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russian armor

Commander ability modding Problems

3 Dec 2019, 15:08 PM
#21
avatar of Rigwaz

Posts: 57

Ok I have a new problem. I want to give the soviets the AT gun Ambush Tactics ability as a default secondary power. I tried getting this ability to work and suddenly my m42 AT gun is now an infantry squad with camouflage.

There's an ambush file for the soviets in: abilities/soviet/timed_ability/throw_away_hack_ui/cmd_at_gun_ambush_tactics.

There are 2 more abilities under the commander ability:

at_gun_ambush_tactics

m42_at_gun_ambush_tactics_mp

I assume these two are the ones that matter because they are the ones linked to sbps abilities.


I'm 99% sure not completely understanding usage/display/usage+display was causing my problems before; abilities were in fact working but not appearing because I told them not to.
3 Dec 2019, 19:48 PM
#22
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

A recent patch changed the m-42 at gun, which now always has access to the ambush ability.
abilities\soviet\toggle_ability\m42_at_gun_ambush_tactics_mp has no requirement.

The Zis-gun uses abilities\soviet\toggle_ability\commander_ability\at_gun_ambush_tactics in which you can delete the any_in_list requirement.

The abilities\soviet\timed_ability\throw_away_hack_ui\cmd_at_gun_ambush_tactics_mp is the passive icon in the commander panel.
3 Dec 2019, 22:21 PM
#23
avatar of Rigwaz

Posts: 57

I deleted my sbps entry for the AT gun (re-changing the requirements) and it was suddenly all working!

But largely knowing which problem file to start kicking is an incredible help to remove my broken modifications.

Thank you again!
6 Dec 2019, 04:31 AM
#24
avatar of Rigwaz

Posts: 57

Once again I'm having problems.

I can't seem to get the following abilities to work: p47_recon_mp, Off_map_smoke_artillery, combined_arms.

I tried cloning combined arms and changed -
1. required all in list (display)
1. required player upgrade : combined arms (display)


to:

<template_reference name="required" value="requirements\required_any_in_list">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<list name="requirements">
<template_reference name="requirement" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\commander\ability\raid_tactics" />
</template_reference>
<template_reference name="requirement" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\pm\american\unit_unlocks\pm_pathfinders_unlock" />
</template_reference>
<template_reference name="requirement" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\commander\ability\pathfinders" />
</template_reference>
<template_reference name="requirement" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\commander\ability\cavalry_riflemen_dispatch" />
</template_reference>
<template_reference name="requirement" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\commander\passive\riflemen_defensive_buildings" />
</template_reference>
<template_reference name="requirement" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\commander\ability\t34_sherman_calliope_dispatch" />
</template_reference>
<template_reference name="requirement" value="requirements\required_race">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<instance_reference name="race" value="racebps\aef" />
</template_reference>
</list>
</template_reference>
6 Dec 2019, 04:50 AM
#25
avatar of Rigwaz

Posts: 57

I tried some very simple things to make it work like required race:aef as the only requirement and that didn't work either.

I do have this ability set as a secondary ability (if that matters).

*edit* I got it working by making a new army ability with just the command cost. Not sure why that works and cloning the ability regularly does not.
14 Aug 2020, 11:38 AM
#26
avatar of Boz_Hower

Posts: 28

Also, this might sound dumb but there are 2 things I have been stucked:

I failed to locate where the vehicle popcap at

And how to I change what weapon a unit get? (I.E I wanted volks to hold MP40 as base weapon) I search in sbps and ebps but I can't find it
5 Oct 2020, 22:10 PM
#27
avatar of Rigwaz

Posts: 57

Also, this might sound dumb but there are 2 things I have been stucked:

I failed to locate where the vehicle popcap at

And how to I change what weapon a unit get? (I.E I wanted volks to hold MP40 as base weapon) I search in sbps and ebps but I can't find it


The first question I know Sneakeye answered for me- about 10 months ago. I think there is a lockout ability you need to remove. Try looking in :

SBPS : Squad requirement



For the second part you can 'reverse engineer'. Find the weapon you want in the weapon tab, find a squad using it and you can see how that unit looks with the tools and change the other squad to match.
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