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Modern warfare mod


Eilat
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On 23/9/2026 at 12:52 AM, Eilat said:

Infantry fighting vehicle on the move

A quick update on The Great War mod regarding tracked combat vehicles: as someone who values detail, I prioritize realistic movement. The models now kick up dust and smoke from the ground, leave track marks on the terrain, and of course, feature a powerful, aggressive engine roar.

 

 

How did you get the track marks to work? I’d love to get footprints and stuff like that for HC. Is it built into the model somehow?

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Turning a fairy tale into reality, humanity has taken to the skies in 0 A.D. (apologies if someone has already done this).

Drawing inspiration from World in Conflict, I am adding more realistic helicopter movement, though the takeoff/landing key is my own idea, as World in Conflict required rappelling to disembark.

 

 

 

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1 hour ago, Perzival12 said:

How did you get the track marks to work? I’d love to get footprints and stuff like that for HC. Is it built into the model somehow?

For the footprints, you need the following:

Image: A PNG with a transparent background depicting a single footprint or a pair. It is best to create 2–3 identical versions with varying opacities (dark, light, very light) to create a fading effect.
Actor: Use a `<decal>` so the image adheres to the ground. The decal size should match the footprint size. Each opacity level from step 1 constitutes a variant.
Template: A visual-only entity (parented to `special` or `actor`) that references the actor from step 2.
Code (executed every simulation tick):
Track the distance the unit has traveled. Place a footprint every time a full step is taken (approximately 0.7–1 m), rotated to align with the direction of movement.
Alternate between left and right by slightly offsetting the footprint's horizontal position.
Create the footprint using `Engine.AddLocalEntity`: the footprint exists only on the local machine, is not network-synchronized, and does not affect the simulation.
Set a timer to switch to a more transparent variant, then delete the footprint after a few seconds.

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2 minutes ago, Eilat said:

For the footprints, you need the following:

Image: A PNG with a transparent background depicting a single footprint or a pair. It is best to create 2–3 identical versions with varying opacities (dark, light, very light) to create a fading effect.
Actor: Use a `<decal>` so the image adheres to the ground. The decal size should match the footprint size. Each opacity level from step 1 constitutes a variant.
Template: A visual-only entity (parented to `special` or `actor`) that references the actor from step 2.
Code (executed every simulation tick):
Track the distance the unit has traveled. Place a footprint every time a full step is taken (approximately 0.7–1 m), rotated to align with the direction of movement.
Alternate between left and right by slightly offsetting the footprint's horizontal position.
Create the footprint using `Engine.AddLocalEntity`: the footprint exists only on the local machine, is not network-synchronized, and does not affect the simulation.
Set a timer to switch to a more transparent variant, then delete the footprint after a few seconds.

Can you send whatever code you used to make that, or is it built in to 0ad already?

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4 minutes ago, Perzival12 said:

Can you send whatever code you used to make that, or is it built in to 0ad already?

Please check your direct messages.

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31 minutes ago, Eilat said:

Very nice! But I'll have to, according to @Atrik, gigantically troll you (never my intention really, I just happen to be like this :)) and point out that the tail rotor is spinning in the wrong way, not just because vectors would be inverted when compared to the main rotor (although maybe some models designed are like that?) but because of the blades themselves, they are rotating backwards (careful when you see them in a video already spinning, as we all know, things that spin fast can seem to spin the other way).

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8 minutes ago, Thalatta said:

Very nice! But I'll have to, according to @Atrik, gigantically troll you (never my intention really, I just happen to be like this :)) and point out that the tail rotor is spinning in the wrong way, not just because vectors would be inverted when compared to the main rotor (although maybe some models designed are like that?) but because of the blades themselves, they are rotating backwards (careful when you see them in a video already spinning, as we all know, things that spin fast can seem to spin the other way).

Thanks a lot, I should look into this more closely, I followed Claude's instructions. Also, how does it relate to @Atrik?

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1 hour ago, Eilat said:

Turning a fairy tale into reality, humanity has taken to the skies in 0 A.D. (apologies if someone has already done this).

Drawing inspiration from World in Conflict, I am adding more realistic helicopter movement, though the takeoff/landing key is my own idea, as World in Conflict required rappelling to disembark.

 

 

 

That’s a thing of beauty; I can't wait to use some air-to-air missiles against those Black Hawks.:P

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12 minutes ago, Lopess said:

That’s a thing of beauty; I can't wait to use some air-to-air missiles against those Black Hawks.

Thanks, but it's a Seahawk, and I'll end up changing the weapon's name as well:P.

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8 minutes ago, Eilat said:

I followed Claude's instructions.

Claude sucks at aerodynamics then. The "paddle" sides of the blades have to point backward. I advise you to check sources besides AI (surely there are videos of the MH-60L or similar models spooling up/down).

 

8 minutes ago, Eilat said:

how does it relate to @Atrik?

He knows! He's a fan of my apparently inconcise observations. He reads all of them :lamo:

 

12 minutes ago, Eilat said:

Thanks, but it's a Seahawk, and I'll end up changing the weapon's name as well:P.

You mean changing the MH-60L name? Since that seems to designate Black Hawks, like in this game, which also shows the correct tail rotor spin, as can be seen at 00:35:

 

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