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russian armor

Making infantry AT weapons not auto-fire on infantry

26 May 2018, 23:48 PM
#1
avatar of Dreadbot
Donator 11

Posts: 94

As the title says, I would like to make it so Panzerschreks, Bazookas and PIAT Launchers do not auto-fire on enemy infantry regardless of who is using them. I know this involves using override_weapon_target_prereq_action in some way, shape or form. But the specifics are eluding me so far.

First I tried adding this directly in action_apply_ext for every. single. infantry. in ebps. This made no difference. Now I'm trying an always-on ability added to each squad (with squad_caster: all_entities) with the requisite override_weapon_target_prereq_action's in start_target_actions. This does not work either... for some reason. Seems like it should because the relevant slot items are added to the squad, not the entities, but override_weapon_target_prereq_action is always applied to the entities, not the squad (isn't it?).

Anyway, my start_target_actions block looks like this:

override_weapon_target_prereq_action
auto_attack_only: true
persist_on_weapon_change: true
requirement_table
required_not
required_unit_type
unit_type: infantry
weapon_to_override: ../m9_bazooka_mp
override_weapon_target_prereq_action
auto_attack_only: true
persist_on_weapon_change: true
requirement_table
required_not
required_unit_type
unit_type: infantry
weapon_to_override: ../panzerschreck_atw_mp
override_weapon_target_prereq_action
auto_attack_only: true
persist_on_weapon_change: true
requirement_table
required_not
required_unit_type
unit_type: infantry
weapon_to_override: ../piat_launcher_mp

My modding partner and I both think this would be a nice, positive change if we can get this working. Any ideas?
27 May 2018, 04:01 AM
#2
avatar of Lugie
Senior Modmaker Badge

Posts: 327

First, you should try directly copying the normal vehicle ability, and only changing the weapon overrides and type (always_on). I'll see if I can get this working myself, im better at doing than explaining. I'll message you if I manage to get it.
27 May 2018, 04:57 AM
#3
avatar of Dreadbot
Donator 11

Posts: 94

Thing is that the Prioritize Vehicles abilities are toggles, so not really compatible with an always-on ability. Also they're entity abilities and not squad abilities.

I just now tried using squad_caster: squad instead and it didn't help.

Anyway, if you can figure it out, that would be awesome :-)
N/A
27 May 2018, 07:27 AM
#4
avatar of N/A

Posts: 29

You can try this


ebps
action_apply_ext
requirement_action
action_table
change_target_action
actions
override_weapon_target_prereq_action
auto_attack_only: true
persist_on_weapon_change: true
requirement_table
required_unit_type
unit_type: vehicle
weapon_to_override: <null>
change_target_type: entities
requirement_table
required_any_in_list
requirements
required_active_weapon
hardpoint_name: hardpoint_01
weapon: .....\m9_bazooak_mp
required_active_weapon
hardpoint_name: hardpoint_01
weapon: .....\m9_bazooak_paratrooper_mp
.
.
.
(all infantry_anti_tank_weapon)
27 May 2018, 16:42 PM
#5
avatar of Dreadbot
Donator 11

Posts: 94

Tried it on Sturmpioneer and it didn't work :-(
N/A
27 May 2018, 19:06 PM
#6
avatar of N/A

Posts: 29

Maybe missing some details, It is feasible when I test.

