They are actually player abilities. Just add abilities to the army, or in SCAR via Player_AddAbility, that have ui_group set to group_secondary.
Ok. I go to test it.
Regards. |
Hi.
I need to make a menu for the command abilities like the Cheatmod have. The idea is to have only one command abilities and when you press it show up the other abilites.
https://www.google.com.ar/search?q=cheat+commands+coh2&espv=2&biw=1920&bih=947&source=lnms&tbm=isch&sa=X&ei=2OaTVaPTJsijU9HsipAD&ved=0CAcQ_AUoAg#imgrc=sPc12s6EL1dl_M%3A
Can I make it in the attribute editor or need scar function to achieve it?
Regards. |
Relic a while back also mentioned that the sight system had a noticeable performance hit, so they kept it simple to avoid slowdowns on slower machines. So this means that entities can only ever have one radius of sight on it. It also means that not every man in a squad has sight, only a couple do and the rest are blind; this one is noticeable when you have a squad of men go around a building, as sometimes the lead man is past the corner but what's there isn't revealed until another man clears the corner.
So we need to wait 10 years for faster machines to use this...
Thanks for the info.
Regards. |
The idea is launch 2 grenades at same time with two diferent entities of the squad.
CoH1's Blitzkrieg doctrine had an Assault ability that used an AI plan to force the squad into close range and made them throw a set number of grenades. This caused more than one soldier to throw a grenade, and I believe it was tweakable to get an exact number of grenades thrown per usage of the ability. However I don't think we can add or edit AI plans at the moment.
Good!!! So, wait for AI edit release.
Thanks!!! |
Unfortunately, no. It looks like they may have prototyped this at one point, because there is a sight_hardpoint, but it does not work.
Yes, I was try this option but dont work.
So, I'll have to wait...
Regards. |
Not really. I think you can have all the entities throw, similar to assault, but anywhere in between is tricky.
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Hi.
For example. In the ebp of the Sherman M4A3 tank I modify the values cone angle and outer radius in the ebpextentions\sight_ext\sight_package. This modification only apply to the hull of the tank and not in the turret.
So, the cone angle is limited to the position of the hull tank.
Is possible to set this cone angle from the hull separately from the turret.
May be you know the way to put a separate line of sight in the turret, perhaps through the gun hardpoint.
Regards. |
Hi.
I need to create an ability to launch two grenades at same time by two different entities in one squad.
For example one riflemen squad with six members launch two grenades at same time, one entity one grenade, other one grenade, same time.
If one entity die, so they launch 2 grenades until remaining only one entity.
Is this possible with the attribute tool?
I have tried a lot of combination with abilities without obtaining the desired results.
Regards.
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Keep in mind that most of the caps start out at -1 (meaning infinite), so you might have to either use addition or multiplication using a negative number. I recommend the latter.
You can also change these caps in the new army category in Tuning Packs.
Thanks Elly for the answer.
I find the option resource_max_cap in the new army category!!!
Regards.
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Hi.
I need to put in my Win Condition Pack a max resources limit for manpower, minution and fuel.
I try to use this without any result:
ModID Modify_PlayerResourceCap( PlayerID playerId, Integer resourceType, Real scalefactor[, Integer mathtype] )
Modifies a player's resource cap. Possible resource types are RT_Manpower, RT_Munition, RT_Fuel. Possible math types are MUT_Multiplication, MUT_Addition.
Do you know the function to accomplish this task?
Regards.
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