Basically, as Ægion hinted, what you need to do is, basically either:
- Make your Pathfinders' antenna also spawn an actual_retreat_point_mp
- Or, add* "alternate_retreat_point" to your pathfinder beacon types (ie.., where you define whether something is a building, a machine gun, infantry, etc, etc)
* In order to assign a particular class type to a unit turn one of the <null> values into the desired class type. The order probably doesn't matter.
If you want to take this idea a step further (e.g,. only Airborne troops should be allowed to retreat to Beacons; everybody else has to fall back to the Major), do the following:
- Instead of "alternate_retreat_point" assign a type of "coho_raid_3" to your pathfinder antenna (coho_raid_3 is just a unit type that isn't used by anything else, so it's safe to use for that)
- Go to your paratrooper SBPS file and look under retreat_ext. Somewhere in that list, the types of valid retreat points for paratroopers are "hq" and "aternate_retreat_point"; in that list, also add "coho_raid_3" to the list of candidate destinations.
I did finally get the custom retreat point to work as intended like Ægion stated. Your addition information is very insightful. I did not know you could actually specify in detail like that. Thank you both for your help and information. |
The units only repair/heal when I have to force them to. The medics just idly stand near troops doing nothing until I tell them to. The auto heal ability is active yet they do nothing. Even the vehicle crews, when they dismount, they just stand there until I force them to repair the vehicle. I move them out of combat and whatnot, but they just stand in place unless ordered to actually repair/heal. Tedious in nature. I appreciate the input. |
Hi ChosenOne:
The problem that you have is, you need to give the unit the parachute. This could be done editing the .abp file of pathfinder.
I will save you some time in advance, you could give this unit the parachute but the entity not support the animation anyway.
How to do it ? Here I will leave you a video from Eliwood about how to edit .abp files. I recomend to you to watch it.
Eliwood abp file edition
After learn about how to edit .abp files here is the line that you introduce to your pathfinders.abp file to show the parachute:
"..\\..\\props\\parachute\\parachute",
Best luck
Olhausen
I have edited .abp files before. I did not know about the .abp needing a line for the parachute specifically. Thank you for your help. |
Long story short, I made it so the pathfinders can reinforce like the paratroopers. When they "drop" in, however, they have the paradrop animation but no parachute. Any help is appreciated. |
It's strange the these actions disappeared while cloning, but they're also easily added back. The actions are 'always_on_abilties' and are located here:
Heal: abilities\aef\always_on_ability\medic_auto_heal
Repair: abilities\aef\always_on_ability\vehicle_crew_auto_repair
You have to add them to 'squad_abilities_ext' in your squad in 'sbps'.
As it turns out, the units still have those abilities in the sbps. I'm not sure what's causing them to just stand there. |
For the Americans they have the Major act as a retreat point if you choose to have it that way. I want to make roughly the same concept but with the Airborne's Paradrop Beacon. I created a custom beacon. But I'm not sure how to create a custom toggleable beacon to act as a retreat point. Any help is appreciated. |
So I cloned the tank crews and medics for the US and since doing that they no longer auto heal or repair their vehicles. Any help is appreciated. |
How many choices do you have? and which weights?
The weights depend on the total sum of all weights in the random_action. If you set the weight in a random_choice at 5, but you have no other options, then it's actually 100%. So the real chance is:
your weight / the sum of all weights.
If you want only one critical, then make another empty choice with the weight 95.
Ok, I did not know about the random_choice needing another weight to consider the chance. I will have to add an empty action. Thank you. |
Working on my mod, and I want to give certain weapons a critical chance when it penetrates. I looked at the sniper rifle weapon file along with the Riflemen AT Grenade. I practically copied the one from the AT Grenade. I gave the critical a small chance. Yet, I feel for being a 5% it happens almost too frequently. Any help is appreciated. |
This is my first map ever created with the map builder. I tried to keep a consistent theme. I wanted the majority of the map to be urban with a rural backside to it. My end result was this. Any feedback is appreciated.
http://steamcommunity.com/sharedfiles/filedetails/?id=1136128693
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