Difference between pages "Multiplayer mission creation" and "1.1 inch/75 Mk.1 (28 mm)"

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__TOC__
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== Description ==
 +
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''
  
= How to create a basic multiplayer mission =
+
=== Vehicles equipped with this weapon ===
 +
<!-- ''List out vehicles that are equipped with the weapon.'' -->
 +
* {{Specs-Link|us_destroyer_somers|short}}
 +
* {{Specs-Link|us_cruiser_atlanta_class_atlanta|short}}
 +
* {{Specs-Link|us_cruiser_pensacola_class|short}}
 +
* {{Specs-Link|us_cruiser_omaha_class_raleigh|short}}
 +
* {{Specs-Link|us_cruiser_omaha_class_trenton|short}}
  
[[File:Multiplayer Mission Properties.jpg|250px|thumb|right]]
+
== General info ==
 +
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''
  
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).
+
=== Available ammunition ===
:2. Select a map in '''Select binary dump file''' window by pressing '''...''' tab (all map files are stored here: '''WarThunder\levels''')
+
''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''
::''Note: You can edit a mission without loaded map, location in scene viewer is just a preview.''
 
:3. Set basic settings in the Mission Editor.
 
  
::*Choose the side toolbar '''Mission Settings -> mission'''
+
=== Comparison with analogues ===
::*Choose a name for your mission in '''name''' tab
+
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''
::''Note: You can't use capital letters and there should be no spaces''
 
::*Choose a name for your mission that will be displayed for other players in '''locName''' tab
 
::''Note: You can use space there and for example write down '''[Multiplayer Mission] Test'''''
 
::*Choose a description for your mission in '''locDesc''' tab
 
::*Set a mission type to '''domination''' in '''type''' tab
 
::*Choose a location map in '''level''' tab
 
::*Choose time of a day and weather in '''Weather params''' tab
 
::*If you want to make it a free for all mode (everyone vs everyone without teams) then go to '''Game type params''' and enable '''gt_ffa''' and '''gt_ffa_deathmatch''' options
 
::*Change the number of tickets in '''scoreLimit''' which you can find in '''Versus params''' tab
 
::''Note: by default it's set to 500''
 
::*Change the number of tickets that are lost after someone dies in '''deathPenaltyMul''' which you can find in '''Versus params''' tab
 
::''Note: by default it's set to 1 so it will remove 100 tickets from one of teams every time someone dies, if for example you set it to 0.1 then the game will remove 10 tickets when someone dies''
 
  
==='''Important notes'''===
+
== Usage in battles ==
 +
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a "guide" - do not impose a single point of view, but give the reader food for thought.''
  
:*You can't use '''imports''' function in multiplayer missions
+
=== Pros and cons ===
:*There's a size limit for multiplayer missions and it's set to 512 KB, so if you are planning to add lots of triggers try to optimize them as much as it's possible, using variables for that is a really good idea, also don't forget about '''useForTriggerFiltered''' option which makes it possible for actions to select only a few units that meet '''conditions''' (it's the best to use '''squad''' unit which consist of many units in it), this option is available in many actions
+
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''
:*If you are planning to change properties of selected player units (for example to repair selected units if they enter one of previously added areas) it's a really good idea to create a '''squad''' unit, put there all player units (all t1_player, t2_player units) and call it '''all_players_squad'''
 
:*It's possible to use [https://wiki.warthunder.com/CSV_files_for_missions CSV files] in multiplayer missions but every player needs to download them before joining to the custom battle with a custom multiplayer mission if they want to see objectives, hints and other messages
 
  
== Creating slots for players ==
+
'''Pros:'''
 +
*
  
:[[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]1. Create a new unit by pressing '''Create unit''' icon and place it somewhere (you can control the map view by pressing '''SPACE''').
+
'''Cons:'''
:[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]2. Open it's properties (by for example pressing '''P''').
+
*
  
::*Change the '''Name:''' to '''t1_player01'''
+
== History ==
::*Switch it's '''type''' to '''armada'''
+
''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Weapon-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>.''
::*Find a '''dummy''' unit in '''Class''' tab and select it
 
  
:[[File:Copying Units.jpg|250px|thumb|right]]3. Copy '''t1_player01''' unit.
+
== Media ==
::''Note: You will need it to create player slots for the mission, so it's preferable to create 16 of them, the game supports up to 32 players per team''
+
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''
  
::*Select the unit
+
== See also ==
::*Press '''W'''
+
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
::*While holding '''Shift''' select one of the displayed arrows and then drag it until a new unit appears
+
* ''reference to the article about the variant of the cannon/machine gun;''
::*The CDK will show you a new window, in this window change the '''Count of clones:''' amount to the number that you want in your mission
+
* ''references to approximate analogues by other nations and research trees.''
::*Select '''Auto rename'''
 
::*Press '''Ok''', now you should see lots of copies of this unit named '''t1_player02, t1_player03, t1_player04 etc.'''
 
