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russian armor

How do I fit mortar into soviet machine gun emplacement?

19 Apr 2018, 00:11 AM
#1
avatar of DoggieBalloon

Posts: 64

There's a few mods on the workshop that managed to put a mortar team in the soviet machine gun nest. I'm trying to do that too but the mortar doesn't show up and the nest is empty. Has anyone else been able to make this work? Please help.
19 Apr 2018, 07:05 AM
#2
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

I did a quick search in my files and found two animator_set_state actions that are needed:
Both are set in the action_apply of the weaponentity in ebps.

1)
"do_action_state_name" = "unarmed"
"retrigger" = "False"
"state_machine_name" = "mortar_state"
"undo_action_state_name" = ""

2)
"do_action_state_name" = "on"
"retrigger" = "False"
"state_machine_name" = "60mm_Visible"
"undo_action_state_name" = ""

I think more changes are needed, but I hope this helps as a start.
19 Apr 2018, 15:06 PM
#3
avatar of DoggieBalloon

Posts: 64

I did a quick search in my files and found two animator_set_state actions that are needed:
Both are set in the action_apply of the weaponentity in ebps.

1)
"do_action_state_name" = "unarmed"
"retrigger" = "False"
"state_machine_name" = "mortar_state"
"undo_action_state_name" = ""

2)
"do_action_state_name" = "on"
"retrigger" = "False"
"state_machine_name" = "60mm_Visible"
"undo_action_state_name" = ""

I think more changes are needed, but I hope this helps as a start.


I tried it and I got some progress. The mortar team operators are showing up in the nest, but the mortar itself is still not visible, and the team still can't fire.

I set both animator_set_state actions in the action_apply of the weaponentity, which I believe you're referring to the mortar of the squad using it. Or is it that I'm doing something wrong? (what am I doing wrong?)
19 Apr 2018, 17:38 PM
#4
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

Those actions should be right :thumb:

Compared to the "weapon\soviet\explosive_weapons\mortar\pm41_82mm_mortar_mp".
Set the following values:

weapon_bag\behaviour\
non_moving_setup: "true"
reset_rotation_on_teardown: "False"


I see that the weapon in anim_table also sets "60mm_Visible". I know that some british emplacements disable the main weapon while building, What unit did you use to start with? It might be related.
20 Apr 2018, 02:26 AM
#5
avatar of DoggieBalloon

Posts: 64

Those actions should be right :thumb:

Compared to the "weapon\soviet\explosive_weapons\mortar\pm41_82mm_mortar_mp".
Set the following values:



I see that the weapon in anim_table also sets "60mm_Visible". I know that some british emplacements disable the main weapon while building, What unit did you use to start with? It might be related.



I think so, I used the soviet 82mm and the soviet machine gun nest. With the machine gun nest I used the garrison squad action to garrison the mortar team into the nest, and as well as following the instructions you have provided. Here is what it looks like right now -

https://imgur.com/k5jkZBR

(and since the mortar is not visible, the team can't fire)

On the other side, if I use the on_construction_squad action in the nest's construction_ext, the squad will spawn outside of the nest but not inside.
22 Apr 2018, 16:06 PM
#6
avatar of DoggieBalloon

Posts: 64

Bump. Anyone here? I need help please..
22 Apr 2018, 17:08 PM
#7
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

Sorry for my late reply.

I started with the British AT-pit and that one uses on_construction_squad. I remember that I had similar issues and see now that I removed moving_ext on the pit and added impass_ext. Maybe you can try that?

The gun is also based on the AT-gun. I changed the model, crew and weapon.
23 Apr 2018, 15:13 PM
#8
avatar of DoggieBalloon

Posts: 64

Sorry for my late reply.


It's no worries =)



I started with the British AT-pit and that one uses on_construction_squad. I remember that I had similar issues and see now that I removed moving_ext on the pit and added impass_ext. Maybe you can try that?

The gun is also based on the AT-gun. I changed the model, crew and weapon.



That's interesting o_O, units can be 'hacked' like this. Now it makes much more sense (well, besides it working). Thanks so much for your help SneakEye :)


5 days of internal pain has been fixed! :hyper::banana::thumbsup:
23 Apr 2018, 17:22 PM
#9
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

5 days of internal pain has been fixed! :hyper::banana::thumbsup:

Awesome! Glad I could help :D
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