Create the impossible with Workarounds Modding Guide
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I have 3 more questions however:
I am guessing that the flamethrowering Sherman and T-34 in your mod were made in a similar way to the Hetzer tank destroyer?
2nd is the ability to "deploy" or "setup" like the 223 Funkwagen in your mod as well as the "forward" HQ Jeep for the British that has a weapon rack, I'm interesting in using that but for the USF.
Add lastly the air drop ability for heavy weapons and vehicles like the WC51, I'm also interesting in making the Luftwaffe Fallschirmjager a separate ability instead of it being tied to the Stuka but I guess that's a bit easier.
Thanks once again for these guides and your time, cheers.
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Brilliant as the last guide, this is really helpful since I'm thinking of making a small mod to portray a few of the community suggested changes for the upcoming patches.
I have 3 more questions however:
I am guessing that the flamethrowering Sherman and T-34 in your mod were made in a similar way to the Hetzer tank destroyer?
2nd is the ability to "deploy" or "setup" like the 223 Funkwagen in your mod as well as the "forward" HQ Jeep for the British that has a weapon rack, I'm interesting in using that but for the USF.
Add lastly the air drop ability for heavy weapons and vehicles like the WC51, I'm also interesting in making the Luftwaffe Fallschirmjager a separate ability instead of it being tied to the Stuka but I guess that's a bit easier.
Thanks once again for these guides and your time, cheers.
I will try to give a short answer, please PM me if you would like to know more details. I might write more guides in the future though
1st, There are 2 entities just like the 17 pounder emplacement: 1 tank and 1 invisible universal carrier with flame upgrade.
2nd, the 223 toggle ability is based on the opel blitz ability:
"abilities\german\toggle_ability\commander_ability\supply_truck_lockdown"
in combination with an aura based on:
"aura\west_german_auras\siphon_drain_aura_mp".
The HQ Jeep is just like the okw sws truck and a spawn_entity for the weapon rack.
3rd, I added the parachute model in the abp of the jeep: "..\\..\\props\\aef_parachute\\aef_parachute"
The paradrop ability is the same as a soldier paradrop.
Posts: 3145 | Subs: 2
I will try to give a short answer, please PM me if you would like to know more details. I might write more guides in the future though
1st, There are 2 entities just like the 17 pounder emplacement: 1 tank and 1 invisible universal carrier with flame upgrade.
2nd, the 223 toggle ability is based on the opel blitz ability:
"abilities\german\toggle_ability\commander_ability\supply_truck_lockdown"
in combination with an aura based on:
"aura\west_german_auras\siphon_drain_aura_mp".
The HQ Jeep is just like the okw sws truck and a spawn_entity for the weapon rack.
3rd, I added the parachute model in the abp of the jeep: "..\\..\\props\\aef_parachute\\aef_parachute"
The paradrop ability is the same as a soldier paradrop.
Why is that why the flamethrowing tanks are "defenses" and can't move, because they're based on an emplacement?
I thought you could just replace the hull machine gun with a flamethrower weapon and be done with it like with the Churchill, or was it just a design choice for you?
And yeah you're right about the 223, I totally forgot about the Opel Blitz lockdown which I could just use for it instead.
The HQ Jeep tho is gonna have to be able to pack up and move, like the British HQ trucks in CoH.
And lastly alright, thanks for the Airdrop hint, I never actually attempted it for a vehicle but I do remember trying it for the Pack howitzer, or was it adding a crew to the guns I'm not sure anymore.
And yeah I'll contact you if needed, thanks again.
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Why is that why the flamethrowing tanks are "defenses" and can't move, because they're based on an emplacement?
I thought you could just replace the hull machine gun with a flamethrower weapon and be done with it like with the Churchill, or was it just a design choice for you?
The flame of the Churchill is part of the model. We cannot add that animation to tanks with the current moddingtools. So that's why I had to combine these two models. The two models cannot move synchroon, so that's why I created an emplacement.
Posts: 3145 | Subs: 2
The flame of the Churchill is part of the model. We cannot add that animation to tanks with the current moddingtools. So that's why I had to combine these two models. The two models cannot move synchroon, so that's why I created an emplacement.
Yeah I figured as much that there was probably some limitation with the models.
Thanks anyhow for the answer.
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Adding a ghost object that has that state and changing its visibility to false doesn't work, because it makes the whole animator invisible, not just entity model. I was trying to find a method for that without editing the .abp, but I guess that might be impossible.
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What mods have you made, I would like to download some of them
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When the match starts there are 2 extra “upgrades” on the Ostheer HQ
1 unlocks all the normal units,
And the other unlocks a totally different set of units that I have modded, say the really sick hetzer you showed how to make
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What mods have you made, I would like to download some of them
I made only one mod: The All Units mod
Also if I ever get around to learning to mod, is there a way to say:
When the match starts there are 2 extra “upgrades” on the Ostheer HQ
1 unlocks all the normal units,
And the other unlocks a totally different set of units that I have modded, say the really sick hetzer you showed how to make
Sure that's possible. The forum offers many tutorials which will help you to achieve it
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Can you use coh1 models in coh2?
It's not possible to add models, but several CoH1 models are available. I use the worldbuilder to find them. For example: the concrete bunker, the medic tent and the artillery pit.