  
:[[File:Copying Units 2.jpg|250px|thumb|right]]4. Create the same amount of '''t2_player''' units by copying '''t1_player''' units.
+
== External links ==
 +
''Paste links to sources and external resources, such as:''
 +
* ''topic on the official game forum;''
 +
* ''encyclopedia page on the weapon;''
 +
* ''other literature.''
  
::*In Unit copying window change '''Name of clone(s):''' to '''t2_player01'''
+
{{USA naval cannons}}
::*Change the '''Count of clones:''' amount to the number that equals amount of '''t1_player''' units (set it to 1)
 
::*Press '''Ok'''
 
::*Now you should see lots of copies of '''t1_player''' units named '''t2_player01, t2_player02, t2_player03 etc.'''
 
  
:5. Go back to the side toolbar '''Mission Settings''' and add these units to make them usable as slots for players in your multiplayer mission.
+
[[Category:Naval cannons]]
 
 
::*Select '''player_teamA'''
 
::*Press '''wing''' to add new slots and add all '''t1_player''' units there one by one
 
::*Select '''player_teamB'''
 
::*Press '''wing''' to add new slots and add all '''t2_player''' units there one by one
 
::''Note: they can't be added as squads (by putting all units in for example t1 and t2 '''squad''' unit) if you do that then the mission will simply not work''
 
 
 
== Creating respawn zones for players ==
 
 
 
=== Setting up a trigger for respawn action ===
 
 
 
:1. Choose the side toolbar '''Triggers / Missions Obj. Navigat'''[[File:Trigger properties icon.jpg|250px|thumb|right|Trigger properties icon]]
 
:2. Press the '''Trigger''' button to create a new trigger
 
:3. Press the '''Properties and Trigger/MissionObj info''' icon which you can find on top toolbar to show the tab with trigger properties.
 
:4. Select your new trigger and change it's '''Name''' to for example '''respawn'''.[[File:Creating Respawn Zones.jpg|250px|thumb|right]]
 
:5. Make sure that '''Enabled''' is switched on.
 
:6. Change the '''Events''' type to initMission.
 
::''Note: You need to do it this way because otherwise you will need to wait at least 30 second after launching the mission to be able to select one of available spawn zones''
 
::*In lower part of this toolbar select '''periodicEvent {time=1.00}''' in the '''Elements:''' window
 
::*Select '''Elements''' button on the bottom and press '''periodicEvent'''
 
::''Note: (if nothing happens then select one of folders in the '''Elements:''' window and then switch back to '''periodicEvent {time=1.00}''')''
 
::*A new window should appear, select '''initMission''' there and press '''Ok''' or double click on '''initMission'''
 
 
 
=== Adding air spawns for aeroplanes and ground spawns for ground units ===
 
 
 
:1. Create areas for respawn action.[[File:Area Creation Icons.jpg|250px|thumb|right|Area creation icons]]
 
::*Press one of area creation icons on the top toolbar
 
::*Press the ground on the map view in the place where you want to put your respawn area
 
:::*press only if you selected the first icon ('''Point''')
 
:::*press and drag (you change it's size by doing that) if you selected other icons ('''Sphere''', '''Cylinder''' or '''Box''')
 
:2. Change properties of your area.
 
::*Change '''Name:''' to '''t1_spawnarea_01'''
 
::*Make at least 10 areas that are named '''t1_spawnarea_01''', '''t1_spawnarea_02''', '''t1_spawnarea_03''' etc.
 
::*copy all created '''t1_spawnarea''' areas and call them '''t2_spawnarea_01''', '''t2_spawnarea_01''', '''t2_spawnarea_01''' etc (you need them for both teams)
 
::''Note: If those spawns are meant to be for airplanes then place them in the air''
 
::''if for tanks then place them on the ground''
 
::''if for ships then place them on the sea level''
 
:3. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:4. Add respawn areas to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add all existing t1_spawnarea areas to the tab next to '''target''', you can create more of them by just pressing a wide '''target''' tab below
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission ('''air''' for airplanes, '''tank''' for ground units, '''ship''' for boats and ships)
 
:5. Copy existing '''missionMarkAsRespawnPoint''' action to make respawn zones for the second team.
 
::*Below the '''Elements:''' window, there should be a '''copy''' tab, select '''missionMarkAsRespawnPoint''' action and then press this '''copy''' tab
 
::*Press '''Paste ...''' tab, a new window should appear
 
::*Select '''missionMarkAsRespawnPoint''' action there and press ok
 
::*Now you should see two the same actions in the '''Elements:''' window, select the second one
 
::*Change all '''target''' areas to those that are meant to be for the second team (B / T2)
 
::*Switch the '''team''' tab to '''B'''
 
::''Note: You can speed up changing '''target'''s by creating an '''area_squad''' unit and then putting all '''t2_spawnarea''' areas there, then selecting this squad in the '''missionMarkAsRespawnPoint''' action properties''
 
 
 
 
 
=== Adding airfield spawn for airplanes ===
 
 
 
:1. Create an airfield unit.
 
