I wasn't very active on CoH2 modding lately, I come back after quite a pause, so maybe this topic was posted already - I'm sorry if it was.
I want to give squads more men, but I noticed that any number bigger than 6 is causing problems with buildings, as such squad can enter only the biggest of buildings (2-stores and more), and they can't enter trenches and bunkers at all. Did anyone find a solution for it?
Squad sizes and buildings
15 Nov 2016, 20:40 PM
#1
Posts: 87
16 Nov 2016, 12:59 PM
#2
Posts: 42
You need to edit some stuff under the "hold.ext". For the various objects. There you Also can edit what type off units that are allowed to enter.
22 Nov 2016, 22:03 PM
#3
Posts: 2636 | Subs: 17
You need to go through every single entity that can have units garrisoned inside, and change the hold_ext:
- Look for num_squad_slots. That's the number of squads the building/unit can support
- Also look for num_slots. That's the number of models the building/unit can support
As a convention, num_slots is usually set to 6 * num_squad slots. You need to increase num_slots.
If you right-click on hold_ext and click "find all references" you can find all entities you need to change to accommodate your change. From what I can see in my editor, there are about 450 entities with a hold_ext.
Happy hunting!
- Look for num_squad_slots. That's the number of squads the building/unit can support
- Also look for num_slots. That's the number of models the building/unit can support
As a convention, num_slots is usually set to 6 * num_squad slots. You need to increase num_slots.
If you right-click on hold_ext and click "find all references" you can find all entities you need to change to accommodate your change. From what I can see in my editor, there are about 450 entities with a hold_ext.
Happy hunting!
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