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COH2 Modding: Getting started with the official tools

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30 Oct 2014, 00:08 AM
#2
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Right out of the gate! Very nice work, Janne. I think it's cool that you have been working so closely with Relic lately, and that you had this all written and ready-to-go as soon as the Tools dropped. That's just baller. Thx again for all your hard work and tireless contributions.
30 Oct 2014, 00:19 AM
#3
avatar of Casparitus

Posts: 154 | Subs: 2

Goddamnit! Only did I just start to master the World Builder and you drop this shit on me? Awesome though, truly!
30 Oct 2014, 01:35 AM
#4
avatar of VonIvan

Posts: 2487 | Subs: 21

When the Cruzz Mod is available, holy sweet mother of jesus, will we finally see a balanced game. The world will explode. Many Axis fanbois will cry in agony.
My reaction after the Cruzz mod hits:
30 Oct 2014, 01:46 AM
#5
avatar of braciszek

Posts: 2053

Thanks for the guide! Ill certain have fun playing around with unit stats :3

I predict many great things to spawn from these modding tools.
30 Oct 2014, 01:48 AM
#6
avatar of MarcoRossolini

Posts: 1042

Time to get to work on fantasy Soviet factions! :D
30 Oct 2014, 02:05 AM
#7
avatar of steel

Posts: 1963 | Subs: 1

jump backJump back to quoted post30 Oct 2014, 01:35 AMVonIvan
When the Cruzz Mod is available, holy sweet mother of jesus, will we finally see a balanced game. The world will explode. Many Axis fanbois will cry in agony.
My reaction after the Cruzz mod hits:
What is this cruzz mod that you speak of, O wise one.
30 Oct 2014, 02:31 AM
#8
avatar of VonIvan

Posts: 2487 | Subs: 21

jump backJump back to quoted post30 Oct 2014, 02:05 AMsteel
What is this cruzz mod that you speak of, O wise one.

It is a Mod Cruzz is currently working on to help balance all 4 factions in-game(With changes he can finally put into place). Once he is finished working on it and it's released, I will let everyone know. :snfPeter:
30 Oct 2014, 05:10 AM
#9
avatar of steel

Posts: 1963 | Subs: 1

Is it possible to compile your own SGA file? I've mixed the voices from different versions of the game using the Archive Viewer to extract but right now I can't find a way to pack it all in. :(
30 Oct 2014, 05:41 AM
#10
avatar of braciszek

Posts: 2053

Can i assume that single player/ToW units could be added into a faction? (Zis-6 truck and the USF mortar, for instance)

I also know that the cargo zis-6 exists somewhere... But the game recognizes it as a reskinned Opel Blitz. (Teammate managed to capture an abandoned one in a ToW, and clicking on it showed the Opel portrait)

I havent done too much with the tools yet, but i was wondering if i could tinker with unused/secluded units and use them in a modded multiplayer.
30 Oct 2014, 07:16 AM
#11
avatar of User1SVK

Posts: 6

Hi The tutorial was great but I have a problem. I have been editing the unit healt in the ebps category. I have changed the remove_when_dead to false on every soldier for MP and SP however, it doesnt seem to work. Do you have any ideas as to why ? I have even changed the squad number of some troops like in you tutorial. I really have no idea what the problem may be.
Thankyou.
30 Oct 2014, 07:39 AM
#12
avatar of Smirnoff
Patrion 14

Posts: 111

nice as always. can someone make a mod with hordes of soviets against a "elite" german troop or hordes of osttruppen against a "elite" soviet troop ?
30 Oct 2014, 08:17 AM
#13
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

jump backJump back to quoted post30 Oct 2014, 05:10 AMsteel
Is it possible to compile your own SGA file? I've mixed the voices from different versions of the game using the Archive Viewer to extract but right now I can't find a way to pack it all in. :(

Not possible with the tools. We'll see what the future brings.

Can i assume that single player/ToW units could be added into a faction? (Zis-6 truck and the USF mortar, for instance)

I also know that the cargo zis-6 exists somewhere... But the game recognizes it as a reskinned Opel Blitz. (Teammate managed to capture an abandoned one in a ToW, and clicking on it showed the Opel portrait)

I havent done too much with the tools yet, but i was wondering if i could tinker with unused/secluded units and use them in a modded multiplayer.

zis_6_transport_truck_mp seems to exist on AE. Same for US Forces mortar team.

Hi The tutorial was great but I have a problem. I have been editing the unit healt in the ebps category. I have changed the remove_when_dead to false on every soldier for MP and SP however, it doesnt seem to work. Do you have any ideas as to why ? I have even changed the squad number of some troops like in you tutorial. I really have no idea what the problem may be.
Thankyou.


I'm not entirely sure what are you trying to do. I can find "remove_from_pathing_on_death" but can't find "remove_when_dead".

30 Oct 2014, 08:28 AM
#14
avatar of User1SVK

Posts: 6


I'm not entirely sure what are you trying to do. I can find "remove_from_pathing_on_death" but can't find "remove_when_dead".



I am sorry it is "delete_when_dead" in the ebps category. So extensions/health/delete_when_dead
I have have switched it to false but it doesnt seem to work.
30 Oct 2014, 08:39 AM
#15
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Are you trying to make corpses stay longer? I'm not sure if that's the only setting related to that.
30 Oct 2014, 08:42 AM
#16
avatar of User1SVK

Posts: 6

I want them to stay permanently. Like in the DoW II body stay mod. I did the same thing. However i cant find any other options for the corpses to stay permanently
30 Oct 2014, 09:23 AM
#17
avatar of User1SVK

Posts: 6

Neverming, finally got it to work. Thank you for your help.
30 Oct 2014, 09:27 AM
#18
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

How about sharing it with the others too? You may not be the only one willing to try doing that.
30 Oct 2014, 09:36 AM
#19
avatar of Mr +

Posts: 112

Fuu ck seems so complicated! Nice work!
30 Oct 2014, 09:56 AM
#20
avatar of User1SVK

Posts: 6

Sure,
I followed the tutorial but I stayed in the ebps category. I copied the units I wanted to stay on the battlefield. Once I coppied them I went to extesions/health there there is a delete_when_dead tab. I Just changed it frome true to false. There is also another tab extensions/casualty there you will find a permanent_casualty tab.I changed from false to true and done.
Now there is a problem with it. It will not work when physic is off. I have no idea why. If someone find out please let me know.
P.S. Not all bodies will stay however, only the "animated death kills" because the game would crash if you had like 500 ragdolls.
30 Oct 2014, 12:13 PM
#21
avatar of steel

Posts: 1963 | Subs: 1

Do you know how to adjust received accuracy for soldiers?
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