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Modding a sniper, issues on weapon visibility.

11 Apr 2022, 16:37 PM
#1
avatar of N0face

Posts: 13

I wanted to snipers behave like Weapon Teams


First, I have a question I wanna ask, is it possible for a sniper to behave like a Weapon Support with a cone of fire and a setup time?

Second, the weapons that I tried to put into units do not show up, I have watched youtube tutorials and looked for solutions in this forum. I found many, but it hasn't worked for me. Your help is greatly appreciated.
12 Apr 2022, 15:28 PM
#2
avatar of General_Starlord

Posts: 38

Hi, in answer to your first question yes it should be possible by the editing the weapons attribute page. You'll want to change the duration in the setup tab and then change the settings in tracking/ normal tabs to a HMG to create a firing cone.
If you want to see the firing cone in game then make sure ui_setfacing is set to weapon default.



To answer your second question I need more information on what's not showing and what you tried to do to fix it.
12 Apr 2022, 20:27 PM
#3
avatar of N0face

Posts: 13

To answer your second question I need more information on what's not showing and what you tried to do to fix it.

I tried modifying the Brit Sniper, and when testing the mod, the weapon does not show up. It's just empty, I tried editing the ABP files and some fixes from forums like these, this is for the British sniper.
  • The 'required_active_weapon' requirement has a field 'hardpoint_name'. The 32-bit version of the game automatically uses hardpoint_01 when this field is empty. However, 64 bit requires the specific hardpoint name: 'hardpoint_01'
  • I changed the weapon on the combat_ext in ebps using my custom lee infield
  • in sbps I changed the slot item on the squad_action_apply_ext also changed the type in squad_loadout_ext
  • removed the critical shot ability of the brit sniper
13 Apr 2022, 13:14 PM
#4
avatar of N0face

Posts: 13

Hi, in answer to your first question yes it should be possible by the editing the weapons attribute page. You'll want to change the duration in the setup tab and then change the settings in tracking/ normal tabs to a HMG to create a firing cone.
If you want to see the firing cone in game then make sure ui_setfacing is set to weapon default.



To answer your second question I need more information on what's not showing and what you tried to do to fix it.


I am really sorry, this is my first time to use the forum and it is my first time to mod.
14 Apr 2022, 15:03 PM
#5
avatar of General_Starlord

Posts: 38

That's fine. The tools can be quite confusing. I have a discord if you would like more direct help with modding. https://discord.gg/yn3xa2a6

For the Brit Sniper when you say it doesn't show up do you mean the model doesn't visual appear? If so could post the ABP file so I can see if it looks correct?
14 Apr 2022, 19:40 PM
#6
avatar of N0face

Posts: 13

That's fine. The tools can be quite confusing. I have a discord if you would like more direct help with modding. https://discord.gg/yn3xa2a6

For the Brit Sniper when you say it doesn't show up do you mean the model doesn't visual appear? If so could post the ABP file so I can see if it looks correct?


The weapon does not show up like this [url=https://www.coh2.org/file/20171/20220415032556-1.jpg]https://www.coh2.org/file/20171/20220415032556-1.jpg[/url][img]

I think the script was unchanged since there is already a rifle_lee_enfield in there.

[code]model =
{
"..\\..\\..\\common\\NewMotionTree.abp",
"..\\..\\..\\common\\CompleteMotionTree.abp",
--"..\\..\\..\\common\\engineer.abp",

-- Common AEF Gear
--"..\\..\\..\\aef\\aefcommongear.abp",
"..\\..\\..\\aef\\weapons\\m3_grease_gun\\m3_grease_gun",
"..\\..\\weapons\\boys_at_rifle\\boys_at_rifle",
--"..\\..\\weapons\\rifle_lee_enfield\\rifle_lee_enfield",

-- Main Mesh
"sniper",
} [code]
14 Apr 2022, 20:52 PM
#7
avatar of General_Starlord

Posts: 38

Remove the two -- from the lee enfield line and try again.
14 Apr 2022, 21:08 PM
#8
avatar of N0face

Posts: 13

Remove the two -- from the lee enfield line and try again.


It didn't work and also I completely lost the unit icon and its UI all in all. XD XD XD

Should I delete it and start again?
14 Apr 2022, 22:20 PM
#9
avatar of General_Starlord

Posts: 38

Might be a good idea. I'm very confused how deleting -- has lost you your units UI and icon.
18 Apr 2022, 05:18 AM
#10
avatar of N0face

Posts: 13

Might be a good idea. I'm very confused how deleting -- has lost you your units UI and icon.

I tried your instructions, but the weapon is still invisible. I tried putting it on commandos and Tommies, the weapon is there, but is missing a scope.
18 Apr 2022, 08:12 AM
#11
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post18 Apr 2022, 05:18 AMN0face

I tried your instructions, but the weapon is still invisible. I tried putting it on commandos and Tommies, the weapon is there, but is missing a scope.


i have a british sniper with lee enfield scope rifle moded, you can try this ABP:

model =
{
"..\\..\\..\\common\\NewMotionTree.abp",
--"..\\..\\..\\common\\engineer.abp",

