COH2 Modding: Getting started with the official tools
Posts: 6
I'm looking for the fonction who multiply the number of units created.
I believe in the existance of this fonction because of the old Commander Skill from Soviet Faction who can summon 2 T34-85 (it's a passive skill now).
For exemple, I want to create some kind of condition :
If [a unit spawn/is created]
multiply this unit x time
Any idea ?
EDIT : I already own the SCARDOC file, but I dont found anything about this ...
Posts: 2
I've created my first mod using mod builder and AE. I've read a lot of posts on here and followed a lot of tutorials. The mod saves fine, builds fine and all seems ok. However, when I load my custom game and select my mod none of the changes are showing eg unit sizes still the same etc. Can anyone help please.
Posts: 985 | Subs: 2
Hi
I've created my first mod using mod builder and AE. I've read a lot of posts on here and followed a lot of tutorials. The mod saves fine, builds fine and all seems ok. However, when I load my custom game and select my mod none of the changes are showing eg unit sizes still the same etc. Can anyone help please.
@Blackb1rd0 that's because the IDs of the files are different, it's a bug
Posts: 2
Posts: 632 | Subs: 1
Alternatively, you could upload your mod folder somewhere so I could have a look.
Posts: 985 | Subs: 2
When I clone a file it appears to me with another ID
Cloning files perfect first time.
C:\Users\xxx\Documents\my games\company of heroes 2\mod projects\coolmod
I save this way:
-Save Atribute editor
-COH2 MOD Builder Save as 'the first time create coolmod.mod'. second or more overwrite coolmod.mod
-Press 'Build'
Re-open the tools, clone some more stuff & build again. And here is the file with another ID
Posts: 985 | Subs: 2
To create:
To Save and build 1st time:
Attribute Editor 'Forced Save'
CoH2 Mod Builder 'Save All' and create 'reticle2.mod' (I don't overwrite reticle.mod)
CoH2 Mod Builder 'Build'.
To Save and build:
Attribute Editor 'Forced Save'
CoH2 Mod Builder 'Build'.
So far so perfect, special thanks to @Janne252
Posts: 1
I ran into a big problem as soon as I started working on my mod, I hereby request your help.
The link for installing adobe flex SDK given in your guide did not work, therefore I did some researching. As a result, I found out that the name "adobe flex sdk" is an old one and it was changed to "apache flex sdk". As a result, I downloaded "apache flex sdk" from apache.org, and connected the files of it to flex SDK path in options. I had all three paths, mentioned in the guide, connected.
Fortunately, pretty much everything seemed to work fine, from AE to building and finishing the mod. But there were two very disturbing problems: first, name of my mod did not show up in-game. Secondly, there was neither word "num" nor "squad loadout" in AE, hence, I could not see any way to change the number of soldiers in one squad.
Other things like upgrades, weapons, and abilities weren't visible too.
Finally, my questions are these:
Does flex sdk for coh2 tools have to be adobe flex sdk? If it does, then does that mean that I cannot use coh2 tools anymore?
Is it normal being unable to see those options mentioned earlier? Will I not be able to change the number of soldiers in one squad ?
Are more paths required to be set up in current state?
Do I have to do something that is not showed in the guide in order to make name of my mod visible in game?
I really look forward to your answer, and thank you very much for reading such wall of texts.
Posts: 3
Posts: 632 | Subs: 1
Hey! I have so far gotten everything working quite fine with my mod, but I haven't been able to find a way to remove/change the spawning of the very first unit you always have in the beginning of the match. I'm trying to remove/change the pioneers at Wehr HQ. If they would be changed to another unit, it would be a modified one. Any help please?
Go to the "army" category and clone your army. Then open "starting_buildings", look for the "starting_building" with "default_mp" as the key and open "starting_squads". That's where you can add, remove and change any starting units.
Posts: 3
Go to the "army" category and clone your army. Then open "starting_buildings", look for the "starting_building" with "default_mp" as the key and open "starting_squads". That's where you can add, remove and change any starting units.
Thanks a lot!
