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Anyone know how to disable Tiger Ace vet on recrew?

16 Sep 2021, 13:44 PM
#1
avatar of donofsandiego

Posts: 1379

Good morning,

Over the past day or so I came to the conclusion that I wanted to update a 2014 tuning pack for CoH2 that was supposed to increase all abandons to 80%.

Im the process of changing the stats for OST I noticed that the Tiger Ace was missing an abandoned critical, so I added it and changed the weights accordingly. I tested it out in game and, lo and behold, it works just fine. Eeexcept that whichever unit recrews the tank is given the vet required to get to vet 1 of the Tiger Ace.

Now this is not exactly what I wanted for most factions (I don't want units recrewing the Ace to get vet of course), it's especially heinous for USF, which can use the Tiger Ace like a veterancy factory; crewing the vehicle--getting Tiger 1 vet in the process, easily enough to get any unit to vet 3--and then decrewing it soon after.

Now I'm not much of a modder, so I'm asking for the help of you experienced gentlemen for aid.

I know that the solution to this would probably be similar to how abandoned OKW vehicles recrewed by other factions don't have 5 levels of vet, but I just don't know how to do that off the top of my head and instead of struggling through the Attribute Editor it would be nice for someone to simply point me in the right direction.

Thank you!

EDIT: That or just tell me how to disable disembark crew for USF when they recrew the ace. I could live with that.
17 Sep 2021, 04:58 AM
#2
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

A few things I can think of:

Move the 'veterancy_action' from sbps to ebps and use a 'change_target_action' with 'change_target_type' is 'squad'. The ebps action will not be runned again upon recrewing.

Or put the 'veterancy_action' in a requirement_action and add an upgrade to the entity (set 'apply_to_entities_in_squad' to 'true'). Then check in the requirement to not have that entity_upgrade so it will only run once.

Disabling disembark is also do-able.
Clone abilities\aef\timed_ability\vehicle_decrew_generic_mp and add the requirement 'not' and in there 'required_unit_type' with 'unit_type' is 'tiger_ace'. There are 3 other decrew abilities, you have to edit them all:
abilities\aef\timed_ability\vehicle_decrew_m20_crew_mp
abilities\aef\timed_ability\vehicle_decrew_medics_mp
abilities\aef\timed_ability\vehicle_decrew_vehicle_crew_mp
17 Sep 2021, 13:03 PM
#3
avatar of donofsandiego

Posts: 1379

A few things I can think of:

Move the 'veterancy_action' from sbps to ebps and use a 'change_target_action' with 'change_target_type' is 'squad'. The ebps action will not be runned again upon recrewing.

Or put the 'veterancy_action' in a requirement_action and add an upgrade to the entity (set 'apply_to_entities_in_squad' to 'true'). Then check in the requirement to not have that entity_upgrade so it will only run once.

Disabling disembark is also do-able.
Clone abilities\aef\timed_ability\vehicle_decrew_generic_mp and add the requirement 'not' and in there 'required_unit_type' with 'unit_type' is 'tiger_ace'. There are 3 other decrew abilities, you have to edit them all:
abilities\aef\timed_ability\vehicle_decrew_m20_crew_mp
abilities\aef\timed_ability\vehicle_decrew_medics_mp
abilities\aef\timed_ability\vehicle_decrew_vehicle_crew_mp


Thank you for the response. I ended up puzzling it out myself out of impatience, cloning the blueprint for the tiger ace crew and adding "_recrew" to the end. For that squad blueprint I removed the veterancy action.

Then I just went to the recrew tab on the tiger ace and switched the crew blueprint from the normal squad to the recrew squad. So now any recrewing squad doesn't get vet and it worked out alright in the end.

Also thank you for the explanation of how to disable disembark on tanks. I was confused and thought it had something to do with whether or not the tank had an entry for the AEF race.
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