AI not using Paratroopers / New weapons for squads
Posts: 87
Second thing, on this video you can see Volks using StG44, but it doesn't work in default (invisible weapons). How to do this? (hoping for eliwood to reply )
Posts: 165 | Subs: 2
As for giving StG44's to Volksgrenadiers, you'll need to edit the .ABP files. Check the tutorial Eliwood did on the subject on the main Relic modding forum over here: http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/modding/180594-tutorial-editing-abp-files
Posts: 87
Thanks for that video, it's very good. However when I do that the game doesn't read my mod (mod builds without problems) and in warnings.log file there's only this:
19:39:43.11 MOD -- Shutting down mod.
19:39:43.18 FILESYSTEM -- filepath failed to remove alias, missing alias 'stats'
Posts: 756 | Subs: 8
Posts: 165 | Subs: 2
Yes I had that too but those were Support Paratroopers from "Airdropped Combat Group" of Recon company, they never call in "normal" Airborne squads.
But doesn't that ability drop more than just a single airborne squad? Pretty sure it dropped an M1 57mm too, and in my case it was just a single enemy airborne squad landing in my base. Unless the AI gets a separate version of it that's different?
Posts: 87
@eliwood
I found it, thanks. It was Paratroopers' file that caused problems, which is weird because it was done just like every other edit.
Anyway it still doesn't seem to work. I added Sturmpioneers' StG44 to Volksgrenadiers
"..\\..\\weapons\\smg_mp44_default\\smg_mp44_default",
and gave them this weapon in Attributes editor, yet they are still invisible...
Posts: 756 | Subs: 8
Posts: 87
Also apologize for late reply, I had quite a problem IRL
Posts: 756 | Subs: 8
data\art\armies\west_german\soldiers\volksgrenadier\volksgrenadier.abp
So, that means that
"..\\..\\weapons\\smg_mp44_default\\smg_mp44_default",
goes up two directories from that file, due to the use of "..\\" twice, to the root west_german folder.
Just think of it like this, for every "..\\" you see, take a folder off the current file's path (without the file name, of course):
Start
data\art\armies\west_german\soldiers\volksgrenadier\
One "..\\"
data\art\armies\west_german\soldiers\
Two "..\\"
data\art\armies\west_german\
Relative pathing just means that you use the current file's path to navigate up or down.
Going down would just be adding subfolders to the path. So, if the Volksgrenadier folder had a subfolder called accessories, with a model named panzerfaust, you would do this:
"accessories\\panzerfaust",
And that would bring you to:
data\art\armies\west_german\soldiers\volksgrenadier\accessories\panzerfaust
Posts: 756 | Subs: 8
Posts: 87
Posts: 756 | Subs: 8
Posts: 87
model =
{
"..\\..\\..\\Common\\NewMotionTree.abp",
"..\\..\\..\\common\\engineer.abp",
"..\\..\\weapons\\west_german_rifle_kar98\\west_german_rifle_kar98",
"..\\..\\..\\german\\weapons\\panzerfaust_100\\panzerfaust_100",
"data\art\armies\west_german\\weapons\\smg_mp44_default\\smg_mp44_default",
"..\\..\\..\\german\\weapons\\rifle_g43_sniper\\rifle_g43_sniper",
-- Main Mesh
"volksgrenadier",
}
BTW in new patch AI finally uses Paratroopers!
Posts: 756 | Subs: 8
model =
{
"..\\..\\..\\Common\\NewMotionTree.abp",
"..\\..\\..\\common\\engineer.abp",
"..\\..\\weapons\\west_german_rifle_kar98\\west_german_rifle_kar98",
"..\\..\\..\\german\\weapons\\panzerfaust_100\\panzerfaust_100",
"..\\..\\weapons\\smg_mp44_default\\smg_mp44_default",
"..\\..\\..\\german\\weapons\\rifle_g43_sniper\\rifle_g43_sniper",
-- Main Mesh
"volksgrenadier",
}
Then, be sure the weapon you are giving them has the correct visibility_name, such as assault_pioneer_mp44_smg_mp.
Posts: 87
Posts: 756 | Subs: 8
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