::* Select '''Create unit''' icon on the top toolbar [[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]
 
::* Select created unit
 
::* Open it's properties (by for example pressing '''P''')[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]
 
::* Change it's '''Name:''' to '''airfield_01'''
 
::* Change it's '''type''' to objectGroups[[File:Airfield Properties.jpg|250px|thumb|right]]
 
::* Select one of available airfields in '''Class''' tab
 
::''Note: all names of airfields start with '''dynaf_'''''
 
::* Change it's '''army''' to 1
 
::''Note: depends for which team you want to make it, remember that 1 = A team, 2 = B team'''
 
:2. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:3. Add the airfield to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add '''airfield_01''' to the tab next to '''target'''
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Select '''isAirfield'''
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Select '''Object''' and set it to '''airfield_01'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air)
 
 
 
'''Notes:'''
 
:* If you are planning to create an airfield spawn zone by using '''addAirfield''' action (which allows to add spawn zones manually) and you decide to set the '''Event''' of that trigger to '''initMission''' then remember to always put '''missionMarkAsRespawnPoint''' after these '''addAirfield''' action, not before them and if you want to put '''missionMarkAsRespawnPoint''' in other trigger then make sure to disable it and then add a '''triggerEnable''' action pointing at that trigger from the trigger with a '''addAirfield''' action, otherwise there might be issues with spawn zones and there's a chance that you won't be able to spawn your plane.
 
 
 
== Creating capture zones ==
 
 
 
:1. Create a new area and call it '''capture_zone_01'''.
 
:2. Create a new trigger.
 
:3. Add a new action called '''missionMarkAsCaptureZone'''.
 
::*Assign your new area to '''target''' (you should be able select '''capture_zone_01''')
 
::*Set to '''which''' army it should be assigned by default (after launching your mission, 0 - neutral, 1 - A, 2 - B)
 
::*Set '''canCaptureOnGround''' if you want to be able to capture it by staying on the ground in the capture zone area (disabled by default)
 
::*Set '''canCaptureInAir''' if you want it to be able to capture it while being in the air (enabled by default)
 
::*Set '''canCapturebyGM''' if you want to make it capturable by ground units
 
::*Set '''onlyPlayersCanCapture''' if you want it to be capturable only by players
 
::*Set '''CaptureNoPenalty''' if you want to disable ticket drain when it's captured by one of teams
 
::*Add '''tags''' to select which unit types are allowed to capture this zone
 
::''Note: you can adjust how fast it drains tickets in '''missionSetProperties''' action, there are two '''ctaCaptureZone''' options which control that''
 
 
 
 
 
 
 
''Note: You can find more informations about the Mission Editor '''[[Instructions for Using the Mission Editor|here]]''' and more informations about triggers here '''[[Triggers|here]]''' ''
 
 
 
== Saving your mission ==
 
 
 
:1. On the most top bar select '''Mission Editor'''
 
:2. Press '''Save mission (Ctrl+M)'''
 
:3. Select where you want to save your mission and set its name, remember to save it as '''.blk''' file
 
 
 
That's all, now all you need to do is to upload your mission somewhere or on [http://live.warthunder.com/feed/ live.warthunder.com] site, but don't forget to add a proper image and description for your mission. You will find more details [[How to launch a custom mission in the game|here]].
 
 
 
:''Note: any hosting service will do as long as the link ends with '''.blk''' and don't forget to delete '''https://''' part of that link, otherwise the game won't be able to read it unless it's a live.warthunder.com link'' 
 
 
 
= Options and functions available in multiplayer missions =
 
 
 
== Versus mode parameters ==
 
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
|-
 
| scoreLimit
 
| Total amount of tickets in MP mission (by default it's set to 500)
 
|-
 
| timeLimit
 
| Time limit in MP mission (by default it's set to 30 minutes)
 
|-
 
| deathPenaltyMul
 
| Sets the multiplier of removed tickets after someone dies (by default it's set to 1.0 = 100 tickets per death)
 
|-
 
| postfix
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds a gamemode name before the mission name<div class="mw-collapsible-content">
 
''Note: There's a missionNamePostfix condition which lets you check the mission postfix''
 
</div><div>
 
|-
 
| ctaCaptureZoneEqualPenaltyMult
 
| Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul)
 
|-
 
| ctaCaptureZoneDiffPenaltyExp
 
| When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2):(zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp
 
|-
 
| useAlternativeMapCoord
 
| If checked will use alternative map coordinates
 
|-
 
| useKillStreaks
 
| Unknown
 
|-
 
| allowedKillStreaks
 
| Unknown
 
|-
 
| nameKillStreaks:t=""
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds killstreak system from Arcade Battles (spawning in airplanes or helicopters after getting required amount of kills), you need to add this line manually by editing the mission blk file<div class="mw-collapsible-content">
 
'''Available killstreak presets:'''
 
 
 