I use assault_pioneer_mp to make a sample, The content is as follows.
<instance description="german builder unit&#xA;Multiplayer Clone." template="ebps">
<list name="extensions">
<template_reference name="exts" value="ebpextensions\entity_blueprint_ext">
<string name="alternate_sua" value="armies\common\base\commonhuman\commonhuman" />
<bool name="always_revealed_in_fow" value="False" />
<file name="animator" value="armies\west_german\soldiers\assault_pioneer\assault_pioneer" />
<bool name="is_visible_in_game" value="True" />
<float name="precise_size" value="-1" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sim_entity_ext">
<bool name="is_in_spatial_bucket" value="True" />
<float name="rotate_snap" value="360" />
<float name="transferable" value="0" />
<bool name="kill_paradrop" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ability_ext">
<list name="abilities">
<instance_reference name="ability" value="abilities\west_german\modal_ability\assault_pioneer_barbed_wire_cutting_ability_mp" />
<instance_reference name="ability" value="abilities\global\cold\blizzard_effect_deep_snow_camo" />
<instance_reference name="ability" value="abilities\global\army_item_abilities\army_item_global_cover_training" />
<instance_reference name="ability" value="abilities\global\custom_commander\heal_in_cover" />
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\action_apply_ext">
<list name="actions">
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="0" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\ignore_snow_effects_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="enable" />
<float name="value" value="1" />
<instance_reference name="tooltip" value="modifier_tooltip\ignore_snow_effects_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741823" />
</template_reference>
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="0" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\entity_veterency_experience_modifier">
<enum name="application_type" value="apply_to_squad" />
<bool name="exclusive" value="True" />
<string name="modifier_id" value="xp_discount" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiply_add" />
<float name="value" value="-0.2" />
<instance_reference name="tooltip" value="modifier_tooltip\blank_tooltip" />
</template_reference>
</list>
<uniqueid name="id" value="1073741824" />
</template_reference>
</list>
<enum name="change_target_type" value="squad" />
<uniqueid name="id" value="1073741825" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="False" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_any_in_list">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirements">
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\aef\ballistic_weapon\infantry_anti_tank_weapon\m9_bazooka_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\aef\ballistic_weapon\infantry_anti_tank_weapon\m9_bazooka_paratrooper_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\axis\ballistic_weapon\infantry_anti_tank_weapon\panzerbusche_39_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\axis\ballistic_weapon\infantry_anti_tank_weapon\panzerschreck_atw_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\british\ballistic_weapon\infantry_anti_tank_weapon\boys_at_rifle_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\british\ballistic_weapon\infantry_anti_tank_weapon\piat_launcher_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\soviet\ballistic_weapon\infantry_anti_tank_weapon\conscipt_ptrs_41_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\soviet\ballistic_weapon\infantry_anti_tank_weapon\guard_troop_ptrs_41_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\soviet\ballistic_weapon\infantry_anti_tank_weapon\penal_ptrs_41_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\west_german\ballistic_weapon\infantry_anti_tank_weapon\panzerschreck_54_atw_mp" />
</template_reference>
</list>
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\override_weapon_target_prereq_action">
<list name="requirement_table">
<template_reference name="required" value="requirements\required_unit_type">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<enum name="unit_type" value="vehicle" />
<template_reference name="qualify_option" value="options\none">
</template_reference>
<bool name="search_load_out" value="False" />
<bool name="owned_by_player_only" value="True" />
</template_reference>
</list>
<instance_reference name="weapon_to_override" value="" />
<uniqueid name="id" value="1073741843" />
<bool name="auto_attack_only" value="True" />
<bool name="persist_on_weapon_change" value="True" />
</template_reference>
</list>
<enum name="change_target_type" value="entities" />
<uniqueid name="id" value="1073741842" />
</template_reference>
</list>
<uniqueid name="id" value="1073741841" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\cost_ext">
<group name="time_cost">
<group name="cost">
<float name="action" value="0" />
<float name="command" value="0" />
<float name="fuel" value="0" />
<float name="manpower" value="75" />
<float name="munition" value="0" />
<float name="popcap" value="0" />
</group>
<float name="time_seconds" value="7" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\health_ext">
<bool name="can_repair" value="False" />
<bool name="cuttable" value="False" />
<string name="death_event_name" value="Death" />
<float name="death_seconds" value="30" />
<bool name="delete_when_dead" value="True" />
<bool name="force_attacker_memory" value="False" />
<float name="hitpoints" value="80" />
<bool name="is_invincible" value="False" />
<bool name="is_salvagable_wreck" value="False" />
<bool name="keep_wreck_ownership" value="False" />
<bool name="rear_damage_enabled" value="False" />
<instance_reference name="rebuilt_entity" value="" />
<instance_reference name="rebuilt_squad" value="" />
<bool name="rebuilt_use_wreck_owner" value="False" />
<bool name="receive_weapon_cover_modifiers" value="True" />
<float name="regeneration" value="0" />
<bool name="regeneration_disabled" value="False" />
<bool name="remove_from_pathfinding_on_death" value="True" />
<bool name="reveal_to_all_on_death" value="False" />
<bool name="ui_can_scuttle" value="False" />
<instance_reference name="wreck_entity" value="" />
<list name="death_actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="True" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<instance_reference name="upgrade_name" value="upgrade\west_german\passive\recoup_active" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\modify_resources">
<template_reference name="resource_to_modify" value="tables\resource_table">
<float name="action" value="0" />
<float name="command" value="0" />
<float name="fuel" value="0" />
<float name="manpower" value="20" />
<float name="munition" value="0" />
<float name="soviet_progression" value="0" />
<float name="soviet_227" value="0" />
<float name="popcap" value="0" />
</template_reference>
<bool name="modify_per_second" value="False" />
<bool name="ignore_resource_cap" value="False" />
<uniqueid name="id" value="1073741826" />
</template_reference>
</list>
<uniqueid name="id" value="1073741827" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<float name="armor" value="1" />
<float name="rear_armor" value="0" />
<float name="target_size" value="0.87" />
<bool name="dies_from_broken_ice" value="True" />
<list name="criticals">
<group name="critical_group">
<float name="max_health_percentage" value="1" />
<list name="critical_info">
<group name="info">
<float name="weight" value="95" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\_no_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0.5" />
<list name="critical_info">
<group name="info">
<float name="weight" value="90" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\_no_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0" />
<list name="critical_info">
<group name="info">
<float name="weight" value="75" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_killed" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="5" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="False" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_killed_death_intensity_100" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="25" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\make_casualty" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="90" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\burn_death" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="10" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\burn_death_out_of_control" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
</list>
<float name="weapon_priority" value="0" />
<template_reference name="wreck_entity_option" value="options\none">
</template_reference>
<list name="self_destruct_actions">
</list>
<list name="rebuilt_entity_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\hit_object_ext">
<instance_reference name="hit_material" value="hit_material\human" />
<bool name="hit_non_neutral" value="False" />
<float name="hit_percentage" value="1" />
<bool name="pass_through" value="False" />
<group name="projectile_pass_through">
<bool name="tp_artillery" value="True" />
<bool name="tp_artillery_inf" value="False" />
<bool name="tp_artillery_overwatch" value="False" />
<bool name="tp_homing" value="True" />
<bool name="tp_homing_inf" value="True" />
<bool name="tp_sticky" value="True" />
<bool name="tp_throw" value="True" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\line_of_sight_ext">
<group name="blocking_box">
<float name="x" value="0.01" />
<float name="y" value="0.01" />
<float name="z" value="0.01" />
</group>
<bool name="is_shot_blocking" value="False" />
<bool name="use_blocking_box" value="False" />
<enum name="does_block_line_of_sight" value="Never" />
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\population_ext">
<float name="medic_pop" value="0" />
<float name="personnel_pop" value="1" />
<float name="vehicle_pop" value="0" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sight_ext">
<group name="detect_camouflage">
<float name="tp_global" value="10" />
<float name="tp_mine" value="0" />
</group>
<bool name="extended_sight" value="False" />
<float name="extended_sight_radius" value="70" />
<float name="reveal_area_on_death_time" value="6" />
<group name="sight_package">
<float name="inner_height" value="2.5" />
<float name="inner_radius" value="1" />
<float name="outer_height" value="-3" />
<float name="outer_radius" value="35" />
<float name="cone_angle" value="360" />
<float name="cone_start_radius" value="0" />
</group>
<group name="extended_sight_target_info">
<template_reference name="extended_sight_target_info" value="type_ability_target_type\all">
</template_reference>
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\type_ext">
<group name="unit_type_list">
<enum name="unit_type00" value="infantry" />
<enum name="unit_type01" value="builder" />
<enum name="unit_type02" value="pioneer" />
<enum name="unit_type03" value="west_german_infantry" />
<enum name="unit_type04" value="infantry_elite" />
<enum name="unit_type05" value="mp_unit" />
<enum name="unit_type06" value="" />
<enum name="unit_type07" value="" />
<enum name="unit_type08" value="" />
<enum name="unit_type09" value="" />
<enum name="unit_type10" value="" />
<enum name="unit_type11" value="" />
<enum name="unit_type12" value="" />
<enum name="unit_type13" value="" />
<enum name="unit_type14" value="" />
<enum name="unit_type15" value="" />
</group>
