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WorldBuilder TotW#13: Abandoned Vehicles

19 Dec 2020, 09:11 AM
#22
avatar of Janne252
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Patrion 15

Posts: 3421 | Subs: 11

jump backJump back to quoted post18 Dec 2020, 00:59 AMVon
Question, I want to add a few artillery pieces and I'm struggling a bit. I'm following the instructions but want to ask for clarity. Step 2. Can I save the Entity Group under whatever name I wish? Or does it have to match what's in the eg item tree exactly? Example, I initially named my Entity Group "Arty" and changed the code to "Arty" also. Fail, now I'm thinking I should save my Entity Group as howitzer_105mm_le_fh18 and then add the same to the code you provided? Also, in the map location, will the save reflect as a scar and a text document? Sorry, this is a lot.


The name can be changed. Try following the steps on the tutorial (not the comments) as closely as possible. Some comments may suggest using the _ID.scar file instead but this is no longer recommended. WorldBuilder overrides the _ID.scar file every time the map is saved. Instead, use <name of your map's .sgb file>.scar instead, so that you end up with 2 matching files amongst the other files (.tga, .info, .options, etc.) files:

Code
<name_of_your_map>.sgb
<name_of_your_map>.scar
18 Nov 2025, 04:02 AM
#23
avatar of adtbm

Posts: 11

Hello,

thanks to the OP for all those great tutorials.

A question from my side (i hope the OP is still around, or somebody else is able to answer):

i followed the tutorial and it works great, i added some german halftracks, the only issue i am having is, when the map starts, the added vehicles are burning (like they would need repair, but it doesn't, the vehicle status is 100%), when i repair the vehicle it stops burning.
taking over the vehicle works without issues.

So my question is a cosmetic one:

How do i set the re-crewable/abondend vehicle, that it is not burning ?

Thanks alot in advance.
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