Is there a way for a scripted map or a gamemode to detect that a certain key has been pressed, and execute a script when it does? |
The biggest problem with construction items is that they cannot check upgrades or slot items of the engineer. Only global upgrades can be validated.
I think the best solution is to use a global limit per defense with required_cap in ebps/requirements.
Thanks, SneakEye
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To prevent spam, I want to limit the number of instances of a certain thing that a squad can build. (For example, the number of traps.)
If I want to limit it to, say, four instances per squad, I could make a repeatable upgrade or slot item to control it, grant the squad four when it is created, make the construction depend on the squad having it, and then consume one for each build.
I think it would be easy if implemented as an ability, but due to limited menu space I need to make it a construction task. However, I haven't been able to figure out how make the squad use one for construction.
It seems like in_construction_actions should work, but the squad can build other things and I haven't been able to make in_construction_actions depend on what is being built.
Any ideas?
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Does anyone know...
1) Do guns and howitzers smoke up the paint around their muzzle?
2) For open-top weapon platforms, what color would the parts of the weapon on the inside be? A sort of gun metal color? Painted?
Thanks if you can help.
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To add units to a building, launch the attribute editor, open "ebps" (entity blueprints), double-click the building, and add a new entry under "spawner".
To modify CP requirements, open "abilities", double-click the one you are interested in, and find the CP requirement under "requirements".
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Can you permanently reduce a squad's loadout? For example if you want to spawn off a single-member squad and reduce the number of remaining members?
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Perhaps this is common knowledge among the gurus, but when I looked into the implementation of US elite bazookas I found a couple of surprising things, including one which I consider a bug.
So far as I can see the elite bazookas ability doesn't actually do anything except provide the ability icon. The difference is actually managed by providing two types of bazookas, which I will call "vanilla" and "buffed", with the latter having the improved range and penetration described when you hover your mouse over the ability icon. When a squad grabs a bazooka at the weapon rack, the weapon rack itself decides which type of bazooka to issue, depending on who is grabbing it.
If you replace the weapon racks with field upgrades it's easy enough to provide different upgrades depending on the squad, so that everyone gets the right bazooka type.
What I found even more surprising is that elite squads do not get any benefit when they pick up a bazooka off the ground. Whenever a squad drops a bazooka the game puts the "vanilla" prop on the ground, regardless of what the squad was actually carrying, and whenever anyone picks that up they get the "vanilla" slot item, regardless of what kind of squad they are. So the elite squads' ability icon misleading says that they are getting the elite benefits, when they actually are not.
You can fix that by modifying the prop's slotitem_ext->on_pickup_actions : replace the slot_item_add with two requirement_actions, one that detects aef+elite and adds the buffed slot item, and another that detects not(aef+elite) and thus adds the vanilla slot item.
When I first tried that nobody was able to pick up a bazooka. Perhaps it would work if you got all the requirement_action parameters right, but the solution I found was to wrap them both in a single non_blocking_list_action.
I have tested this by creating a different weapon icon for squads carrying the elite bazooka, and it all works: if an elite squad gets a bazooka via an upgrade or by picking one up, it gets the slot item with the new elite bazooka weapon icon; otherwise it gets the slot item with the default bazooka weapon icon.
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I've been wondering about this too. Some of the maps look like they have things that the worldbuilder doesn't offer. |
You have to convert .rgt to .tga. There is an included Burn.exe, in the Company of Heroes 2 Tools folder, that you can use via the command prompt.
Otherwise, you could try a tool I have been working on:
http://medpackstudios.com/files/CoH2/Burner.exe
Once you have selected the tools and mod folders, it will convert any .rgt files to .tga files. It will probably take a while, if you have a lot of them.
You can extract .rgt using the included Archive Viewer.
Eliw00d, is you Burner.exe still available? My browser does not find it at the link.
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