<enum name="weapon_targeting" value="automatic" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ui_ext">
<bool name="ap_killed_kicker" value="True" />
<bool name="ap_loss_kicker" value="True" />
<bool name="cullsphere_selectable" value="False" />
<float name="decorator_offset" value="0.3" />
<bool name="ghost_enable" value="False" />
<bool name="has_speech_code" value="True" />
<locstring name="help_text" value="0" />
<string name="hotkey_name" value="build" />
<icon name="icon_name" value="Icons_symbols_unit_german_pioneer_symbol" />
<enum name="kill_type" value="infantry" />
<float name="minimap_color_a" value="255" />
<float name="minimap_color_b" value="255" />
<float name="minimap_color_g" value="255" />
<float name="minimap_color_r" value="255" />
<bool name="minimap_enable" value="True" />
<bool name="minimap_team_only" value="False" />
<bool name="minimap_teamcolor" value="False" />
<bool name="obb_selectable" value="False" />
<string name="overlay_name" value="" />
<bool name="reveal_for_decryption" value="True" />
<locstring name="screen_name" value="0" />
<enum name="selection_name" value="soldier" />
<float name="selection_scale" value="1" />
<enum name="selection_type" value="squad_select" />
<bool name="sloppy_selectable" value="True" />
<group name="speaker">
<string name="code_1" value="we" />
<string name="code_2" value="we" />
<string name="code_3" value="" />
</group>
<group name="speech_code_2">
<string name="code_1" value="pi" />
<string name="code_2" value="in" />
<string name="code_3" value="" />
</group>
<group name="speech_code_3">
<string name="code_1" value="pio" />
<string name="code_2" value="inf" />
<string name="code_3" value="" />
</group>
<group name="speech_code_cover">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<bool name="tacmap_team_only" value="False" />
<locstring name="tooltip_txt" value="0" />
<int name="ui_priority" value="0" />
<icon name="minimap_icon" value="" />
<icon name="portrait_icon_winter" value="" />
<group name="speaker_alt">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<float name="minimap_icon_scale" value="1" />
<icon name="portrait_icon_summer" value="" />
<locstring name="brief_text" value="0" />
<string name="extra_text_deprecated" value="" />
<locstring name="extra_text" value="0" />
<locstring name="screen_name_short" value="0" />
<bool name="show_in_build_log" value="True" />
<bool name="show_entity_appearance" value="True" />
<locstring name="screen_name_world" value="0" />
<locstring name="help_text_world" value="0" />
<locstring name="extra_text_world" value="0" />
<enum name="map_rotation_type_override" value="no_override" />
<enum name="occlusion_state" value="can_be_occluded" />
<icon name="symbol_icon_name" value="" />
<enum name="decorator_visibility" value="default" />
<string name="decorator_marker_name" value="Marker_FX_UI" />
<bool name="skin_pack_override" value="False" />
<string name="skin_summer" value="" />
<string name="skin_winter" value="" />
</template_reference>
<template_reference name="exts" value="ebpextensions\attention_ext">
<bool name="should_face_target" value="True" />
</template_reference>
<template_reference name="exts" value="ebpextensions\casualty_ext">
<float name="maximum_death_time" value="40" />
<float name="minimum_death_time" value="30" />
<bool name="permanent_casualty" value="False" />
<string name="splat_filename" value="NM_Stains\wounded" />
<float name="splat_radius" value="2" />
<float name="splat_seconds_after_death_or_rescue" value="60" />
<float name="wounded_ui_time_limit" value="0" />
<list name="casualty_modifiers">
<template_reference name="modifier" value="modifiers\sight_radius_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.5" />
<instance_reference name="tooltip" value="modifier_tooltip\sight_radius_modifier" />
</template_reference>
</list>
<list name="on_rescue_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\combat_ext">
<bool name="reject_attack_command" value="False" />
<list name="hardpoints">
<group name="hardpoint">
<float name="parent_hardpoint" value="-1" />
<list name="weapon_table">
<group name="weapon">
<group name="heading">
<float name="x" value="0" />
<float name="y" value="0" />
<float name="z" value="1" />
</group>
<float name="length" value="0" />
<group name="origin">
<float name="x" value="0.25" />
<float name="y" value="1.5" />
<float name="z" value="0" />
</group>
<enum name="type" value="default" />
<instance_reference name="weapon" value="weapon\west_german\small_arms\machine_gun\sub_machine_gun\assault_pioneer_mp44_smg_mp" />
</group>
</list>
<bool name="receives_attack_commands" value="False" />
</group>
</list>
<int name="sight_hardpoint" value="-1" />
<list name="kill_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\cover_ext">
<group name="tp_defcover">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_defcover_narrow">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_garrison_cover">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_garrison_halftrack">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_heavy">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0.5" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Heavy_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741828" />
</template_reference>
</list>
</group>
<group name="tp_light">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0.4" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Light_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741829" />
</template_reference>
</list>
</group>
<group name="tp_negative">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.3" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741830" />
</template_reference>
</list>
</group>
<group name="tp_open">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741831" />
</template_reference>
</list>
</group>
<group name="tp_smoke">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741832" />
</template_reference>
</list>
</group>
<group name="tp_trench">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_water">
<group name="posture">
<bool name="prevent_prone" value="True" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741833" />
</template_reference>
</list>
</group>
<group name="tp_z_bunker">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_z_emplacement">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_z_ice">
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741834" />
</template_reference>
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_z_snow">
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741835" />
</template_reference>
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_zz_deep_snow">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.5" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_zz_mud">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.5" />
<float name="speed_multiplier" value="1" />
<enum name="override_path_weight" value="" />
</group>
<group name="tp_zz_team_weapon_heavy">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.5" />
<float name="speed_multiplier" value="1" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_apply_ext">
<list name="modifiers">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\moving_ext">
<float name="acceleration" value="-1" />
<float name="deceleration" value="-1" />
<float name="high_path_look_ahead_max_dist" value="15" />
<bool name="orient_to_terrain" value="False" />
<instance_reference name="pass_type" value="pass_types\land_only" />
<float name="rotation_rate" value="150" />
<float name="rotation_rate_crouch" value="870" />
<float name="rotation_rate_prone" value="225" />
<float name="rotation_rate_stand" value="870" />
<bool name="smooth_path" value="True" />
<float name="speed_max" value="3" />
<instance_reference name="turn_plan" value="turn_plan\human" />
<float name="on_ice_accel_decel_multiplier" value="0.3" />
<float name="on_land_overturn_scale" value="0" />
<float name="on_ice_overturn_scale" value="1.3" />
</template_reference>
<template_reference name="exts" value="ebpextensions\posture_ext">
<instance_reference name="posture_group" value="posture\default_posture_group" />
</template_reference>
<template_reference name="exts" value="ebpextensions\crushee_ext">
<list name="on_crushed_actions">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="1" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\change_move_data_action">
<float name="acceleration_multiplier" value="0.3" />
<float name="deceleration_multiplier" value="0.3" />
<float name="pathfinding_size_x" value="0" />
<float name="pathfinding_size_y" value="0" />
<uniqueid name="id" value="1073741836" />
</template_reference>
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="1" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\speed_maximum_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.3" />
<instance_reference name="tooltip" value="modifier_tooltip\speed_maximum_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741837" />
</template_reference>
</list>
<uniqueid name="id" value="1073741838" />
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\camouflage_ext">
<float name="attack_priority" value="60" />
<enum name="camouflage_type" value="tp_global" />
<bool name="chain_revealer" value="False" />
<float name="detection_radius" value="4" />
<bool name="must_be_fully_constructed" value="False" />
<bool name="permanently_activated" value="False" />
<float name="combat_reset_time" value="5" />
<float name="first_strike_shots" value="1" />
<float name="revert_max" value="25" />
<float name="revert_multiplier" value="2" />
<float name="revert_time" value="1.5" />
<float name="revert_time_on_detection" value="1" />
<list name="camouflage_actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="False" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\camouflage_net_activated" />
<bool name="include_queued" value="False" />
</template_reference>
<template_reference name="required" value="requirements\required_not">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_in_state">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="garrisoned" value="False" />
<bool name="healed" value="False" />
<float name="in_combat_since" value="-1" />
<bool name="injured" value="False" />
<bool name="leader" value="False" />
<bool name="not_moving" value="True" />
<bool name="not_retreating" value="False" />
<bool name="pinned" value="False" />
<bool name="suppressed" value="False" />
<bool name="camouflaged" value="False" />
</template_reference>
</list>
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_remove">
<bool name="apply_to_entities_in_squad" value="True" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\camouflage_net_activated" />
<uniqueid name="id" value="1073741839" />
</template_reference>
</list>
<uniqueid name="id" value="1073741840" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<list name="first_strike_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\mine_defuser_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\team_weapon_user_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\holdable_ext">
<enum name="holdable" value="hold_infantry" />
</template_reference>
<template_reference name="exts" value="ebpextensions\cold_system_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\upgrade_ext">
<bool name="must_be_in_supply" value="False" />
<float name="number_of_standard_slots" value="0" />
<list name="standard_upgrades">
</list>
</template_reference>
</list>
<uniqueid name="pbgid" value="2574" />
</instance>