Posts: 2
For example, the Stug-III-E is listed there, and I can mod it perfectly fine, but the Panzer IV commander tank is not listed there. I tried editing the EBPS info, but that didn't change anything in-game.
Is there some other place I need to edit to change those units?
Posts: 632 | Subs: 1
Hi guys, I have simple question. I'm trying to modify the prices of units, and I can do it for all the 'regular' units, but only some of the ones spawned by commander abilities. Any of the units listed in Faction-->modal ability-->dispatch I've modded successfully, but there are lots of units not listed there.
For example, the Stug-III-E is listed there, and I can mod it perfectly fine, but the Panzer IV commander tank is not listed there. I tried editing the EBPS info, but that didn't change anything in-game.
Is there some other place I need to edit to change those units?
You can find the command Panzer IV call-in ability here:
abilities\german\modal_ability\commander_ability\armor_commander
Often, these abilities are named strangely or sorted into the wrong categories. A good way to find them is to right-click on the squad and then select "Find All References".
Posts: 2
Posts: 1
I am new in CoH2 modding and tested out some different things like reducing reload time, increase damage and range and also the explosion effects to the tarrain. Now I gave my Obersoldaten of OKW four Stg-44 Vampir instead of just two and that worked fine. Now I wanted to add the Panzerfaust abbility for the Obersoldaten and was able to add it. Therefore I used the Fallschirmjäger_Panzerfaust Abbility in the section modal_abbilites in the .xml editor and just copy-pasted it to the Obersoldaten abbilities. The Obersoldiers are firing and the effect on the enemy is the same as I would fire the Panzerfaust with regular Fallschirmjägers, but my Obersoldier has no Panzerfaust in his hands and isnt making any animation. There isnt even a smoketracer of the Panzerfaust projectile. So it seems to be that the abillity cant connect to an animation which is needed. I searched long and couldnt find the category for the animations in the foulder in the .xml file. Can anybody help me with adding/changing animation parameters for soldiers? The end result should be that my obersoldiers have a panzerfaust in their hands like a regular Fallschirmjäger while firing. Help would be very nice.
Sorry for bad english
cheers
Posts: 632 | Subs: 1
Hello
I am new in CoH2 modding and tested out some different things like reducing reload time, increase damage and range and also the explosion effects to the tarrain. Now I gave my Obersoldaten of OKW four Stg-44 Vampir instead of just two and that worked fine. Now I wanted to add the Panzerfaust abbility for the Obersoldaten and was able to add it. Therefore I used the Fallschirmjäger_Panzerfaust Abbility in the section modal_abbilites in the .xml editor and just copy-pasted it to the Obersoldaten abbilities. The Obersoldiers are firing and the effect on the enemy is the same as I would fire the Panzerfaust with regular Fallschirmjägers, but my Obersoldier has no Panzerfaust in his hands and isnt making any animation. There isnt even a smoketracer of the Panzerfaust projectile. So it seems to be that the abillity cant connect to an animation which is needed. I searched long and couldnt find the category for the animations in the foulder in the .xml file. Can anybody help me with adding/changing animation parameters for soldiers? The end result should be that my obersoldiers have a panzerfaust in their hands like a regular Fallschirmjäger while firing. Help would be very nice.
Sorry for bad english
cheers
Welcome to the modding community!
To add new weapon models to a unit, you have to edit its abp file, as shown in this excellent video tutorial. Following the tutorial, extract this abp file from ArtWestGerman.sga:
art\armies\west_german\soldiers\honour_guard\honour_guard.abp
Then add the following line to that file:
"..\\..\\..\\german\\weapons\\panzerfaust_100\\panzerfaust_100",
That should make the Panzerfaust visible. If you have any more questions, feel free to ask them, but please have a look at our welcome post first. The community is always happy to help. Good luck with your projects!
Posts: 789
Do I need Java?
Posts: 2
Posts: 632 | Subs: 1
Is it possible to make a funny mod, eg, an ice cream van tank, a elephant looking soldier?
Unfortunately, it's not possible to use any custom models, textures or sounds, with the exception of vehicle skin packs. So you could paint all your vehicles pink, but not change their shape.