RS Possibility: Drivable Ha-Go

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
Sep 28, 2014
756
21
18
USA
Well, there is a RSPawnTanker.uc in Src/RSGame/.

I'm curious, how would you add a new class anyway? Will it be necessary to edit maps to add it to the selection list?
 
Last edited:

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,575
63
48
Baltimore, Maryland
steamcommunity.com
Well, there is a RSPawnTanker.uc in Src/RSGame/.

I'm curious, how would you add a new class anyway? Will it be necessary to edit maps to add it to the selection list?

well if it exists I'll take a look. Like wise I don't have a lot of time, maybe later this week I can help get this sorted out and start working.
If it exists, we may just need to find what we're missing. Again, I can't get into details right now, as I don't have the time, but if you have questions let me know.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I like where this is heading. :)

It might entice me back to the pacific. That is if any RS servers also actually ran custom maps.
 
Sep 28, 2014
756
21
18
USA
I'm curious, how would you add a new class anyway? Will it be necessary to edit maps to add it to the selection list?

I found this page on role setup, and from the looks of it we do have to edit the maps in order to add new roles.

That's a problem though. I know editing stock maps is possible, (Day/Night mod, Western Front mod) but how would one do that?
Is there a way to decompile them, or are the source files available somewhere?

EDIT: Okay, I'm dumb. I didn't realize that you can open .roe files in the map editor just like that, nothing special necessary.
 
Last edited:

Scum82

FNG / Fresh Meat
Aug 29, 2013
294
0
0
Despite any screams in opposition, I've always been curious about what Hanto would be like with an attacking tank and Phosphate plant with two defending tanks.
 
Sep 28, 2014
756
21
18
USA
We'll find out soon enough!


c76697d0c6.png



Turns out, adding a tank to a map is incredibly easy!

The thing is, it doesn't actually spawn, it just stays in spectator mode. I think it requires a special spawn point.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,575
63
48
Baltimore, Maryland
steamcommunity.com
I found this page on role setup, and from the looks of it we do have to edit the maps in order to add new roles.

That's a problem though. I know editing stock maps is possible, (Day/Night mod, Western Front mod) but how would one do that?
Is there a way to decompile them, or are the source files available somewhere?

EDIT: Okay, I'm dumb. I didn't realize that you can open .roe files in the map editor just like that, nothing special necessary.
......Okay I thought you were talking about ENGINE Classes, not player roles....Confused me there.
I can probably edit a map to test it on, however you do have to check to see what files it does and does NOT have.
Changing a role in Worldinfo is different for tanks than just a regular infantry role. You also have to add a separate spawn point (wouldn't want tanks spawning on top of people now would we?), mainly because the tank is completely different from an actual player, so it requires it own individual and unique spawn actor.
You'll also have to re-brew the map to test it outside of the editor.
The WorldInfo in the SDK tells the map everything it needs to know from the tesselation of the terrain to what roles are available to each squad. A .roe file is the map file, it has all the references (Player roles for example reference a .uc file, and example of this would be RSRoleInfoAxisSquadLeader.uc shows up in the SDK as Axis Squad Leader when changing the roles in the WorldInfo), and contains the positions, sizes and volumes of pawns on the map. Now where the roles come from is different. You can create your own roles but they have to reference (extends) to another class (not a player role!) in order to get the base properties from that.
Then if you put the new role .uc file in the right place you can see it in the editor when you attempt to change something.
 
Last edited:
Sep 28, 2014
756
21
18
USA
Yeah, I think I got it.

You need to place an ROVolumePlayerStartGroupTankCrew, then place an spawn point inside it, then link the volume to the spawn trigger in Kismet editor.

I got the second and third points down, but embarrassingly enough I don't know how to create a new volume.
Time to go tutorial hunting yet again.

EDIT: Okay, got it. Volume's there, spawn point is there, kismet is all connected.