* killStreaksAircraftOrHelicopter
 
* killStreaks_survival_event_aircraftOrHelicopter
 
</div><div>
 
|-
 
| randomSpawnTeams
 
| Unknown
 
|-
 
| remapAiTankModels
 
| Unknown
 
|-
 
| isBotsAllowed
 
| Disables or enables bots
 
|-
 
| battleAreaColorPreset
 
| Select the color type of the battle area
 
|-
 
| ingnoreInvulnerableTimer
 
| Disable or enable a spawn protection (making the player not able to be damaged)
 
|-
 
| allowedUnitTypes
 
| Select which unit types are allowed in your mission
 
|-
 
| useCustomSuperArtillery
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Enable or disable custom artillery type for use in tanks and ships<div class="mw-collapsible-content">
 
''Note: You can also enable or disable it by using '''missionCustomArtillery''' action''
 
</div><div>
 
|-
 
| customSuperArtillery
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets the custom artillery type<div class="mw-collapsible-content">
 
'''Available custom artillery types:'''
 
 
 
* structures/streakartillery_203mm_r100m
 
* structures/streakartillery_203mm_r150m
 
* structures/streakartillery_203mm_r150m
 
* structures/streakartillery_203mm_r200m
 
* structures/ussr_152mm_d1
 
* structures/ussr_122mm_m30_smoke
 
* structures/ussr_152mm_ml20
 
* structures/ussr_152mm_ml20_large
 
* structures/ussr_203mm_b4
 
* structures/ussr_quest_large_art
 
* structures/germ_3x280mm_sk_c34
 
</div><div>
 
|-
 
| missionType
 
| Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions)
 
|-
 
| maxRespawns
 
| Set the number of available respawns
 
|-
 
| allowEmptyTeams
 
| Lets you play alone in multiplayer missions
 
|-
 
| missionCostMul
 
| Unknown
 
|-
 
| respawnTimeMultiplier
 
| Sets a multiplier of how long it will take to respawn (respawn counter)
 
|-
 
| useSpawnScore
 
| Enables Spawn Points system (for more details check '''Enabling Spawn Points system''' category)
 
|-
 
| country_allies
 
| Set a country for the first team
 
|-
 
| country_axis
 
| Set a country for the second team
 
|-
 
| mission
 
| Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
 
|-
 
| groundKillWpBudget
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Unknown<div class="mw-collapsible-content">
 
* max_players: Unknown
 
* max_total_budget: Unknown
 
* min_total_budget: Unknown
 
* min_total_budget_multiplier: Unknown
 
* supposed_personal_part_of_total_budget_for_one_player:Unknown
 
* min_mul_for_personal_price: Unknown
 
</div><div>
 
|-
 
|}
 
 
 
== Game type parameters ==
 
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
|-
 
| gt_mp_tickets
 
| Enables or disables tickets functionality (can be used in SP missions)
 
|-
 
| gt_mp_capture
 
| Enables or disables capture zones (by using '''missionMarkAsCaptureZone''' action, can be used in SP missions)
 
|-
 
| gt_mp_solo
 
| Unknown
 
|-
 
| gt_cooperative
 
| Parameter used for creating cooperative missions
 
|-
 
| gt_reload_explosives
 
| Unknown
 
|-
 
| gt_ffa
 
| If enabled, will change the mission into a free for all mode (everyone vs everyone without teams)
 
|-
 
| gt_race
 
| If enabled, will change the mission into a race mode (it's the best to use it with '''beginRaceMode''' action)
 
|-
 
| gt_football
 
| If enabled, will change the mission into a football mode (to make it work you need to use options from the '''football params''' tab and copy these two lines under the '''mission{''' block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes )
 
|-
 
| gt_last_man_standing
 
| If enabled, will change the mission into a battle royale mode (to make it work you need to use '''missionSetBattleRoyaleArea''' action)
 
|-
 
| gt_mp_score
 
| Shows the score on top of screen (killed player units, deaths, your place in team etc.) and hides the tickets bar
 
|-
 
| gt_versus
 
| Disables or enables it's multiplayer functionality
 
|-
 
|}
 
 
 
== Enabling Spawn Points system ==
 
 
 
Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by completing various mission objectives or destroying units controlled by players. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you loose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.
 
