Start up call-ins
Posts: 44
Any ideas or insights would be appreciated.
I have tried army/start actions/spawn squad... but it either appears in the middle of the base or the middle of the map.
Posts: 817 | Subs: 5
Posts: 44
Posts: 817 | Subs: 5
Sorry
Posts: 44
Posts: 817 | Subs: 5
Another idea: use the reinforcements_action directly in the action_apply from your hq, without the filter_action.
This will run every time the structure spawns or is rebuild though. You can put the action in a requirement_action which requires NOT a player upgrade. Then add that upgrade at the end of the action. That way it will only run once.
Posts: 44
Had to tack it on in the HQ building to an action_apply/actions/delay/ & then add it after a scar function. It wouldn't work with out the scar???
Thanks for your help sir.
Posts: 817 | Subs: 5
I guess that scar function sets the rally point, which is used as target point for the spawned squad.
Posts: 44
I have made a Hungarian base stamp for a new mod I am working on, but am at a loss as how to get it in game. I have tried adding to data/art/stamps just like .apb files but no joy.
Should I be using a stamp or another method?
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Posts: 44
And thanks for your help as always. It takes me days trying 30 different ways to give up on the stone wall.
Posts: 817 | Subs: 5
Posts: 44
Posts: 817 | Subs: 5
All examples are from my usf base mod, so you need to use the US stamper instead of the Brit.
Then you want to edit all 4 usf base buildings like this:
You need to add a 'spawn_entity' action with your own Wehrmacht structure before the delay. And change the required race to Wehrmacht. That way the US won't change and the Wehrmacht starts with its own structures.
You need to think about the layout though, because the Wehrmacht structures are bigger and there are 5 of them. I have no idea how you want to fit them all in the US circle. But you can toy around with the x and z coordinates in spawn_entity to move them a little.
Posts: 44
Posts: 44
Is there a way to delete some of the clutter from in the base, as in say delete some sandbags from around the OKW HQ truck etc?
Posts: 317
Got it going... couldn't have done it without you! Tanks.
Is there a way to delete some of the clutter from in the base, as in say delete some sandbags from around the OKW HQ truck etc?
You can't delete one sandbag. You would have to remove everything that is around it because it is a part of a stamper. To remove it jist go to the OKW hq and remove it from the action apply extention.
Posts: 44
When I spawn an entity, it appears in the correct spot, but doesn't load the sbps so I have an unusable placeholder.
If I spawn a squad... it appears slightly offset & blocks a valuable exit point to the US base.
I have tried everything, including trying to build an entity only flak.
Any pointers from the sages?
Image link https://www.dropbox.com/s/h9ooe56v0u7wsw1/hungarian_base.jpg?dl=0
Posts: 817 | Subs: 5
Posts: 817 | Subs: 5
In short:
- removed the link in on_construction_squad
- added crew_ext
- removed recrewable_ext
- removed team_weapon_ext
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