Tuning Packs: Various questions.
Posts: 19
1. Unit Requirements: How does the 'squad requirement' condition work? I tried setting it up on squad f(y), and ingame, it says when I hover over squad f(x), "Requires Squad f(y). I build the squad f(y) but it still says the same thing.
2. Squad Limit: Is there a way to set a limit on allowing only one of a certain squad/entity to be placed? For example, Tiger IIs and IS2s only allow one on the battlefield at any time. What part is this feature under to edit?
3. Campaign and Animations: I tried to put Isakovich in the normal game, but the only one available is the one where's he's wounded and lying on the ground. Does anyone know if that is to do with the animation set on him (checked the posture section, he has default) or is the model created like that?
Thanks to any help coming along this way; it is greatly appreciated. <this is the new thread I talked about, eliwo0d, if you are able to help : P>
Posts: 756 | Subs: 8
2. Should be a requirement. Take a look at the squads for those two.
3. Which one did you use?
Posts: 19
IF Conscript Squad built
THEN Unlock Snipers to build
2. I looked at the squads of both IS2 and Tiger2 but I can't seem to find anything extra in their requirement.
3. There are 3 Isakoviches; 2 of them use the standard officer (cossack_officer_...) model, one, I think the isakovich_mp one uses the isakovich_... model. Its the one they use where his building blows up in the campaign and he's lying in the ruins waiting for help (then Yuri saves him but gets shot for AWOL.)
Thanks.
Posts: 756 | Subs: 8
2. That is probably because the Attribute Editor templates are behind the current patch. It would be required_cap, though, probably.
3. Well, there is an m11_isakovich_squad, which uses an m11_isakovich_recon entity. Try that?
Posts: 19
1. Sort of works, still looking at it.
2. Works. Thx!
3. Isakovich in m11 is a normal Soviet officer. Guess they didn't put him in as a game unit.
Btw, is there a way to clone an entire mod onto a new tuning pack, so that I can make various versions of it (i.e. one version is the original, the other allows vehicles to be disabled, etc.)?
Posts: 756 | Subs: 8
Posts: 19
Posts: 20
Ok thanks, I finally found time to carry it out over the week. Getting more busy now, probably I won't post anymore for a few weeks.
1. Sort of works, still looking at it.
2. Works. Thx!
3. Isakovich in m11 is a normal Soviet officer. Guess they didn't put him in as a game unit.
Btw, is there a way to clone an entire mod onto a new tuning pack, so that I can make various versions of it (i.e. one version is the original, the other allows vehicles to be disabled, etc.)?
About 2.Would you please tell me where to modify the unit number limit?
Posts: 19
[Add new]> Choose required_cap
To modify unit number limit, in the list under the requirement, click on max_cap. Change it to any number you want.
<template_reference name="required" value="requirements\required_cap">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<float name="max_cap" value="1" />
</template_reference>
Posts: 20
Under sbps; <your unit>; squad_requirement_ext; requirement_table,
[Add new]> Choose required_cap
To modify unit number limit, in the list under the requirement, click on max_cap. Change it to any number you want.
<template_reference name="required" value="requirements\required_cap">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<float name="max_cap" value="1" />
</template_reference>
Thx very much.But where to add this below?
<template_reference name="required" value="requirements\required_cap">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<float name="max_cap" value="1" />
</template_reference>
Posts: 756 | Subs: 8
Does that mean the way to do this is to 'clone' every item that has been added into the next mod?
Actually, it looks like you can just drop the instances folder into the new mod, and upon launching the Attribute Editor it will load them up. All you have to do after that is save, so that all the attributes get converted to the new mod.
Posts: 756 | Subs: 8
Thx very much.But where to add this below?
<template_reference name="required" value="requirements\required_cap">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<float name="max_cap" value="1" />
</template_reference>
You would do this in the Attribute Editor, and it would be more readable.
Posts: 19
Also, how do I allow buildings to be constructed by a squad?
Posts: 756 | Subs: 8
squad_engineer_ext
Posts: 19
Also, there's some problems when I load mods afresh from the Tools program; sometimes it loads up with wrong .xmls and in the attribute editor, it is at a different progress to my last time on it.
Posts: 756 | Subs: 8
Are you saving your progress in the AE?
Posts: 19
So I've come back from busy life to do some modding, and I have a few questions again:
1. Is there a way to program where garrisoned squads say in a vehicle show up (and also which heading is it under to give a vehicle the ability to do so?)
2. Can it be possible to give Engineers or Conscripts permanent visors (from repair/build mode) or to put them on another squad? Wanted to make like a heavy squad dedicated to only building and repairing sort of thing.
Thanks.
Posts: 756 | Subs: 8
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