Is is possible to create a Causality clearing station in coh2 like their was in coh1?
and if so how?
And is it possible to make the Americans P47 Rocket ability more accurate vs tanks or even track a single target. and if so how?
(they just seem to shoot the ground around tanks and not actually hit tanks. i don't really like that)
A few Quick modding questions
15 May 2017, 21:09 PM
#1
Posts: 12
15 May 2017, 23:04 PM
#2
Posts: 632 | Subs: 1
Welcome! Please read our posting guidelines and try to keep them in mind for any future questions. It's better to make a separate thread for each question, so other people can find answers more easily.
Kasarov asked about recovering casualties in this thread. I don't think there has been a definitive answer yet, but maybe you can contact him and work together on that problem.
As for the P47 rockets: I think they are purely based on scatter, so looking up the weapon(s) and decreasing scatter values would make them more accurate. Alternatively, you might give them accuracy values to add a chance of the rockets homing in on targets. You might have to modify their projectiles for that as well. If you need more detailed instructions for that, feel free to ask!
Kasarov asked about recovering casualties in this thread. I don't think there has been a definitive answer yet, but maybe you can contact him and work together on that problem.
As for the P47 rockets: I think they are purely based on scatter, so looking up the weapon(s) and decreasing scatter values would make them more accurate. Alternatively, you might give them accuracy values to add a chance of the rockets homing in on targets. You might have to modify their projectiles for that as well. If you need more detailed instructions for that, feel free to ask!
16 May 2017, 09:23 AM
#3
Posts: 12
thx for the reply. im not actually new, i use to be on coh forums, though i guess they moved and this is the new site??? cuz this all looks really different than what i remember from years back.
Ik they are scatter based but i was having issues making them more accurate as the scatter is already set really low, and due to how large the plane model is compared to a tank, and where the rockets come out, it didn't really help. I was hoping i was just missing something and their was a way to make the rockets scatter in a negative value only, so they pinch together as they fly towards a target, but it doesn't seem to be the case, just a generic (+/- only) Range value cone.
anyway, just adding an accuracy value to the weapon file and telling the 'projectile_ext' to 'home when LOS is not blocked' is enough to actually get them to home in on a target?
is that really all i was missing on that front? XD i feel dumb now.
Ill give the forums a search for the casualty clearing thing, but i think i did look for it already and didnt see anything on it. (i could be wrong, so it never hurts to double check)
edit: yep, this is only the 2nd thread where they word "casualty" is even used. i guess it hasnt been asked before.
Ik they are scatter based but i was having issues making them more accurate as the scatter is already set really low, and due to how large the plane model is compared to a tank, and where the rockets come out, it didn't really help. I was hoping i was just missing something and their was a way to make the rockets scatter in a negative value only, so they pinch together as they fly towards a target, but it doesn't seem to be the case, just a generic (+/- only) Range value cone.
anyway, just adding an accuracy value to the weapon file and telling the 'projectile_ext' to 'home when LOS is not blocked' is enough to actually get them to home in on a target?
is that really all i was missing on that front? XD i feel dumb now.
Ill give the forums a search for the casualty clearing thing, but i think i did look for it already and didnt see anything on it. (i could be wrong, so it never hurts to double check)
edit: yep, this is only the 2nd thread where they word "casualty" is even used. i guess it hasnt been asked before.
16 May 2017, 10:30 AM
#4
Posts: 632 | Subs: 1
Ill give the forums a search for the casualty clearing thing, but i think i did look for it already and didnt see anything on it. (i could be wrong, so it never hurts to double check)
edit: yep, this is only the 2nd thread where they word "casualty" is even used. i guess it hasnt been asked before.
Kasarov asked about recovering casualties in this thread. I don't think there has been a definitive answer yet, but maybe you can contact him and work together on that problem.
That was a link!
He made the same mistake as you - put several questions in one thread with a generic title. And that's why you can't find it
thx for the reply. im not actually new, i use to be on coh forums, though i guess they moved and this is the new site??? cuz this all looks really different than what i remember from years back.
These are not the official forums - those are here now. But you're pretty unlikely to get much help with modding there, to be honest!
Ik they are scatter based but i was having issues making them more accurate as the scatter is already set really low, and due to how large the plane model is compared to a tank, and where the rockets come out, it didn't really help. I was hoping i was just missing something and their was a way to make the rockets scatter in a negative value only, so they pinch together as they fly towards a target, but it doesn't seem to be the case, just a generic (+/- only) Range value cone.
anyway, just adding an accuracy value to the weapon file and telling the 'projectile_ext' to 'home when LOS is not blocked' is enough to actually get them to home in on a target?
is that really all i was missing on that front? XD i feel dumb now.
That would basically be all you'd have to do, yes You could just use a tank cannon and its projectile as a reference if there's any value you're unsure about. But it might of course look a little strange if the rockets home in on a fast-moving vehicle!
The other possibility would be to completely remove all scatter and then either have the rockets be fired from the middle of the plane (or at least move them closer together) or allow the weapon to 'rotate', so the rockets no longer have to move in parallel and can instead be fired a little 'towards each other'... which might also look a little strange
16 May 2017, 15:02 PM
#5
Posts: 766 | Subs: 2
The other possibility would be to completely remove all scatter and then either have the rockets be fired from the middle of the plane (or at least move them closer together) or allow the weapon to 'rotate', so the rockets no longer have to move in parallel and can instead be fired a little 'towards each other'... which might also look a little strange
To do this, edit the weapon origin. Go to the P47 in the ebps, combat. There are two hard points, the left and right rocket. Change the x origin from +/- 5 say to 2 to make them a tighter grouping. The rocket to animation will be slightly off the model but it is not like you actually watch the aircraft. Alternatively, you could messing around with the heading in order to angle inwards but I have not tried this.
17 May 2017, 04:03 AM
#6
Posts: 12
To do this, edit the weapon origin. Go to the P47 in the ebps, combat. There are two hard points, the left and right rocket. Change the x origin from +/- 5 say to 2 to make them a tighter grouping. The rocket to animation will be slightly off the model but it is not like you actually watch the aircraft. Alternatively, you could messing around with the heading in order to angle inwards but I have not tried this.
Ohhhhh i really like the sound of that. that sounds very close to what i was looking for.
ill be back in a day or 2 with my findings.
Thanks a ton guys! =)
Edit: Yeah it helped! So did the accuracy and homing changes. now my P47 rockets are Lethal.
Thank you!
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