I want to change a flamethrower weapon upgrade to instead add one soldier who is holding that flamethrower. Is that possible? (this would be for the sturmpioneer squad).
I look at the grenadier veteran squad leader upgrade (which adds 1 soldier and one rifle). It has 2 actions : slot_item_add (which I understand) and UI decorator action - which I assume changes the graphic on the grenadier squad to note it is now a 5 man unit.
I don't see anything about adding an extra soldier.
When I look at the pioneer veteran squad leader upgrade there isn't even an action!
Adding soldiers and weapons
7 Dec 2019, 12:54 PM
#1
Posts: 57
7 Dec 2019, 17:09 PM
#2
Posts: 817 | Subs: 5
The 'add_to_squad_loadout_action' can be used to add a soldier to an existing squad. This can be located in the upgrade, or in the sbps with a requirement for the upgrade. Both have the same result.
The flamethrower can be set in the combat_ext of the entity which you add. It will spawn on a random entity when you use add_slot_item.
The flamethrower can be set in the combat_ext of the entity which you add. It will spawn on a random entity when you use add_slot_item.
7 Dec 2019, 21:44 PM
#3
Posts: 57
I'll be sad one day if you stop having all the answers.
Is there a weapon upgrade for empty hands?
Is there a weapon upgrade for empty hands?
7 Dec 2019, 21:56 PM
#4
Posts: 817 | Subs: 5
Is there a weapon upgrade for empty hands?
Perhaps the action 'remove_weapon' can achieve that. Can you try that?
7 Dec 2019, 21:58 PM
#5
Posts: 57
Thank you... I saw that but I didn't know if you could use that to force a soldier on spawn to have no weapon. I will give it a shot
7 Dec 2019, 23:12 PM
#6
Posts: 422 | Subs: 2
Thank you... I saw that but I didn't know if you could use that to force a soldier on spawn to have no weapon. I will give it a shot
You could simply remove his weapon from hardpoint_01 under ebps>combat for the soldier you want to add. There's a few intricacies about adding a weapon to him though. Assuming you have an upgrade to add a weapon to him, you need to put give him a requirement_action under ebps>action_apply to add + change a weapon with the requirement being the upgrade.
I swear though if it's weaponless Soviets ala Hollywood you need a history lesson lmao.
8 Dec 2019, 00:46 AM
#7
Posts: 57
No I was thinking about more of a forward spotter idea for the Americans. I didn't want to give him a gun to prevent the temptation that it would be a unit that could assist in a fight. And I didn't want it to be a unit that could sneak up to a sniper and kill them either.
Is it problematic to go about changing the unit icon? I have no clue how to go about doing that. As a standard answer I will say that if it is complicated that's enough to make me rethink the idea and put my ideas to work somewhere else.
Is it problematic to go about changing the unit icon? I have no clue how to go about doing that. As a standard answer I will say that if it is complicated that's enough to make me rethink the idea and put my ideas to work somewhere else.
8 Dec 2019, 00:56 AM
#8
Posts: 422 | Subs: 2
No I was thinking about more of a forward spotter idea for the Americans. I didn't want to give him a gun to prevent the temptation that it would be a unit that could assist in a fight. And I didn't want it to be a unit that could sneak up to a sniper and kill them either.
Is it problematic to go about changing the unit icon? I have no clue how to go about doing that. As a standard answer I will say that if it is complicated that's enough to make me rethink the idea and put my ideas to work somewhere else.
Ah. You might want to give them a dummy weapon (like the minesweeper with a model change).
It's not difficult to change the unit icon. You just need Janne252's asset browser and a image editing tool that supports transparency (Photoshop being the best). eliw00d has some Youtube tutorials on how to add new UI art assets.
11 Dec 2019, 00:13 AM
#9
Posts: 57
It's a new day with a new weapon related problem. Unlike regular CoH2 I'm making the armies very unequal in terms of manpwoer/fuel/etc. In short one army is quantity and one is quality (wonder where I got that idea).
I was wanting to make a HMG function one way when held by germans and another if it is captured by allies (would still be a good unit but not exactly the same). I have a regular mg42 that I cloned that has different stats.
I noticed in ebps for the HMG that I can go to the recrewable extension and under race data I can change the weapon to a diffrent file. Let's say I make a new entry in sbps (cap_hmg) and link that sbps to the race recrew extension.
What all do I need to do to make sure this works so that Axis units picking up the weapon get the mg_42 and Allies units picking it up get the cap_hmg)
1. I need to make a new entry in ebps/ sbps for cap_hmg
2. I need to make a weapon data entry for cap_hmg
3. I need to link the recrew extension for the new weapon to cap_hmg for allies and change the recrew extension for cap_hmg to go back to the mg_42 (for the germans)
4. I need to link the sbps to the new ebps for the cap_hmg (need to re-check the tutorial on that but it should not be a problem).
Is there a step 5-6 that I'm missing?
I was wanting to make a HMG function one way when held by germans and another if it is captured by allies (would still be a good unit but not exactly the same). I have a regular mg42 that I cloned that has different stats.
I noticed in ebps for the HMG that I can go to the recrewable extension and under race data I can change the weapon to a diffrent file. Let's say I make a new entry in sbps (cap_hmg) and link that sbps to the race recrew extension.
What all do I need to do to make sure this works so that Axis units picking up the weapon get the mg_42 and Allies units picking it up get the cap_hmg)
1. I need to make a new entry in ebps/ sbps for cap_hmg
2. I need to make a weapon data entry for cap_hmg
3. I need to link the recrew extension for the new weapon to cap_hmg for allies and change the recrew extension for cap_hmg to go back to the mg_42 (for the germans)
4. I need to link the sbps to the new ebps for the cap_hmg (need to re-check the tutorial on that but it should not be a problem).
Is there a step 5-6 that I'm missing?
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