You can copy and paste to assault_pioneer_mp to test.

If slot infantry anti tank weapon, Slot holder only auto attack vehicle.
28 May 2018, 02:17 AM
#7
avatar of Lugie
Senior Modmaker Badge

Posts: 327

Well, I wasn't able to find a way to change this for slot items. The best I could manage was increasing the reload rate while there are vehicles near the unit.
28 May 2018, 04:50 AM
#8
avatar of Dreadbot
Donator 11

Posts: 94

jump backJump back to quoted post27 May 2018, 19:06 PMN/A
Maybe missing some details, It is feasible when I test.

[...]

If slot infantry anti tank weapon, Slot holder only auto attack vehicle.


As shown in my first post, I'm using *not* unit type infantry, because I do want them to still auto-fire on buildings, etc - not just vehicles. To prove that this part works, I used the override_weapon_target_prereq_action directly in the action_apply_ext of Pioneers (applying to all weapons, in other words). This worked in game to completely stop Pioneers from auto-firing on infantry. Therefore, the problem must somehow be with the requirement_action.

Incidentally, why do you have a redundant change_target_action? The target is already an entity. My testing proved that this is unnecessary. You're also using a lot of extra weapon profiles which either don't exist in my mod or are ones that I still want to auto-fire on infantry. Like I said in my first post, this should apply to Panzerschreks, Bazookas and PIAT Launchers (and nothing else).

Anyway, this is what I have (moved to Panzergrenadier now), which still does not work. And again, the override_weapon_target_prereq_action *does* work independently of the requirement_action.

requirement_action
action_table
override_weapon_target_prereq_action
auto_attack_only: true
persist_on_weapon_change: true
requirement_table
required_not
required_unit_type
owned_by_player_only: false
search_load_out: false
unit_type: infantry
check_self: false
fire_and_forget_non_global: false
global_fire_and_forget_on_success: false
instant_requirement_check: false
kill_action_on_failed_requirements: false
no_retrigger: false
requirement_table
required_any_in_list
required_active_weapon
hardpoint_name: hardpoint_01
weapon: ../m9_bazooka_mp
required_active_weapon
hardpoint_name: hardpoint_01
weapon: ../panzerschreck_atw_mp
required_active_weapon
hardpoint_name: hardpoint_01
weapon: ../piat_launcher_mp
validate_all_sub_actions: true


Oh, and Lugie - thanks for trying at least :-)
N/A
28 May 2018, 08:17 AM
#9
avatar of N/A

Posts: 29

Sorry English is not my native language, I think I misunderstood your article.

I use panzer_grenadiers_mp to make a sample, Now slot holder can't auto attack infantry.