[[File:Screenshot of a Spawn Points system.jpg|250px|thumb|right]]
 
 
 
:1. Go to '''Mission Settings:> Versus params''' and enable '''useSpawnScore'''
 
:2. If you haven't saved the mission yet then do it now
 
:3. Open the blk mission file in Notepad
 
:4. Scroll down to the '''mission{''' block
 
:5. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
 
 
 
customSpawnScore{
 
  base_respawn_points_coef:i=250
 
  br_diff_mul_Air:r=0.0
 
  br_diff_mul_Tank:r=0.0
 
  max_br_diff:r=0.0
 
  spawn_pow:r=0.0
 
  // If you want to add multipliers for specific vehicles units or types then add them here and remove '''"//"'''
 
}
 
 
 
:6. Save the file, reload the mission in the Mission Editor
 
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
 
 
 
 
 
 
: Explanation of what Spawn Points system lines do:
 
:''Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)''
 
 
 
:{| class="wikitable" style="width: 90%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 70%;" |Description
 
|-
 
| base_respawn_points_coef
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets a default Spawn Points amount, for example if you set it to '''1''' then you will need '''1 SP''' to spawn in vehicles<div class="mw-collapsible-content">
 
''Note: If you set it to 1 you will be give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need '''700 SP''' in game to spawn in it''
 
</div><div>
 
|-
 
| br_diff_mul_Air
 
| Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
 
|-
 
| br_diff_mul_Tank
 
| Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
 
|-
 
| max_br_diff
 
| Increases a difference of Spawn Points between units with different Battle Rating
 
|-
 
| spawn_pow
 
| Increases Spawn Points requirements after every death
 
|-
 
|}
 
: You can also set a multiplier for every single vehicle or group of them (sorting by their type)
 
 
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Available Spawn Point names for specific unit types:'''<div class="mw-collapsible-content">
 
  exp_fighter:r=0.0
 
  exp_bomber:r=0.0
 
  exp_assault:r=0.0
 
  exp_tank:r=0.0
 
  exp_heavy_tank:r=0.0
 
  exp_tank_destroyer:r=0.0
 
  exp_SPAA:r=0.0
 
  exp_ship:r=0.0
 
  exp_torpedo_boat:r=0.0
 
  exp_gun_boat:r=0.0
 
  exp_torpedo_gun_boat:r=0.0
 
  exp_submarine_chaser:r=0.0
 
  exp_naval_ferry_barge:r=0.0
 
</div></div>
 
 
 
 
 
 
 
: To add a multiplier for a specific vehicle you need to add it's name and then add ''':r=0.0''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
:: Example:
 
:: '''bf-109g-14:r=1.5'''
 
 
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
 
customSpawnScore{
 
  base_respawn_points_coef:i=1
 
  br_diff_mul_Air:r=0
 
  br_diff_mul_Tank:r=0
 
  max_br_diff:r=0
 
  spawn_pow:r=0
 
  us_m4a3e8_76w_sherman:r=700
 
  us_m4a3e2_76w_sherman_jumbo:r=1100
 
  p-47d:r=1100
 
  p-47d-28:r=1100
 
  p-51d-5:r=1100
 
  p-51d-10:r=1100
 
  p-51d-20:r=1100
 
  p-38l:r=1100
 
  a-20g:r=1100
 
  germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
 
  germ_pzkpfw_VI_ausf_h1_tiger:r=1500
 
  germ_pzkpfw_VI_ausf_e_tiger:r=1600
 
  germ_pzkpfw_V_ausf_g_panther:r=1200
 
  germ_panzerjager_nashorn:r=700
 
  germ_panzerjager_panther:r=1400
 
  germ_panzerbefelhswagen_jagdpanther:r=1400
 
  fw-190a-8:r=1100
 
  bf-109g-6:r=1100
 
  bf-109g-10:r=1100
 
  bf-109g-14:r=1100
 
}
 
</div></div>
 
 
 
== Limiting amount and type of units available for respawn ==
 
 
 
This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.
 
 
 
To make this script work:
 
 
 
:1. If you haven't saved the mission yet then do it now
 
:2. Open the blk mission file in Notepad
 
:3. Scroll down to the '''mission{''' block
 
:4. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right [[File:Screenshot of a Shared Pool script.jpg|250px|thumb|right]]
 
 
 
customRules{
 
  name:t="sharedPool"{
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5 // 5 spawns per player
 
    spawnLimit:i=100 // 100 spawns for team
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=100
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
  }
 
  }
 
}
 
 
 
:5. Save the file, reload the mission in the Mission Editor
 
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
 
 
: Explanation of what Shared Pool script lines do:
 
:{| class="wikitable" style="width: 90%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 70%;" |Description
 
|-
 
| teamA
 
| Under this block you put all units that you want to restrict for the '''A''' or '''1''' team
 
|-
 
| teamB
 
| Under this block you put all units that you want to restrict for the '''B''' or '''2''' team
 
|-
 
| spawnLimit
 
| Sets a maximum amount of respawn for team
 
|-
 
| playerMaxSpawns
 
| Sets a maximum amount of respawns per player
 
|-
 
| limitedUnits
 
| You put there all vehicles types or specific ones and add ''':i=''' with a number, it will set a spawn amount limit for that specific unit
 
|-
 
| unlimitedUnits
 
| You can set if you want to make amount of specific units unlimited
 
|-
 
|}
 
: To set amount of respawns for a specific vehicle you need to add it's name and then add ''':i=1''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
: Example:
 
::''bf-109g-14:i=1''
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
 
customRules{
 
  name:t="sharedPool"
 
