Hello guys,
I would love to get the old sWS truck system back. All I managed so far is just that the truck will come at the start of the game and that after it has been converted another one would come etc. But what I would really love to have is have the cooldown in the UI and I know it is possible but I just can't put the pieces together. So if there is someone out there who managed to put back the old system could you please share?
Regards,
RagnarTheGamer
Old sWS truck system
26 Nov 2017, 20:07 PM
#1
Posts: 317
26 Nov 2017, 21:37 PM
#2
1
Posts: 94
I was able to do this for my mod since I had a backup of the attribute files from before they changed the sWS trucks to be buildable instead.
First, clone/open army\west_german and under start_actions add the following (assume any property not specified is using the default value):
Next clone/open abilities\west_german\always_on_ability\dispatch_ability\sws_halftrack_interval_dispatch. Relic borked this ability (needlessly) when they got rid of the automatic sWS dispatch, so we need to restore it:
Lastly, clone/open ebps\races\west_german\buildings\base_building\hq\west_german_hq_mp and make the following changes:
I should note that one of the two initial dispatches (the one in the army file or the one in the ability file) are most likely redundant or don't work, but I haven't tested to figure out which one that is, and I know having both doesn't cause any problems. Enjoy!
First, clone/open army\west_german and under start_actions add the following (assume any property not specified is using the default value):
Code
set_start_position_target_action
action_list
delay
delay: 15
delayed_actions
reinforcements_action
squad_table
squad: sbps\races\west_german\vehicles\sws_halftrack_squad\sws_halftrack_squad_mp
offset_distance: -15
delay
delay: 15
delayed_actions
player_target_action
subactions
upgrade_add
upgrade: upgrade\west_german\passive\sws_interval_unlock
Next clone/open abilities\west_german\always_on_ability\dispatch_ability\sws_halftrack_interval_dispatch. Relic borked this ability (needlessly) when they got rid of the automatic sWS dispatch, so we need to restore it:
Code
action_list
start_target_actions
[remove the set_start_position_target_action, copy the speech_action, then add the following two new actions:]
requirement_action
action_table
interval_action
interval_second: 180
interval_subactions
interval_subaction_group
actions
set_start_position_target_action
action_list
reinforcements_action
squad_table
squad: sbps\races\west_german\vehicles\sws_halftrack_squad\sws_halftrack_squad_mp
offset_distance: -15
trigger_time_second: 180
interval_subaction_group
actions
[paste the speech_action here that you copied, then remove the original]
trigger_time_second: 178
requirement_table
required_squad
squad_name: sbps\races\west_german\vehicles\sws_halftrack_squad\sws_halftrack_squad_mp
requirement_action
action_table
reinforcements_action
squad_table
squad: sbps\races\west_german\vehicles\sws_halftrack_squad\sws_halftrack_squad_mp
upgrade_add
upgrade: upgrade\west_german\ability_lock_out\first_sws_halftrack_lockout
requirement_table
required_player_upgrade
is_present: false
upgrade_name: upgrade\west_german\ability_lock_out\first_sws_halftrack_lockout
validate_all_subactions: false
fire_and_forget: false
Lastly, clone/open ebps\races\west_german\buildings\base_building\hq\west_german_hq_mp and make the following changes:
Code
ability_ext
abilities
[add the above ability that you restored:]
ability: abilities\west_german\always_on_ability\dispatch_ability\sws_halftrack_interval_dispatch
action_apply_ext
[add the following new action]
requirement_action
action_table
delay
delay: 3
delayed_actions
scar_function_call
function_name: AE_SpawnStartingSWS
player_target_action
subactions
upgrade_add
upgrade: upgrade\west_german\passive\sws_starting_dispatch_unlock
requirement_table
required_player_upgrade
upgrade_name: upgrade\west_german\passive\sws_starting_dispatch_unlock
spawner_ext
spawn_items
[remove the entry for the sWS squad]
ui_ext
extra_text: [remove the mention of the sWS from the end of this string]
I should note that one of the two initial dispatches (the one in the army file or the one in the ability file) are most likely redundant or don't work, but I haven't tested to figure out which one that is, and I know having both doesn't cause any problems. Enjoy!
27 Nov 2017, 14:58 PM
#3
Posts: 317
Thanks a lot, DreatBot!
17 Dec 2017, 04:58 AM
#4
Posts: 422 | Subs: 2
Apologies for the necro, but after testing it should also be noted that the reinforcement_action tag spawn_random_squads should all be set to false.
Just an update for those potentially reading in the future.
Just an update for those potentially reading in the future.
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