Troops riding atop tanks
Posts: 31
Thanks in advance.
Posts: 85 | Subs: 1
Anyhow, you can make something that is functionally similar by adding a "hold" extension to any of the tank entities. For example, if you wanted to do this with ost's panzer iv, you'd add "hold_ext" to ebps/races/german/vehicles/panzer_iv_sdkfz_161/panzer_iv_sdkfz_161_mp. Most of the values in hold_ext should have descriptions for what they do (like if you wanted to have the garrisoned units be targettable.)
You can see more examples of this by looking at the other garrisonable entities' hold extentions (halftrack_sdkfz_251_mp, mechanized_250_halftrack_mp, etc.)
Posts: 632 | Subs: 1
For example: The Sd.Kfz. 250 and the M3 scout car have four, the M5 halftrack has six and the ZiS-6 has eight, while the Sd.Kfz. 251 and Opel Blitz have none. I don't know about tanks, though - I guess you'll simply have to test it by adding a hold_ext.
Posts: 31
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Posts: 31
Someone here who remembers guards riding on T34/85 in old vCoH Eastern Front Mod?
Not exactly. Rather someone who watched the WW II chronicles with (mostly Soviet) infantry riding atop tanks.
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Posts: 756 | Subs: 8
The video I made for tankodesantniki was way back in the day, using workarounds for modding that no longer work.
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Posts: 31
I should clarify: you can sort of do it, the same way it was possible in CoH1, by adding combat slots in the marker_ext, but since you cannot add .mua or .muax files, it will have issues like lag.
Thanks a lot ... and nice to meet you again - this time here.
Posts: 632 | Subs: 1
I should clarify: you can sort of do it, the same way it was possible in CoH1, by adding combat slots in the marker_ext, but since you cannot add .mua or .muax files, it will have issues like lag.
Could you give a quick example of how that would work? I can't seem to add anything to a marker_ext. Thanks!
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