMin, this defines the center of the group in x, y, z axis
ObjectCost=" " Set the budget cost for the editor.
Item Open and close a new item for the opened, new group entry.
ArchetypeId=" " Defines the object to spawn.
Pos=" " Tells the position of the object in the group entry. I hope i could help Fino EDIT:I had a short view into it. Add here the diffrent models and materials: (<object name="Model" /> and <object name="MaterialSlots" />) <object name="Components"> <object name="CModelSelectorComponent"> <object name="Models">
<object name="Model" />
</object> <object name="FirstPersonModelSkinList"> <object name="Skin"> <object name="MaterialOverrides">
<object name="MaterialSlots" />
</object> </object> </object> </object> </object>
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Post by predaaator on Jun 22, 2016 19:15:58 GMT
EDIT:I had a short view into it. Add here the diffrent models and materials: (<object name="Model" /> and <object name="MaterialSlots" />) <object name="Components"> <object name="CModelSelectorComponent"> <object name="Models">
<object name="Model" />
</object> <object name="FirstPersonModelSkinList"> <object name="Skin"> <object name="MaterialOverrides">
<object name="MaterialSlots" />
</object> </object> </object> </object> </object> Can I do the same for the attachment? I mean, I would like to add custom weapons with attachments, for example; "display name: stealth", "attachments: silencer, scope, bigmagazine" Can you tell me the ID for the heli with turret, but remember, I need the low torret (minigun), not the door turret About your language, dont worry, try to explain as you can, english isnt my first language either, I do what I can
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Post by Valky on Jun 22, 2016 19:39:55 GMT
Heya! Can I do the same for the attachment? I mean, I would like to add custom weapons with attachments, for example; "display name: stealth", "attachments: silencer, scope, bigmagazine" I really dont know, never tryed something like that, sorry Can you tell me the ID for the heli with turret, but remember, I need the low torret (minigun), not the door turret There isnt one with a minigun on the bottom, thats just an animation failure. Check it out in singleplayer You have to custom-group it with ArchetypeId="7680155431453" - thats how i made it, but custom groups are a pain in the %&£ if you wish to have the correct Pos="" Fino
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Post by predaaator on Jun 24, 2016 8:24:45 GMT
You have to custom-group it with ArchetypeId="7680155431453" - thats how i made it, but custom groups are a pain in the %&£ if you wish to have the correct Pos="" Fino Can you give me your ArchetypeId to know how you did it?
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Post by Valky on Jun 25, 2016 20:43:27 GMT
Sadly I cant find it anymore, because i made an own archetype for that - because the spawn of custom groups are a bit buggy. Own archetypes are a much better solution But for example, the following is a custom group. Just fill out the stuff you need: <Entry Id="groups:" Display="" SourceType="" Sync="" BboxMin="x,y,z" BboxMax="x,y,z" ObjectCost="0">
<Item ArchetypeId="" Pos="x,y,z" />
<Item ArchetypeId="" Pos="x,y,z" />
<Item ArchetypeId="" Pos="x,y,z" />
</Entry> This is a custom group filled: <Entry Id="groups:Gate_03" Display="FC3 - Gate" SourceType="1" Sync="True" BboxMin="-0.2,-3.81,-0.53" BboxMax="0.2,3.81,1.74" ObjectCost="0">
<Item ArchetypeId="7714384633887" Pos="0,3.55301,0.128241" />
<Item ArchetypeId="7714384600142" Pos="0,3.55301,1.5315" />
<Item ArchetypeId="7714111081889" Pos="0,-3.55298,0" />
</Entry> NOTE: With this way, you dont need to create own archetypes.
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Post by predaaator on Jun 26, 2016 0:45:12 GMT
I did what you said about groups with a smg and silencer, but this happens The silencer doesnt remain with the weapons, and this happens in other stuff, why? <Entry Id="groups:rifle_stealth" Display="01" SourceType="1" Sync="True" ObjectCost="0"> <Item ArchetypeId="7673158212798" Pos="0,0,0" /> <Item ArchetypeId="7666473493239" pos="0,0.458552,0.031843" /> </Entry>
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Post by Valky on Jun 26, 2016 6:54:27 GMT
You have to use detail objects WITHOUT physics for custom groups - otherwise, the stuff with physic will fall to the ground.
EDIT: ..and you have to use the weapons ark.fcb to set and define the attachments.
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