How to fix dismounting mortar squad bug?
Posts: 73
Anyway, i've considered different workarounds. One involves 'killing' and spawning a new mortar squad, but since this will fuck with hotkey groups and specific xp amounts, i've dropped that one.
Another is to have a squad without a mortar, and then add the entity to the squad loadout upon dismount, but that doesn't work right either.
Yet another is to 'kill' the mortar entity itself and spawn a new one upon dismount, and then order the squad to grab it immediately. The latter part is impossible to my knowledge however.
And so i'm at a loss for what to do...any suggestions, maybe using scripts?
Posts: 327
Spawning a mortar and ordering the squad to capture it could be done through SCAR. Im not exactly sure how, but I remember it being done in a single-player script. Try asking a proper guru like Janne if you cant figure that out.
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Posts: 73
Any idea why this is?
Posts: 327
1. The hold does not have "keep abandoned weapons" (or something like that) enabled. Thus, the weapon is kicked out when it spawns.
2. Its something to do with the setup of the weapon.
Posts: 73
I decided to just work around it and kill the squad that spawns inside the halftrack upon dismount, and then spawn a new one on the ground so it looks like it just dismounts.
Posts: 317
Could you please post a screenshot of the invisible circle?
I just copied vanilla half-track and mortar and the only thing I changed is in the "hold_ext" of the half-track. The mount and dismount worked just fine.
Posts: 73
Posts: 317
The way i did it is that i spawn a halftrack, and then under action_apply i make a garrison_squad action, but vanilla halftracks don't have mortars (or other team weapons) under acceptable_types, which makes them stuck when trying to dismount in the normal way...that's why i have no idea how it works for you.
Half-tracks can accept mortars and machine guns if you edit the "hold_ext". You need to go to "hold_ext" > "acceptable_types" > and here you add "hold_mortar" or "hold_whateveryyouwant".
I hope this solves your problem.
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Lugie it was the MP version but that doesn't matter. We all were looking in the wrong place. The problem is not the mortar team or the weapon but its the vehicle transporting the mortar. If you garrison the Russian mortar to a German Sd.Kfz 250 it will work normally but if you garrison it to the M5 half-track the problem will appear.
I think that this is might be an unsolvable problem. If you garrison mortar into an Sd.Kfz 250 the mortar WILL set up but when it is in M5 the mortar WILL NOT set up (and its not a problem of how many models are in the squad).
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I just checked the 250's apb, i couldn't find anything about a sync point, can you elaborate?
In the abp file of the 250 is something called "..\\..\\..\\common\\vehicles\\syncpoint\\syncpoint" try to add this to the M5 half-track.
Posts: 73
In the abp file of the 250 is something called "..\\..\\..\\common\\vehicles\\syncpoint\\syncpoint" try to add this to the M5 half-track.
Ah, windows was fucked and showed me the wrong thing. Anyway, i added the line but it didn't make any difference with either the soviet truck or halftrack
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