<instance description="2nd tier german infantry unit&#xA;Multiplayer Clone." template="ebps">
<list name="extensions">
<template_reference name="exts" value="ebpextensions\entity_blueprint_ext">
<string name="alternate_sua" value="armies\common\base\commonhuman\commonhuman" />
<bool name="always_revealed_in_fow" value="False" />
<file name="animator" value="armies\german\soldiers\panzer_grenadier\panzer_grenadier" />
<bool name="is_visible_in_game" value="True" />
<float name="precise_size" value="-1" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sim_entity_ext">
<bool name="is_in_spatial_bucket" value="True" />
<float name="rotate_snap" value="360" />
<float name="transferable" value="0" />
<bool name="kill_paradrop" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ability_ext">
<list name="abilities">
<instance_reference name="ability" value="abilities\german\modal_ability\commander_ability\blinding_grenade" />
<instance_reference name="ability" value="abilities\global\cold\blizzard_effect_deep_snow_camo" />
<instance_reference name="ability" value="abilities\global\army_item_abilities\army_item_global_cover_training" />
<instance_reference name="ability" value="abilities\global\custom_commander\heal_in_cover" />
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\action_apply_ext">
<list name="actions">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="0" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\entity_veterency_experience_modifier">
<enum name="application_type" value="apply_to_squad" />
<bool name="exclusive" value="True" />
<string name="modifier_id" value="xp_discount" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiply_add" />
<float name="value" value="-0.2" />
<instance_reference name="tooltip" value="modifier_tooltip\blank_tooltip" />
</template_reference>
</list>
<uniqueid name="id" value="1073741845" />
</template_reference>
</list>
<enum name="change_target_type" value="squad" />
<uniqueid name="id" value="1073741846" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="False" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_any_in_list">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirements">
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\aef\ballistic_weapon\infantry_anti_tank_weapon\m9_bazooka_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\aef\ballistic_weapon\infantry_anti_tank_weapon\m9_bazooka_paratrooper_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\axis\ballistic_weapon\infantry_anti_tank_weapon\panzerschreck_atw_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\british\ballistic_weapon\infantry_anti_tank_weapon\piat_launcher_mp" />
</template_reference>
</list>
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\override_weapon_target_prereq_action">
<list name="requirement_table">
<template_reference name="required" value="requirements\required_not">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_unit_type">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<enum name="unit_type" value="infantry" />
<template_reference name="qualify_option" value="options\none">
</template_reference>
<bool name="search_load_out" value="False" />
<bool name="owned_by_player_only" value="True" />
</template_reference>
</list>
</template_reference>
</list>
<instance_reference name="weapon_to_override" value="" />
<uniqueid name="id" value="1073741873" />
<bool name="auto_attack_only" value="True" />
<bool name="persist_on_weapon_change" value="True" />
</template_reference>
</list>
<enum name="change_target_type" value="entities" />
<uniqueid name="id" value="1073741874" />
</template_reference>
</list>
<uniqueid name="id" value="1073741875" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\cost_ext">
<group name="time_cost">
<group name="cost">
<float name="action" value="0" />
<float name="command" value="0" />
<float name="fuel" value="0" />
<float name="manpower" value="85" />
<float name="munition" value="0" />
<float name="popcap" value="0" />
</group>
<float name="time_seconds" value="8.5" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\health_ext">
<bool name="can_repair" value="False" />
<bool name="cuttable" value="False" />
<string name="death_event_name" value="Death" />
<float name="death_seconds" value="30" />
<bool name="delete_when_dead" value="True" />
<bool name="force_attacker_memory" value="False" />
<float name="hitpoints" value="80" />
<bool name="is_invincible" value="False" />
<bool name="is_salvagable_wreck" value="False" />
<bool name="keep_wreck_ownership" value="False" />
<bool name="rear_damage_enabled" value="False" />
<instance_reference name="rebuilt_entity" value="" />
<instance_reference name="rebuilt_squad" value="" />
<bool name="rebuilt_use_wreck_owner" value="False" />
<bool name="receive_weapon_cover_modifiers" value="True" />
<float name="regeneration" value="0" />
<bool name="regeneration_disabled" value="False" />
<bool name="remove_from_pathfinding_on_death" value="True" />
<bool name="reveal_to_all_on_death" value="False" />
<bool name="ui_can_scuttle" value="False" />
<instance_reference name="wreck_entity" value="" />
<list name="death_actions">
</list>
<float name="armor" value="1" />
<float name="rear_armor" value="0" />
<float name="target_size" value="0.8" />
<bool name="dies_from_broken_ice" value="True" />
<list name="criticals">
<group name="critical_group">
<float name="max_health_percentage" value="1" />
<list name="critical_info">
<group name="info">
<float name="weight" value="95" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\_no_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0.5" />
<list name="critical_info">
<group name="info">
<float name="weight" value="90" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\_no_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0" />
<list name="critical_info">
<group name="info">
<float name="weight" value="75" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_killed" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="5" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="False" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_killed_death_intensity_100" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="25" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\make_casualty" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="90" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\burn_death" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="10" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\burn_death_out_of_control" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="10" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="True" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_flamethrower_explode" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
</list>
<float name="weapon_priority" value="0" />
<template_reference name="wreck_entity_option" value="options\none">
</template_reference>
<list name="self_destruct_actions">
</list>
<list name="rebuilt_entity_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\hit_object_ext">
<instance_reference name="hit_material" value="hit_material\human" />
<bool name="hit_non_neutral" value="False" />
<float name="hit_percentage" value="1" />
<bool name="pass_through" value="False" />
<group name="projectile_pass_through">
<bool name="tp_artillery" value="True" />
<bool name="tp_artillery_inf" value="False" />
<bool name="tp_artillery_overwatch" value="False" />
<bool name="tp_homing" value="True" />
<bool name="tp_homing_inf" value="True" />
<bool name="tp_sticky" value="True" />
<bool name="tp_throw" value="True" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\line_of_sight_ext">
<group name="blocking_box">
<float name="x" value="0.01" />
<float name="y" value="0.01" />
<float name="z" value="0.01" />
</group>
<bool name="is_shot_blocking" value="False" />
<bool name="use_blocking_box" value="False" />