EDIT: Wait a sec. For volumes there's

ROVolumePlayerStartGroup,
ROVolumePlayerStartGroupTankCrew,
RSVolumePlayerStartGroup,
but no
RSVolumePlayerStartGroupTankCrew.

That could be an issue.
 
Last edited:

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
Yeah, I think I got it.

You need to place an ROVolumePlayerStartGroupTankCrew, then place an spawn point inside it, then link the volume to the spawn trigger in Kismet editor.

I got the second and third points down, but embarrassingly enough I don't know how to create a new volume.
Time to go tutorial hunting yet again.

EDIT: Okay, got it. Volume's there, spawn point is there, kismet is all connected.

EDIT: Wait a sec. For volumes there's

ROVolumePlayerStartGroup,
ROVolumePlayerStartGroupTankCrew,
RSVolumePlayerStartGroup,
but no
RSVolumePlayerStartGroupTankCrew.

That could be an issue.

Try the
ROVolumePlayerStartGroupTankCrew and see what happens
 
Sep 28, 2014
756
21
18
USA
Yeah, that's what I did.

And there you have it ladies and gentlemen: a fully functional Japanese Type 95 Ha-Go!


99410bbbcd.png

bc67594943.png

00c2b6ae57.png

104e7cdfcd.png

9027ff6ec1.png

cac4fd5507.png



We got incredibly lucky. All I had to do was assign roles and create a spawn point.
 
Sep 28, 2014
756
21
18
USA
I don't know about publishing, but it definitely blows up.


c60818e176.png



And to get the Type 3 all I had to do was type "loaded" into the console.

Although it'll still be necessary to edit the class files in order for you to spawn with it.
 
Last edited:

morticore

FNG / Fresh Meat
May 13, 2012
643
5
0
Łęczyca, Poland
You will also need somebody to make interior textures, maybe you will find a volunteer :D
Unfortunately there hard to get any references in the Internet.

Here is all that I have about this vehicle, there is a few color photos in Militaria n. 185 pdf. Interior is painted gray as it is in German tanks.
https://www.dropbox.com/sh/i9auygw87nf8thr/AACG0oixnu8H23LvfgH3yOdqa?dl=0

I have also one more idea. There is a "a mother of Japanese tanks in Word of Tanks" - Daigensui
http://ftr.wot-news.com/2013/12/06/meeting-the-mother-of-japanese-tanks-daigensui/
Maybe somebody would be able to contact with her and ask for some references?
 
Last edited:

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,575
63
48
Baltimore, Maryland
steamcommunity.com
I think Rising Storm's Ha-Go has the Soviet DT-machinegun as a placeholder, or so at least in the pictures. So that Type 97 tank machinegun also needs to be made.

Not surprised on that part. Does it completely work?
Also looking at the animations yesterday some of them look like they were roughed out and never fully completed, something we'd need to fix. I'm assuming that if they were just testing it then it probably wasn't completed. I don't think it'd need an armor profile unless we put an AT-Rifle in game for it. Considering there are no other tanks and no AT-Rifles it won't need one, it just needs to go "Boom" when you throw a satchel or AT grenade on it. We will have to make sure that small arms fire doesn't injure it. It's also going to need a few other things besides the texturing. One of the main things is to make sure everything works. We'll also need to implement some sort of AT weapon as well. We'll also need to create the crewman tanker roles if they're not already there, and make sure all the .uc files are in order. Also does it have audio for ALL the animations like firing shells and using the MG, as well as loading shells, switching gears, engine idling, etc? So it seems TWI mostly completed it, and made sure its most basic functioning worked. Besides that a majority of it is still a placeholder, which I'm not surprised. Has anyone contacted TWI about this? I'd rather not have what happened to Twrecks with the MG42 happen to this.
Unfortunately this also means we'll have to model and animate the MG from scratch, something that will be a challenge for us, unless someone with experience in 3D modeling & animation comes along.
This going to be quite interesting I love the idea of Light tanks, actual ideal combined arms tanks being implemented in game.
Interesting, it also could have an MG mounted up top...
 
Last edited: