..many thanks, will check it out.
The solution is:
EBP.GERMAN.PAK43_88MM_AT_GUN_MP
-- EBP.GERMAN.PAK43_88MM_AT_GUN_MP
eg_vehicles=EGroup_CreateIfNotFound("eg_vehicles")
eg_vehicles=Util_CreateEntities(nil,"eg_vehicles",EBP.GERMAN.PAK43_88MM_AT_GUN_MP, Util_GetPosition(mkr_9), 1)
eg_vehicles=Util_CreateEntities(nil,"eg_vehicles",EBP.GERMAN.PAK43_88MM_AT_GUN_MP, Util_GetPosition(mkr_10), 1)
Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles, CRIT.VEHICLE_ABANDON,0)
Remark: you must change my mkr_9 and mkr_10, to your actual marker.
|
Hi Folks,
how can i spawn a Smoke Cloude ?
Want to spawn some Soldiers near the boarder of the map, so that they enter the map through this
Cloud of Smoke.
To use an Ability of a Faction i need also the Upgrade for to use Smoke,...
Is there a simple way to realise this?
Edit:
Found some Abilities:
ABILITY.AEF.ARTILLERY_SMOKE_BARRAGE
ABILITY.AEF.FATALITY_SMOKE_FLARES
ABILITY.AEF.M2_60MM_MORTAR_TEAM_SMOKE_BARRAGE_MP
ABILITY.AEF.M20_SMOKE
ABILITY.AEF.M23_SMOKE_STREAM_RIFLE_GRENADE_MP
ABILITY.AEF.M23_SMOKE_STREAM_RIFLE_GRENADE_VET_MP
ABILITY.AEF.SMOKE_SHERMAN_MORTAR_BARRAGE_BULLDOZER_MP
Script runs in error because the Upgrade is not available for the faction.
Thanks an Greetings
-ernst- |
..many thanks, will check it out.
The solution is:
EBP.GERMAN.PAK43_88MM_AT_GUN_MP
;o))
|
...is there no solution ? |
Hi folks,
have placed some Vehicles on a Map and marked them as "abandon" with the "CirticalHit" by Scar-
Script.
Every Vehicel can be captured by Players, but it dont work with Pak43 Emplacement.
The Icon to capture the PaK is shown in Game, but no Player can capture.
Do you have any Ideas why?
Mapper greetings
-ernst- |
The aircrafts, Stuka and p47s, under art_ambient/objects/vehicles/military have no nis-Animation like the HENSCHEL in CoH1.
Engine and Propeller are not animatet,..hmmmmm.
For example in CoH1 the HENSCHEL starts his Engine and the Propeller was also on:
Squad_SetAnimatorState(SGroup_GetSpawnedSquadAt(sg_plane1,1),"Taxi", "ON")-- engine on
Squad_SetAnimatorState(SGroup_GetSpawnedSquadAt(sg_plane1,1),"nis_propeller", "on")--propeller on
Has anybody an Idea to animate the Stuka´s ?
greetings
-ernst-
|
Hi |)irty }{@rry,
many thanks for your advice, that´s what im looking for ;o))
greetings
-ernst- |
Hi Dillon,
you can debug the new scar-script-lines, when you make -- as first sign in the line:
-- Util_CreateEntities(nil, eg_m1931, EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_113, 1 )
So the line will not be used by CoH2-Lua. Let only one of the new added script lines without the "--" and test in Game, if Game don´t crash, "open" the next line, and so on.
But i think i have found the Mistake. Have had a look in luaconstauto.scar:
EBP.SOVIET.M1931_203MM_B_4_HOWITZER_ARTILLERY_COMMANDER_MP <-- correct syntax
greetings
-ernst-
|
Hi Viper86ed ,
import("ScarUtil.scar") <----- is this line in your scar-script *important*
function OnInit()
--- stuff
end
To make Entities invulnerable, do this:
Take the Bridge in Worldbuilder (WB) to an EGroup and name it "eg_bridge"
eg_bridge = EGroup_CreateIfNotFound("eg_bridge")
EGroup_SetInvulnerable(eg_bridge, true)
The problem, adding howitzers is the crew i think, but not sure. Will make a test scenario and spawn some howitzers.
Why don´t you place the howitzers direct on the map in WB and give them EG-Names ?
The crew you can delete in WB with "wb_orphan_nuke_entity".
Maybe this is an solution?
greetings
-ernst-
|
Hi Viper86ed,
maybe i can help you a little.
If there is a problem with the markers, do this:
mkr_75 = Marker_FromName("mkr_75","Ally Spawn")
The correct name of the marker you will find in <MapName_ID.SCAR>
eg_vehicles = EGroup_CreateIfNotFound("eg_vehicles") -- insert this line
Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles, CRIT.VEHICLE_ABANDON, 0)
Change the lines you spawn the entity group eg_pak43 like this:
Util_CreateEntities(nil, eg_pak43,EBP.GERMAN.PAK43_88MM_AT_GUN_MP,Util_GetPosition(mkr_75), 1 )
Hope this help you a bit.
greetings
-ernst- |