I have a map with a layer of .24 deep snow, enough to cover the ground but not enough to slow infantry down. However, during play some squarish areas fade out, presumably to indicate melting. Is there a way to stop this without adding enough snow to slow infantry down?
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I don't see any relevant options in the Scenario Properties. Am I overlooking something?
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I've scripted about a dozen maps, but never saw this problem. I've even put in some deliberate bad code, and didn't get the scar error pause that you usually get when you start a game.
The map was renamed from another map, but it uses the new name to load or save all the new mapname*.* files, so I don't suppose it's saving the old name internally.
Has there been a change to how you associate a script with a map? Is the current map builder buggy?
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When I looked at it back when the first new vehicles came out, eliw00d's tutorial did not cover adding new skins to an existing pack. Here's how I did it:
1) Create a new throw-away skin pack that includes the new vehicle(s), so you'll see what file names it uses.
2) Create new skins in your original skin pack's directory, using the filenames found above.
3) Close the mod tools and edit the .mod file with a text editor. Carefully identify the scope of the XML for the last vehicle in the list, copy it, and paste a second copy in. In that new copy, change the vehicle's name (2 places) from what the pasted copy says to what your vehicle's name acually is. (E.g., "hetzer" or "m26_pershing")
4) See below if adding the Pershing to an AEF skin pack.
5) Rebuild and test the skin.
If you added the Pershing, recall that there was no pack for AEF heavy vehicles, so you'll have to create the icon and open the mod in the attribute editor to add an option for heavy vehicles. (IIRC it detects the vehicle weight classes automagically, so I didn't have to add the Pershing there - just clone the ligh or medium info and change whatever is necessary to make it heavy.)
If you have technical questions, post them as a comment under one of my skin packs on Steam. This site is so slow that I very rarely check for new messages anymore, but if you post on Steam you'll probably get a prompt response.
@ F.X. - Whenever I change a skin and rebuild, it rebuilds everything. Very annoying. Am I doing something wrong? |
If you want to do it with a script, I have some code that approximates the original behavior in my Sector Defense maps. I haven't felt like trying to make it work via the mod builder.
You can check out (1p) Sector Defense #2, and extract it to get the code. The relevant part is after the comment -- bring in the SWS halftracks:
It uses some variables defined elsewhere, but mostly they are only relevant to what's going on in the map, so just throw out the condition based on usingMetafaction, and use your own code to find germanPlayer and set the timer parameters.
If you write scar code it shouldn't be hard to fix up. If you have questions, I haven't been coming here very often lately, so post the questions under the map's comments and Steam will notify me to read it.
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Thanks.
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If a tuning pack does not modify a unit, and Relic releases a patch that does modify it, will users get a unit with the current stats, or with the stats that were in effect when the tuning pack was built?
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I have new splats, but when I click build assetspack, he doesn't work (I no see in COH 2 center mods ). In the mod builder, click the "new" icon. Then in the pop-up select "AssetPack" for the type, and click OK. Follow the tutorial from there.
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Splats are made with custom asset packs. See the tutorial at http://modding.companyofheroes.com/asset-pack-wizard
If you make a map that uses a custom asset pack, be sure to set the asset pack as a dependency on the map's Workshop page. That way whenever anyone subscribes to the map they'll get a pop-up explaining that the asset pack is required and offering them a chance to subscribe to it.
Per your link, template images do not presently work.
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I find by experiment that a layer 0.24 thick (or less) allows the soldiers to walk normally, while 0.25 thick (or greater) causes them to high-step. However, I was wondering whether 0.5 would make them move even slower than 0.25, etc.
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