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    us_m4a1_76w_sherman:i=10
 
    us_m4a2_76w_sherman:i=18
 
    us_m4a3e2_sherman_jumbo:i=12
 
    us_m4a3e2_sherman_jumbo_cobra_king:i=8
 
    us_m4a3e2_76w_sherman_jumbo:i=6
 
    us_m4a3e8_76w_sherman:i=10
 
    us_m18_hellcat:i=8
 
    us_m36:i=10
 
    us_halftrack_m15:i=8
 
    us_halftrack_m16:i=8
 
    p-47d:i=4
 
    p-47d-28:i=4
 
    p-51d-5:i=4
 
    p-51d-10:i=4
 
    p-51d-20:i=4
 
    p-38l:i=4
 
    a-20g:i=4
 
    }
 
    unlimitedUnits{
 
    us_m4a2_sherman:b=yes
 
    us_m24_chaffee:b=yes
 
    us_m10:b=yes
 
    }
 
  }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
 
    germ_pzkpfw_VI_ausf_h1_tiger:i=3
 
    germ_pzkpfw_VI_ausf_e_tiger:i=3
 
    germ_pzkpfw_V_ausf_a_panther:i=8
 
    germ_pzkpfw_V_ausf_g_panther:i=10
 
    germ_panzerjager_nashorn:i=8
 
    germ_panzerjager_panther:i=4
 
    germ_panzerbefelhswagen_jagdpanther:i=4
 
    germ_flakpanzer_IV_Wirbelwind:i=8
 
    germ_pz_IV_L70:i=10
 
    fw-190a-8:i=4
 
    bf-109g-6:i=3
 
    bf-109g-10:i=3
 
    bf-109g-14:i=3
 
    }
 
    unlimitedUnits{
 
    germ_pzkpfw_IV_ausf_H:b=yes
 
    germ_pzkpfw_IV_ausf_J:b=yes
 
    germ_panzerbefelhswagen_IV_ausf_J:b=yes
 
    germ_stug_III_ausf_G:b=yes
 
    }
 
  }
 
  }
 
}
 
</div></div>
 
 
 
== Enabling custom difficulty ==
 
 
 
Custom difficulty is the same feature that is available in game when you create a custom battle, you can see it on the top of window and it's called '''Difficulty'''. The only difference between it and the mission version is that you can add and customize more options in the mission file.
 
 
 
To make this script work:
 
 
 
:1. If you haven't saved the mission yet then do it now
 
:2. Open the blk mission file in Notepad
 
:3. Scroll down to the '''mission{''' block
 
:4. Check if you have this line there '''difficulty:t=''', if no then add this '''difficulty:t="custom"''', if yes then replace everything after ''':t="''' with '''"custom"'''
 
:5. Make sure that '''openDiffLevels''' is disabled (unchecked) in '''Mission Settings -> mission -> Common params''' (or just add it manually by pasting this line '''openDiffLevels:b=no''')
 
:6. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
 
[[File:Custom difficulty settings in the Mission Editor.jpg|250px|thumb|right]]
 
''Important note: All values after ''':i=''' can be set to 0, 1 or 2, all values after ''':b=''' can be set to '''no''' or '''yes'''''
 
 
 
netDifficultyBlk{
 
    baseDifficulty:i=1
 
    engineControl:i=1
 
    respDifficulty:i=1
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=0
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=1
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=1
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=1
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=1
 
    boostersFuel:i=1
 
    ctaCaptureMul:i=1
 
    damageModel:i=1
 
    hudTankRangefinder:i=1
 
    hudSendSquareTimeInterval:i=45
 
    hudSendSquareNumPlayers:i=3
 
    hudSendSquareTimeFromStart:i=900
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    showShipBulletTimer:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
 
 
 
 
Explanation of what all these lines do:
 
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
|-
 
| baseDifficulty
 
| Enables basic properties for selected difficulty (0 - AB, 1 - RB, 2 - SB)
 
|-
 
| engineControl
 
| Engine Control
 
|-
 
| respDifficulty
 
| Respawn time multiplier set (0 - easy, 1 - medium, 2 - hard)
 
|-
 
| realGunnery
 
| Realistic Gunnery
 
|-
 
| realDamageModels
 
| realDamageModels (Allows you to toggle between realistic and simplified damage models)
 
|-
 
| stallsAndSpins
 
| Stalls
 
|-
 
| redOuts
 
| Redouts / Blackouts
 
|-
 
| mortalPilots
 
| Mortal pilots
 
|-
 
| manualTrimming
 
| Manual trimming
 
|-
 
| torqueAndGyro
 
| Torque effect
 
|-
 
| limitedBombsMissiles
 
| Limited bombs and missiles
 
|-
 
| noArcadeBoost
 
| Disable arcade boost
 
|-
 
| limitViews
 
| Changes available camera positions (third person camera view, first person camera view) and other options (1 - first person + third person + virtual views, 2 - first person + virtual views or 3 - first person only + disables third person artillery view)
 