<enum name="does_block_line_of_sight" value="Never" />
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\population_ext">
<float name="medic_pop" value="0" />
<float name="personnel_pop" value="1" />
<float name="vehicle_pop" value="0" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sight_ext">
<group name="detect_camouflage">
<float name="tp_global" value="10" />
<float name="tp_mine" value="0" />
</group>
<bool name="extended_sight" value="True" />
<float name="extended_sight_radius" value="350" />
<float name="reveal_area_on_death_time" value="6" />
<group name="sight_package">
<float name="inner_height" value="2.5" />
<float name="inner_radius" value="1" />
<float name="outer_height" value="-3" />
<float name="outer_radius" value="35" />
<float name="cone_angle" value="360" />
<float name="cone_start_radius" value="0" />
</group>
<group name="extended_sight_target_info">
<template_reference name="extended_sight_target_info" value="type_ability_target_type\all">
</template_reference>
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\type_ext">
<group name="unit_type_list">
<enum name="unit_type00" value="infantry" />
<enum name="unit_type01" value="" />
<enum name="unit_type02" value="panzer_grenadier" />
<enum name="unit_type03" value="german_infantry" />
<enum name="unit_type04" value="" />
<enum name="unit_type05" value="mp_unit" />
<enum name="unit_type06" value="infantry_elite" />
<enum name="unit_type07" value="" />
<enum name="unit_type08" value="" />
<enum name="unit_type09" value="" />
<enum name="unit_type10" value="" />
<enum name="unit_type11" value="" />
<enum name="unit_type12" value="" />
<enum name="unit_type13" value="" />
<enum name="unit_type14" value="" />
<enum name="unit_type15" value="" />
</group>
<enum name="weapon_targeting" value="automatic" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ui_ext">
<bool name="ap_killed_kicker" value="True" />
<bool name="ap_loss_kicker" value="True" />
<bool name="cullsphere_selectable" value="False" />
<float name="decorator_offset" value="0.3" />
<bool name="ghost_enable" value="False" />
<bool name="has_speech_code" value="True" />
<locstring name="help_text" value="0" />
<string name="hotkey_name" value="" />
<icon name="icon_name" value="" />
<enum name="kill_type" value="infantry" />
<float name="minimap_color_a" value="255" />
<float name="minimap_color_b" value="255" />
<float name="minimap_color_g" value="255" />
<float name="minimap_color_r" value="255" />
<bool name="minimap_enable" value="True" />
<bool name="minimap_team_only" value="False" />
<bool name="minimap_teamcolor" value="False" />
<bool name="obb_selectable" value="False" />
<string name="overlay_name" value="" />
<bool name="reveal_for_decryption" value="True" />
<locstring name="screen_name" value="0" />
<enum name="selection_name" value="soldier" />
<float name="selection_scale" value="1" />
<enum name="selection_type" value="squad_select" />
<bool name="sloppy_selectable" value="True" />
<group name="speaker">
<string name="code_1" value="hp" />
<string name="code_2" value="xs" />
<string name="code_3" value="" />
</group>
<group name="speech_code_2">
<string name="code_1" value="hp" />
<string name="code_2" value="in" />
<string name="code_3" value="" />
</group>
<group name="speech_code_3">
<string name="code_1" value="hpg" />
<string name="code_2" value="inf" />
<string name="code_3" value="" />
</group>
<group name="speech_code_cover">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<bool name="tacmap_team_only" value="False" />
<locstring name="tooltip_txt" value="0" />
<int name="ui_priority" value="0" />
<icon name="minimap_icon" value="" />
<icon name="portrait_icon_winter" value="" />
<group name="speaker_alt">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<float name="minimap_icon_scale" value="1" />
<icon name="portrait_icon_summer" value="" />
<locstring name="brief_text" value="0" />
<string name="extra_text_deprecated" value="" />
<locstring name="extra_text" value="0" />
<locstring name="screen_name_short" value="0" />
<bool name="show_in_build_log" value="True" />
<bool name="show_entity_appearance" value="True" />
<locstring name="screen_name_world" value="0" />
<locstring name="help_text_world" value="0" />
<locstring name="extra_text_world" value="0" />
<enum name="map_rotation_type_override" value="no_override" />
<icon name="symbol_icon_name" value="" />
<enum name="occlusion_state" value="can_be_occluded" />
<enum name="decorator_visibility" value="default" />
<string name="decorator_marker_name" value="Marker_FX_UI" />
<bool name="skin_pack_override" value="False" />
<string name="skin_summer" value="" />
<string name="skin_winter" value="" />
</template_reference>
<template_reference name="exts" value="ebpextensions\attention_ext">
<bool name="should_face_target" value="True" />
</template_reference>
<template_reference name="exts" value="ebpextensions\casualty_ext">
<float name="maximum_death_time" value="40" />
<float name="minimum_death_time" value="30" />
<bool name="permanent_casualty" value="False" />
<string name="splat_filename" value="NM_Stains\wounded" />
<float name="splat_radius" value="2" />
<float name="splat_seconds_after_death_or_rescue" value="60" />
<float name="wounded_ui_time_limit" value="0" />
<list name="casualty_modifiers">
<template_reference name="modifier" value="modifiers\sight_radius_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.5" />
<instance_reference name="tooltip" value="modifier_tooltip\sight_radius_modifier" />
</template_reference>
</list>
<list name="on_rescue_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\combat_ext">
<bool name="reject_attack_command" value="False" />
<list name="hardpoints">
<group name="hardpoint">
<float name="parent_hardpoint" value="-1" />
<list name="weapon_table">
<group name="weapon">
<group name="heading">
<float name="x" value="0" />
<float name="y" value="0" />
<float name="z" value="1" />
</group>
<float name="length" value="0" />
<group name="origin">
<float name="x" value="0" />
<float name="y" value="1.5" />
<float name="z" value="0" />
</group>
<enum name="type" value="default" />
<instance_reference name="weapon" value="weapon\axis\small_arms\machine_gun\sub_machine_gun\panzer_grenadier_mp44_smg_mp" />
</group>
</list>
<bool name="receives_attack_commands" value="False" />
</group>
</list>
<int name="sight_hardpoint" value="-1" />
<list name="kill_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\cover_ext">
<group name="tp_defcover">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_defcover_narrow">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_garrison_cover">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_garrison_halftrack">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_heavy">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0.5" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Heavy_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741847" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741848" />
</template_reference>
</list>
<uniqueid name="id" value="1073741849" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</group>
<group name="tp_light">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0.4" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Light_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741850" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741851" />
</template_reference>
</list>
<uniqueid name="id" value="1073741852" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</group>
<group name="tp_negative">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.3" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741853" />
</template_reference>
</list>
</group>
<group name="tp_open">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741854" />
</template_reference>
</list>
</group>