-- Common AEF Gear
--"..\\..\\..\\aef\\aefcommongear.abp",
--"..\\..\\..\\aef\\weapons\\m3_grease_gun\\m3_grease_gun",
"..\\..\\weapons\\boys_at_rifle\\boys_at_rifle",
"..\\..\\weapons\\rifle_lee_enfield\\rifle_lee_enfield",
"..\\..\\..\\aef\\weapons\\rifle_m1_garand\\rifle_m1_garand",
"..\\..\\..\\aef\\weapons\\smg_m1_thompson\\smg_m1_thompson",
"..\\..\\weapons\\smg_mk2_sten\\smg_mk2_sten",
"..\\..\\weapons\\gammon_bomb\\gammon_bomb",
"..\\..\\..\\aef\\weapons\\pistol_m1911_45\\pistol_m1911_45",
-- Main Mesh
"sniper",
}
18 Apr 2022, 08:32 AM
#12
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

jump backJump back to quoted post18 Apr 2022, 05:18 AMN0face
I tried your instructions, but the weapon is still invisible. I tried putting it on commandos and Tommies, the weapon is there, but is missing a scope.

To show the scope, add an animator_set_state action in ebps/action_apply:
state_machine_name = enfield_scope
do_action_state_name = on
19 Apr 2022, 09:27 AM
#13
avatar of N0face

Posts: 13


To show the scope, add an animator_set_state action in ebps/action_apply:
state_machine_name = enfield_scope
do_action_state_name = on


Been waiting for you Mod God, thank you for the blessing.
19 Apr 2022, 09:28 AM
#14
avatar of N0face

Posts: 13



i have a british sniper with lee enfield scope rifle moded, you can try this ABP:

model =
{
"..\\..\\..\\common\\NewMotionTree.abp",
--"..\\..\\..\\common\\engineer.abp",

-- Common AEF Gear
--"..\\..\\..\\aef\\aefcommongear.abp",
--"..\\..\\..\\aef\\weapons\\m3_grease_gun\\m3_grease_gun",
"..\\..\\weapons\\boys_at_rifle\\boys_at_rifle",
"..\\..\\weapons\\rifle_lee_enfield\\rifle_lee_enfield",
"..\\..\\..\\aef\\weapons\\rifle_m1_garand\\rifle_m1_garand",
"..\\..\\..\\aef\\weapons\\smg_m1_thompson\\smg_m1_thompson",
"..\\..\\weapons\\smg_mk2_sten\\smg_mk2_sten",
"..\\..\\weapons\\gammon_bomb\\gammon_bomb",
"..\\..\\..\\aef\\weapons\\pistol_m1911_45\\pistol_m1911_45",
-- Main Mesh
"sniper",
}


Thank you, I will try this.
20 Apr 2022, 04:34 AM
#15
avatar of N0face

Posts: 13



i have a british sniper with lee enfield scope rifle moded, you can try this ABP:

model =
{
"..\\..\\..\\common\\NewMotionTree.abp",
--"..\\..\\..\\common\\engineer.abp",

-- Common AEF Gear
--"..\\..\\..\\aef\\aefcommongear.abp",
--"..\\..\\..\\aef\\weapons\\m3_grease_gun\\m3_grease_gun",
"..\\..\\weapons\\boys_at_rifle\\boys_at_rifle",
"..\\..\\weapons\\rifle_lee_enfield\\rifle_lee_enfield",
"..\\..\\..\\aef\\weapons\\rifle_m1_garand\\rifle_m1_garand",
"..\\..\\..\\aef\\weapons\\smg_m1_thompson\\smg_m1_thompson",
"..\\..\\weapons\\smg_mk2_sten\\smg_mk2_sten",
"..\\..\\weapons\\gammon_bomb\\gammon_bomb",
"..\\..\\..\\aef\\weapons\\pistol_m1911_45\\pistol_m1911_45",
-- Main Mesh
"sniper",
}

I used this, but it is still not showing. What did you do to yours, what's your setup?
20 Apr 2022, 10:24 AM
#16
avatar of General_Starlord

Posts: 38

What's your folder structure for you ABP file? Is it the exact same as Relics?
20 Apr 2022, 10:48 AM
#17
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post20 Apr 2022, 04:34 AMN0face

I used this, but it is still not showing. What did you do to yours, what's your setup?


As starlor said, may be your folder structure have some difference so the custom ABP doesnt apply. Mine look like this.


Still, i took a look into the archive and notice that default ABP of the british sniper already contain lee enfield rifle so you can skip ABP editing to save some trouble.

If you are missing just the scope. You can clear all instace in the requirement.ext in the requirement_action that contain animation_set_action for lee enfield scope. By that way, as long as you manage to get a lee enfield rifle to show up on sniper, it will alway have the scope.

Edited: above setting turn all lee enfield rifle to scoped variant event if it is a standard rifle so be aware if you planing to use on other squad other than sniper.
20 Apr 2022, 14:14 PM
#18
avatar of N0face

Posts: 13

What's your folder structure for you ABP file? Is it the exact same as Relics?

I think so, I did follow the tutorial by eliwood I think.
20 Apr 2022, 14:19 PM
#19
avatar of N0face

Posts: 13



As starlor said, may be your folder structure have some difference so the custom ABP doesnt apply. Mine look like this.


Mine has the same format as yours. What seems to be the problem here? Am I missing something?
20 Apr 2022, 14:28 PM
#20
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post20 Apr 2022, 14:19 PMN0face

Mine has the same format as yours. What seems to be the problem here? Am I missing something?


and you still missing the rifle ? If so. Try using the default APB then.
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