EDIT: SOLVED! Original Post deleted, converted to instructions.
Hey community,
We all know there are some unused assets from the campaign and the previous game in the coh2 files for us to discover. Including infantry. In this post, I will list all hidden, broken and unused infantry models that I managed to turn into functional units, with instructions. You will need a basic understanding of the AE and .abp files.
1| Soviet Captain and Conscript Sergeant
2| COH 1 Legacy Panzergrenadiers
3| Olive Drab Winter Grenadier
4| Panzer Crew Headgear Variants
5| Winter Panzergrenadier w/ Panzerfaust
6| Soviet Recon
7| Soviet Officers (Isakovich)
That's all for now! Hope this is interesting to the folks still modding out there. If you find any more of these hidden and broken models, let me know!
Thanks for the response, guys. I have indeed created my own workaround by now.
If anyone wants to add abilities to certain commanders that do not have any upgrades assigned to commander_abilities, simply use one of the original abilities, change it to an always_on activation, hide it from UI, and have it add a custom upgrade. This upgrade can now serve as a trigger to a copy of the original ability or whatever new ability you want to add.
so I ran into a rather odd issue I had never noticed before. Usually, when looking at doctrinal abilities, they are all listed in the army/(Faction)/army_bag/abilities extension. This adds the abilities to a faction. They are then triggered by upgrades, that your choice of docrtine applies.
A usual commander-given ability would have this upgrade listed in requirements.
Most of the British abilities however, do not. For some reason, they neither need to be added to a faction's army_bag/abilities, nor do they need a passive upgrade to appear.
Does anybody know how this works? I am trying to add additional abiliies to British commanders, and the only way to achieve this, afaik, is by setting up the new abilities with the same upgrade requirements as existing ones. Without a passive upgrade, this is impossible.
Can confirm, German player here sitting in Frankfurt, state of the art internet connection and very low ping on any European server in any game. Noticed minor input lag over the last month, but today, unplayable.
1s-5s second input lags permanently, multiple attempted games ended in Defeat by Desync. This is ridiculous.
Okay, update on the situation: Giving the vehicles the original vanilla blueprint as "alternate_sua", just like you did to get the selection boxes back, solved the problem for me.
Additionally, I also set "precise_size" to 1,5 but idk if that had anything to do with the issue.
I cloned the M5 halftrack abp and named the new one "halftrack_dshk.abp" and replaced the 50cal with the DshK.
Then I assigned the new .abp to my new halftrack entity and spawned it ingame.
Now when enemy anti tank guns, tank guns or even snares such as the Panzerfaust shoot the halftrack, they can't hit it, even with the target size increased to 1000 in the health_ext. The halftrack has no collision to projectiles.
I remember a similar issue when cloning object abps such a bunkers. The new abp will have no physical collision ingame and soldiers can simply walk through it.
So, the new vehicles, utilizing cloned abps, become ghosts that can only be damaged by AOE damage or stray bullets, but not by targeted projectiles.
Ah such a shame. Unfortunately, there is an even bigger issue with those vehicles. The new abp files, for instance halftrack_dshk.abp containing the DShK on an M5, will loose their hitboxes.
They become thin air to anti tank projectiles and even panzerfausts. Any way to work around that?
Sorry for the double comment, but can someone confirm this problem:
When cloning the WC-51 abp to create a new one sporting the DShK, the marker extension will stop working, most likely because there is no corresponding .mua or .muax or wherever the markers are stored anymore.
That means units in the vehicle's hold will not longer be shown.
So if I would want my mod to have a WC-51 with a DShK for the Russians and one with an M2 Browning for the Americans, I would have to decide on one to have a funcioning hold.
One important piece of information for those wanting to mount a dshk on vehicles:
Don't forget to change the weapons anim_table/track_horizontal key from "turret_gunner_horiz" to "pintle_dshk38_horiz", otherwise the gun won't animate horizontal movement.