Adding a Pintle MG42 to the StuG E (short)
27 Dec 2019, 06:36 AM
#1
Posts: 789
My problem is that I want to add the StuG G’s pintle mg to the Short StuG E, but it isn’t working.
I copied all the files pertaining to the StuG G mg42 to the StuG E, but when I run the mod it doesn’t appear
I also want to make OKW tech linear, by requiring Battlegroup before Mechanized and Mechanized before Shwere, but it’s pretty confusing (for me) with the whole truck builder thing. I’m sure if I muck about enough I’ll find out how but any advice would be great.
One last thing, does anyone know how I could make the LMG42 into a team weapon?
Thanks in advance , kiwi
27 Dec 2019, 20:13 PM
#2
Posts: 766 | Subs: 2
This is just me taking a quick look. The stug e (commander) does not have a hardpoint two for the slot item. Try adding a hardpoint two like the stug g.
In live, when an hq is fully built, it will add an player upgrade. upgrade\west_german\passive\building_1
This is used for the King Tiger call in. However, you can also use this in the requirements for the sws ability that constructs the building.
Also, the names are weird and probably changed roles in development.
Battlegroup Medic HQ
ebps\races\west_german\buildings\base_building\heavy_armor_support_mp
upgrade\west_german\passive\building_3
abilities\west_german\modal_ability\construct_infantry_barracks
Mechanized Repair HQ
ebps\races\west_german\buildings\base_building\light_armor_support_mp
upgrade\west_german\passive\building_1
abilities\west_german\modal_ability\construct_tank_command
Schwerer Flak HQ
ebps\races\west_german\buildings\base_building\infantry_support_mp
upgrade\west_german\passive\building_2
abilities\west_german\modal_ability\construct_armored_infantry_command
So in short make the construct Mechanized Repair HQ ability require either structure: heavy_armor_support_mp or player upgrade building_3.
In live, when an hq is fully built, it will add an player upgrade. upgrade\west_german\passive\building_1
This is used for the King Tiger call in. However, you can also use this in the requirements for the sws ability that constructs the building.
Also, the names are weird and probably changed roles in development.
Battlegroup Medic HQ
ebps\races\west_german\buildings\base_building\heavy_armor_support_mp
upgrade\west_german\passive\building_3
abilities\west_german\modal_ability\construct_infantry_barracks
Mechanized Repair HQ
ebps\races\west_german\buildings\base_building\light_armor_support_mp
upgrade\west_german\passive\building_1
abilities\west_german\modal_ability\construct_tank_command
Schwerer Flak HQ
ebps\races\west_german\buildings\base_building\infantry_support_mp
upgrade\west_german\passive\building_2
abilities\west_german\modal_ability\construct_armored_infantry_command
So in short make the construct Mechanized Repair HQ ability require either structure: heavy_armor_support_mp or player upgrade building_3.
27 Dec 2019, 20:18 PM
#3
Posts: 789
27 Dec 2019, 20:23 PM
#4
Posts: 789
In case you have advice, some other things I’m gonna try to do:
making the bipod mg42 into a team weapon
Making the Covering fire ability on Cav rifles apply to grens & cancel when the enemy gets close range
(I’ve already added the ability to them, and made it require the mg42)
Making the Flack HT stun instead of suppress and fire on the move
making the bipod mg42 into a team weapon
Making the Covering fire ability on Cav rifles apply to grens & cancel when the enemy gets close range
(I’ve already added the ability to them, and made it require the mg42)
Making the Flack HT stun instead of suppress and fire on the move
27 Dec 2019, 20:59 PM
#5
Posts: 766 | Subs: 2
In case you have advice, some other things I’m gonna try to do:
making the bipod mg42 into a team weapon
Making the Covering fire ability on Cav rifles apply to grens & cancel when the enemy gets close range
(I’ve already added the ability to them, and made it require the mg42)
Making the Flack HT stun instead of suppress and fire on the move
I am not sure for the bipod mg42. The prop lmg 42 as in a dropped slot item is different from the weapon, and it is basic prop. You can probably mimic a team weapon in the weapon table and increase the drop rate to 100%, but if it were to wiped squad caring it, the squad that would pick it up would be entirely 'transformed' rather than leaving a model or two behind.
Grenades have a minimum range. Not sure if would work but it may cancel it out.
The flak half track can be enable to fire on the move.
First remove hardpoint one. This only shows the set up display and is independent of the weapon that fires.
Place hardpoint 2 in hardpoint 1's spot, and remove hardpoint 2.
go to weapon\west_german\ballistic_weapon\tank_gun\sdkfz_251_17_flak_20mm_flak38
under moving make sure disable_moving_firing is set to true
under set up set the duration to 0 and instant_setup to true
under behaviour change non_moving_setup to false
I think that is everything to adjust the moving but the 222 autocannon can be a good reference
For the stun
go to damage add either under on_penetrated_action (before damage) or post_damage_actions (after damage) for the stun. Trigger_critical_action is used to apply a stun. Panzerfaust, Puma's Aimed shot and many other weapons can be helpful.
29 Dec 2019, 08:38 AM
#6
Posts: 789
I couldn't do it so I just copied the stug G, removed the animator_set_state / variant / G and copypasted the short cannon into the weapon hardpoint
29 Dec 2019, 18:00 PM
#7
Posts: 789
I have another problem. I used the override weapon attributes on the mg42 and changed its tracer to mg42 phosphorus, but only the impact is like the hmg42 incendiary raounds, not the tracers
31 Dec 2019, 13:28 PM
#8
Posts: 766 | Subs: 2
Not sure, I did a quick test and I only needed to copy and paste the override of the ability and placed it with the EBPS. Can you by chance post a screen shot of what you did?
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