<group name="tp_smoke">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741855" />
</template_reference>
</list>
</group>
<group name="tp_trench">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_water">
<group name="posture">
<bool name="prevent_prone" value="True" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741856" />
</template_reference>
</list>
</group>
<group name="tp_z_bunker">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_z_emplacement">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_z_ice">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_z_snow">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_zz_deep_snow">
<list name="actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741857" />
</template_reference>
</list>
<uniqueid name="id" value="1073741858" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="0.45" />
</group>
<group name="tp_zz_mud">
<list name="actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741859" />
</template_reference>
</list>
<uniqueid name="id" value="1073741860" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="0.7" />
<enum name="override_path_weight" value="" />
</group>
<group name="tp_zz_team_weapon_heavy">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.5" />
<float name="speed_multiplier" value="1" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_apply_ext">
<list name="modifiers">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\moving_ext">
<float name="acceleration" value="-1" />
<float name="deceleration" value="-1" />
<float name="high_path_look_ahead_max_dist" value="15" />
<bool name="orient_to_terrain" value="False" />
<instance_reference name="pass_type" value="pass_types\land_only" />
<float name="rotation_rate" value="150" />
<float name="rotation_rate_crouch" value="870" />
<float name="rotation_rate_prone" value="225" />
<float name="rotation_rate_stand" value="870" />
<bool name="smooth_path" value="True" />
<float name="speed_max" value="3" />
<instance_reference name="turn_plan" value="turn_plan\human" />
<float name="on_ice_accel_decel_multiplier" value="0.3" />
<float name="on_land_overturn_scale" value="0" />
<float name="on_ice_overturn_scale" value="1.3" />
</template_reference>
<template_reference name="exts" value="ebpextensions\posture_ext">
<instance_reference name="posture_group" value="posture\default_posture_group" />
</template_reference>
<template_reference name="exts" value="ebpextensions\crushee_ext">
<list name="on_crushed_actions">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="1" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\change_move_data_action">
<float name="acceleration_multiplier" value="0.3" />
<float name="deceleration_multiplier" value="0.3" />
<float name="pathfinding_size_x" value="0" />
<float name="pathfinding_size_y" value="0" />
<uniqueid name="id" value="1073741861" />
</template_reference>
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="1" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\speed_maximum_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.3" />
<instance_reference name="tooltip" value="modifier_tooltip\speed_maximum_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741862" />
</template_reference>
</list>
<uniqueid name="id" value="1073741863" />
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\camouflage_ext">
<float name="attack_priority" value="5" />
<enum name="camouflage_type" value="tp_global" />
<bool name="chain_revealer" value="False" />
<float name="detection_radius" value="4" />
<bool name="must_be_fully_constructed" value="False" />
<bool name="permanently_activated" value="False" />
<float name="combat_reset_time" value="5" />
<float name="first_strike_shots" value="1" />
<float name="revert_max" value="25" />
<float name="revert_multiplier" value="2" />
<float name="revert_time" value="1.5" />
<float name="revert_time_on_detection" value="1" />
<list name="camouflage_actions">
</list>
<list name="first_strike_actions">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="5" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_not">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_in_state">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="garrisoned" value="False" />
<bool name="healed" value="False" />
<float name="in_combat_since" value="10" />
<bool name="injured" value="False" />
<bool name="leader" value="False" />
<bool name="not_moving" value="False" />
<bool name="not_retreating" value="False" />
<bool name="pinned" value="False" />
<bool name="suppressed" value="False" />
<bool name="camouflaged" value="False" />
</template_reference>
</list>
</template_reference>
<template_reference name="required" value="requirements\required_in_state">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="garrisoned" value="False" />
<bool name="healed" value="False" />
<float name="in_combat_since" value="-1" />
<bool name="injured" value="False" />
<bool name="leader" value="False" />
<bool name="not_moving" value="True" />
<bool name="not_retreating" value="False" />
<bool name="pinned" value="False" />
<bool name="suppressed" value="False" />
<bool name="camouflaged" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="5" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\animator_set_state">
<bool name="apply_to_leader_only" value="True" />
<string name="do_action_state_name" value="on" />
<bool name="retrigger" value="False" />
<string name="state_machine_name" value="ability_attack_buff_state" />
<string name="undo_action_state_name" value="off" />
<uniqueid name="id" value="1073741864" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="False" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_slot_item">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="check_item_on_entity" value="False" />
<bool name="display_requirement" value="True" />
<float name="max_owned" value="0" />
<float name="min_owned" value="0" />
<instance_reference name="slot_item" value="slot_item\german\ambush_camo_portrait_icon_item" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="5" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\slot_item_add">
<instance_reference name="slot_item" value="slot_item\german\ambush_camo_portrait_icon_item" />
<bool name="permanent" value="False" />
<uniqueid name="id" value="1073741865" />
</template_reference>
</list>
<uniqueid name="id" value="1073741866" />
</template_reference>
</list>
<uniqueid name="id" value="1073741867" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="5" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\accuracy_weapon_modifier">
<enum name="application_type" value="apply_to_weapon" />
<bool name="exclusive" value="True" />
<string name="modifier_id" value="first_strike_ambush" />
<string name="target_type_name" value="hardpoint_01" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="1.5" />
<instance_reference name="tooltip" value="modifier_tooltip\accuracy_weapon_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741868" />
</template_reference>
</list>
<uniqueid name="id" value="1073741869" />
</template_reference>
</list>
<uniqueid name="id" value="1073741870" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<enum name="change_target_type" value="squad" />
<uniqueid name="id" value="1073741871" />
</template_reference>
</list>
<uniqueid name="id" value="1073741872" />
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\team_weapon_user_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\holdable_ext">
<enum name="holdable" value="hold_infantry" />
</template_reference>
<template_reference name="exts" value="ebpextensions\cold_system_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\upgrade_ext">
<bool name="must_be_in_supply" value="False" />
<float name="number_of_standard_slots" value="0" />
<list name="standard_upgrades">
</list>
</template_reference>
</list>
<uniqueid name="pbgid" value="1534" />
</instance>