|-
 
| flutter
 
| Flutter effect
 
|-
 
| hudAimPrediction
 
| [HUD] aim prediction (Enable/disable aim prediction)
 
|-
 
| hudShowSpeedVector
 
| [HUD] speed vector (Enable/disable speed vector)
 
|-
 
| hudMarkers
 
| [HUD] units names and distances (Enable/disable displaying of unit names and distances to them)
 
|-
 
| hudMarkerArrows
 
| [HUD] marker arrows (Enable/disable display of arrows near the edges of the screen, pointing at targets)
 
|-
 
| hudAircraftMarkersMaxDist
 
| Markers rendering distance
 
|-
 
| hudIndicators
 
| [HUD] indicators (Enable/disable indicators of throttle, speed, altitude, etc. in the upper left corner of the screen)
 
|-
 
| hudShowTankDistance
 
| [HUD] units distances for tanks (Enable/disable displaying of distances to units for tanks)
 
|-
 
| hudMapAircraftMarkers
 
| [HUD] aircraft markers on map (Enable/disable aircraft indication on Tactical map)
 
|-
 
| hudMapGroundMarkers
 
| [HUD] vehicles markers on map (Enable/disable vehicles indication on Tactical map)
 
|-
 
| hudTankMapAircraftMarkers
 
| [HUD] aircraft markers on tank map (Enable/disable aircraft indication on Tactical map for tanks)
 
|-
 
| hudTankMapGroundMarkers
 
| [HUD] vehicles markers on tank map (Enable/disable vehicles indication on Tactical map for tanks)
 
|-
 
| hudMarkersBlink
 
| [HUD] mission target blink
 
|-
 
| hudRadar
 
| [HUD] radar (Enable/disable radar)
 
|-
 
| hudDamageModel
 
| [HUD] damaged model indicators (Enable/disable damage model indicator)
 
|-
 
| hudDamageIndicator
 
| [HUD] damage indicators (Enable/disable damage indicator)
 
|-
 
| hudTankDamageLog
 
| Unknown
 
|-
 
| hudLargeAwardMessages
 
| [HUD] large award messages (Enable/disable large award messages)
 
|-
 
| hudWarnings
 
| [HUD] onscreen warnings (Enable/disable onscreen warnings)
 
|-
 
| hudOutline
 
| Unknown
 
|-
 
| noRespawns
 
| Respawns (Enable/disable respawns of players)
 
|-
 
| aircraftHelpers
 
| Aircraft helpers (Helps to control the plane by adapting the speed in different situations)
 
|-
 
| collectiveDetection
 
| [HUD] Shared vision (Allows to see markers of enemies within your teammates' search angle.)
 
|-
 
| distDetection
 
| Changes the distance of spotting units (0 - near, 1 - normal, 2 - far)
 
|-
 
| allowControlHelpers
 
| Allow control helpers
 
|-
 
| forceInstructor
 
| Force virtual instructor
 
|-
 
| playerTurretDeviation
 
| Changes the way how aiming works in turrets and properties of targeting the gun both vertically and horizonally at the same time (speed)
 
|-
 
| boostersFuel
 
| Unknown
 
|-
 
| ctaCaptureMul
 
| Changes the time required to capture zones (1, 2, 3, at this moment it's the same for every mode)
 
|-
 
| damageModel
 
| Changes main damage properties like allowing broken barrel to shot, simulating battery, bomb damage scale against airplanes etc. (0 - AB, 1 - RB, 2 - SB)
 
|-
 
| hudTankRangefinder
 
| Change how the rangefinder works(1 - like in AB, always visible, 2 - like in RB, activated by pressing a button, also introduces a measuring error and takes some time to check the distance, 3 - works like in '''2''')
 
|-
 
| hudSendSquareTimeInterval
 
| Unknown
 
|-
 
| hudSendSquareNumPlayers
 
| Unknown
 
|-
 
| hudSendSquareTimeFromStart
 
| Unknown
 
|-
 
| noviceDM
 
| Enable/disable simplified damage model which makes other units easier to destroy
 
|-
 
| crewHealingOnlyOnCaptureZone
 
| Makes it possible to heal unconscious crew members on capture zones
 
|-
 
| showBombSight
 
| Enable/disable the bomb sight marker on the ground
 
|-
 
| showRadarGunSight
 
| Unknown
 
|-
 
| checkTreesForIndicators
 
| Unknown
 
|-
 
| visibleNotTraceableIndicators
 
| Unknown
 
|-
 
| showShipBulletTimer
 
| Enable/disable ship cannons impact time on target
 
|-
 
| drawShipBulletFallIndicator
 
| Enable/disable ship cannons drop path when close to the impact area
 
|-
 
| enableLeaveKills
 
| Enable/disable giving the kill to the nearest player after bailing out
 
|-
 
| airToAirMissileDetection
 
| Enable/disable message on the screen when someone fires an AAM at you
 
|-
 
| nightVisionInTPS
 
| Enable/disable night or thermal vision in third person view
 
|-
 
| aircraftFriendlyFireForBanOnly
 
| Disables firendly fire
 
|-
 
|}
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here are settings used in AB, RB and SB gamemodes:'''<div class="mw-collapsible-content">
 
