[Blueprint] looking for alpha-silk-trench
10 Jun 2016, 09:28 AM
#1
![avatar of Widerstreit](/uploads/avatar/20240.jpg?updated=1555319078)
Posts: 1392
Hello, I am looking for the blueprint of the alpha silk trench without the netting. Did relic overwrite it and add netting?
11 Jun 2016, 13:36 PM
#2
![avatar of Olhausen](/uploads/avatar/15020.jpg?updated=1437247438)
![Modmaker Badge](/images/badges/badge_MODMAKER.png)
Posts: 245
I am also interesting in this question too. Maybe Eliwood could help us in this matter.
Lets wait maybe he will answer.
Lets wait maybe he will answer.
11 Jun 2016, 23:19 PM
#3
![avatar of Dar](/uploads/avatar/15140.jpg?updated=1436633071)
Posts: 84
Are you referring to the basic slit trench from CoH 2, just without the netting or the old CoH 1 dug in trench?
In the first case: It is in fact the same object as the vanilla version. [armies\soviet\structures\mortar_emplacement\mortar_emplacement]
If you want the netting removed, you will have to toy around with the "build" variable of the entity. Set up a custom "animator_set_variable", type in "build" as variable name and set the variable value to 0,6 for the trench without netting+frame or set it to 0,9 for the trench without netting but with the metal frame on top.
In the second case, this model is present, usable but it only provides the units inside with a limited firing arc. [environment\objects\defenses\trenches\mp_trench_02\mp_trench_02] is the path+name for blueprint information.
In the first case: It is in fact the same object as the vanilla version. [armies\soviet\structures\mortar_emplacement\mortar_emplacement]
If you want the netting removed, you will have to toy around with the "build" variable of the entity. Set up a custom "animator_set_variable", type in "build" as variable name and set the variable value to 0,6 for the trench without netting+frame or set it to 0,9 for the trench without netting but with the metal frame on top.
In the second case, this model is present, usable but it only provides the units inside with a limited firing arc. [environment\objects\defenses\trenches\mp_trench_02\mp_trench_02] is the path+name for blueprint information.
12 Jun 2016, 10:18 AM
#4
![avatar of Olhausen](/uploads/avatar/15020.jpg?updated=1437247438)
![Modmaker Badge](/images/badges/badge_MODMAKER.png)
Posts: 245
Like me, I am pretty sure Widerstreit ask about the first one.
I will do as you said
Thank you very much Dar
I will do as you said
![;) ;)](/images/Smileys/wink.gif)
Thank you very much Dar
![;) ;)](/images/Smileys/wink.gif)
12 Jun 2016, 11:24 AM
#5
![avatar of Widerstreit](/uploads/avatar/20240.jpg?updated=1555319078)
Posts: 1392
Thx, yes I asked for the first one!
Will try it now.
![;) ;)](/images/Smileys/wink.gif)
Will try it now.
26 Jan 2017, 14:13 PM
#6
![avatar of Widerstreit](/uploads/avatar/20240.jpg?updated=1555319078)
Posts: 1392
[armies\soviet\structures\mortar_emplacement\mortar_emplacement]
If you want the netting removed, you will have to toy around with the "build" variable of the entity. Set up a custom "animator_set_variable", type in "build" as variable name and set the variable value to 0,6 for the trench without netting+frame or set it to 0,9 for the trench without netting but with the metal frame on top.
Can you explain it more detailed? Where/How should I make the custom "animator_set_variable"?
26 Jan 2017, 19:25 PM
#7
![avatar of Dar](/uploads/avatar/15140.jpg?updated=1436633071)
Posts: 84
I gave you fairly detailed instructons over half a year ago after you sent me a pm with the exact same question.
28 Jan 2017, 21:17 PM
#8
![avatar of sage1337](/images/avatars/panzerwerfer.png?updated=1396279640)
Posts: 87
Well, could you publish it here for us too? Either you Dar or you Widerstreit, we will be very glad ![:) :)](/images/Smileys/smile.gif)
![:) :)](/images/Smileys/smile.gif)
29 Jan 2017, 12:38 PM
#9
![avatar of Dar](/uploads/avatar/15140.jpg?updated=1436633071)
Posts: 84
Sure.
1. Navigate to your trench entity, for example: ebps\races\german\buildings\defensive_structures\slit_trench_no_net_mp
2. In the extension "action_apply_ext/actions" add the entry "animator_set_variable"
3. Within, write in "build" for variable_name
4. under "set_variable_options/variable_value" write in the value 0,9 for instance (check my comment above for details)
Then copy the whole animator_set_variable entry and paste again under construction_ext/on_construction_actions
1. Navigate to your trench entity, for example: ebps\races\german\buildings\defensive_structures\slit_trench_no_net_mp
2. In the extension "action_apply_ext/actions" add the entry "animator_set_variable"
3. Within, write in "build" for variable_name
4. under "set_variable_options/variable_value" write in the value 0,9 for instance (check my comment above for details)
Then copy the whole animator_set_variable entry and paste again under construction_ext/on_construction_actions
30 Jan 2017, 09:07 AM
#10
![avatar of Widerstreit](/uploads/avatar/20240.jpg?updated=1555319078)
Posts: 1392
Now it works. THX Dar.
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