I deleted the extra infantry anti tank weapon, and why do have "change_target_action" and "change_target_type: entities"?

Yes why? If not have it, Units automatically attack all enemies, It didn't work.

Add "change_target_action" and "change_target_type: entities"? Slot holder can't auto attack infantry, It work.

Why? Maybe it needs to be assigned to entities.

M9 bazooak slot item can slot m9_bazooak_mp and m9_bazooak_paratrooper_mp in the game.

If I make you angry, I apologize.

I like this game, I hope everyone will have fun.

If you are willing to, You can try again and see my sample.

28 May 2018, 17:34 PM
#10
avatar of Dreadbot
Donator 11

Posts: 94

No, you didn't make me angry. I was just trying to understand is all.

I can't copy over your entire XML because I don't want to lose the other customizations I've made for my mod, but I made my requirement_action match yours (even compared them side-by-side in a text editor to be sure) and... it still doesn't work. The change_target_action makes no difference for me. They still attack infantry with their Panzerschreks.
28 May 2018, 20:41 PM
#11
avatar of Lugie
Senior Modmaker Badge

Posts: 327

I think I found the problem, its something with the way slot items are handled that is making this finicky. I found that if you apply that action to the squad, and the weapon its applying to is a default weapon, it works.
28 May 2018, 22:53 PM
#12
avatar of Olhausen
Modmaker Badge

Posts: 245

I have a similar problem in my mod. If you add any weapon as a slot item in to the squad then the override target option stop working.
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