 
 
'''Arcade Battles'''
 
netDifficultyBlk{
 
    baseDifficulty:i=0
 
    engineControl:i=0
 
    respDifficulty:i=0
 
    realGunnery:i=0
 
    realDamageModels:b=no
 
    stallsAndSpins:b=no
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=no
 
    noArcadeBoost:i=0
 
    limitViews:i=0
 
    flutter:b=no
 
    hudAimPrediction:b=yes
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=yes
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=2
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=0
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=yes
 
    noRespawns:b=no
 
    aircraftHelpers:b=yes
 
    collectiveDetection:b=yes
 
    distDetection:i=2
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=0
 
    boostersFuel:i=0
 
    ctaCaptureMul:i=0
 
    damageModel:i=0
 
    hudTankRangefinder:i=0
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=no
 
    showBombSight:b=yes
 
    showRadarGunSight:b=yes
 
    visibleNotTraceableIndicators:b=yes
 
    checkTreesForIndicators:b=no
 
    drawShipBulletFallIndicator:b=yes
 
    showShipBulletTimer:b=yes
 
    aircraftFriendlyFireForBanOnly:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
 
 
 
 
'''Realistic Battles'''
 
netDifficultyBlk{
 
    baseDifficulty:i=1
 
    engineControl:i=1
 
    respDifficulty:i=1
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=0
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=1
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=1
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=1
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=1
 
    boostersFuel:i=1
 
    ctaCaptureMul:i=1
 
    damageModel:i=1
 
    hudTankRangefinder:i=1
 
    hudSendSquareTimeInterval:i=45
 
    hudSendSquareNumPlayers:i=3
 
    hudSendSquareTimeFromStart:i=900
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    showShipBulletTimer:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
 
'''Simulator Battles'''
 
netDifficultyBlk{
 
    baseDifficulty:i=2
 
    engineControl:i=2
 
    respDifficulty:i=2
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=yes
 
    torqueAndGyro:b=yes
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=2
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=3
 
    hudMarkerArrows:b=no
 
    hudAircraftMarkersMaxDist:i=4
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=1
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=1
 
    hudTankMapGroundMarkers:i=0
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=no
 
    hudDamageModel:i=2
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=no
 
    hudWarnings:b=no
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=0
 
    allowControlHelpers:i=3
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=2
 
    boostersFuel:i=2
 
    ctaCaptureMul:i=2
 
    damageModel:i=2
 
    hudTankRangefinder:i=2
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=no
 
    nightVisionInTPS:b=no
 
}
 
</div></div>
 
 
 
[[Category:War Thunder CDK]]
 
[[Category:Custom_missions]]
 

Revision as of 00:08, 14 November 2019

Description

Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.

Vehicles equipped with this weapon

General info

Tell us about the tactical and technical characteristics of the cannon or machine gun.

Available ammunition

Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).

Comparison with analogues

Give a comparative description of cannons/machine guns that have firepower equal to this weapon.

Usage in battles

Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a "guide" - do not impose a single point of view, but give the reader food for thought.

Pros and cons

Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.

Pros:

Cons:

History

Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/History" (example: https://wiki.warthunder.com/(Weapon-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />.

Media

An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the article about the variant of the cannon/machine gun;
  • references to approximate analogues by other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the weapon;
  • other literature.


USA naval cannons
20 mm  20 mm/70 Oerlikon Mk.II · 20 mm/70 Oerlikon Mark V · 20 mm/70 Oerlikon Mark 24
25 mm  25 mm/87 Mk.38
28 mm  1.1 inch/75 Mk.1
37 mm  AN-M4
40 mm  Bofors L/60 Mark 1 · Bofors L/60 Mark 2 · Bofors L/60 Mark 3
76 mm  3 inch/23 Mk.4 · 3-inch/50 Mk.10 · 3-inch/70 Mk.37 · 3-inch Mark 10 · 3 inch Mk.33 · 3-inch Mk.34
102 mm  4 inch/50 Mk.9
127 mm  5 inch/25 Mk.11 · 5 inch/25 Mk.13 AA · 5 inch/38 Mk.12 · 5-inch/50 Mk.5 · 5 inch/51 Mk.7 · 127 mm/54 Mark 18
152 mm  6 inch/47 Mk.16 · 6 inch/47 DP Mk.16 · 6 inch/53 Mk.12
203 mm  8 inch/55 Mark 9 · 8 inch/55 Mark 12 · 8 inch/55 Mark 14 · 8 inch/55 Mark 16
305 mm  12-inch/45 Mk.5 · 12 inch/50 Mk.7 · 12 inch/50 Mk.8
356 mm  14 inch/45 Mk.8 · 14 inch/45 Mk.12 · 14 inch/50 Mk.11