Are you referring to the basic slit trench from CoH 2, just without the netting or the old CoH 1 dug in trench?
In the first case: It is in fact the same object as the vanilla version. [armies\soviet\structures\mortar_emplacement\mortar_emplacement]
If you want the netting removed, you will have to toy around with the "build" variable of the entity. Set up a custom "animator_set_variable", type in "build" as variable name and set the variable value to 0,6 for the trench without netting+frame or set it to 0,9 for the trench without netting but with the metal frame on top.
In the second case, this model is present, usable but it only provides the units inside with a limited firing arc. [environment\objects\defenses\trenches\mp_trench_02\mp_trench_02] is the path+name for blueprint information. |
Some additional feedback from the dev team:
I would suggest making backup copies of all the mod sbps XML’s now (i.e. the ones that still had “squad_actions” as data field name) and wait for an updated version of the modding tool. After the modding tool is updated, do the renaming from “squad_actions” to “actions”.
We plan to release an updated version of the modding tools in our next patch.
That is some nice advice and it is certainly good to hear the issue was finally noticed, however it is still beyond me how this discrepancy between base game engine and mod tools could occur in the first place.
Unfortunatly, for me, this comes about one week too late. I just finished moving everything from the squad_actions extension to the ebps section... At least my older projects may still be saved by this method. Looking forward to the next patch. |
I'd actually appreciate a revert to the old "actions" only system. That would restore my tuning packs that were destroyed in February, I guess.
Anyway I suggest moving all action data from squads to the entities. You'll have to create a bunch of new clones and put all slot items in requirement actions to prevent trouble on reinforcing the squad, but it is possible and it is working just fine. I am done with 3 of 5 factions and up til now, every problem that occured could be resolved.
At least that way you'll have a certain security - unless Relics next target is the ebps section of the attributes. In that case we're fckd. |
New update:
Seems this bug only occurs when you have a duplicate file/clone.
EX: If you have a Pathfinder clone sbsp the squad_action won't apply. If you delete that and return to using the original file, the Pathfinders arrive on the field with their M1s.
Sure. Nothing out of the ordinary here. As long as a file isn't cloned, it won't be existent in your tuning pack's data, it won't attempt to overwrite the stock files and continue to draw the information from the vanilla database.
So it only affects cloned squads and custom squads. |
Yes, that is more or less what I expected. I wonder what their new solution is, though. |
Well, currently there are none. No errors, no warnings. After all nothing in the AE has been changed. The entries and extensions are still there in the same form as they were before the recent patch - everything seems to be in order. The actions just won't be applied. |
Nice workaround, Olhausen. That certainly one way to do it, at least until we know what is actually going on with the extension in question.
And yeah, as mentioned before I am also aware that, of course it doesn't only affect the slot_item function.
The issue has also been posted in the bug reporting section of the new official forums, but unsurprisingly Relic has yet to respond to anything over there (They have generally become quite passive in the recent time I feel). |
A rather unfortunate situation that relic just put us all into. You'd think they'd at least give us a note when changing stuff like this - or provide us with the information on how to reproduce their changes.
@Olhausen: So you suggest adding a slot item in the entity section without adding that item for everyone in the squad?
I guess by a changed action target to target "squad"?
In any event that would mean we'd have to clone a ton of entities and create special versions of soldiers for every squad with default slot items we have. And this just covers the slot items. I can only guess that additional squad_action_apply data won't be that "easy" to port.
Furthermore I am 99% sure this is not how it is meant to be done. I looked at the vanilla Attribute files after the patch and the slot items, for example for the LMG42-Grenadiergroup are still being added via the sbps data of the squad. Unfortunatly that is about all I could figure out.
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Looks like I need to dig this up once more.
Since Relic released their April Bug Fix yesterday - the one project of mine I could salvage since all squad_action_apply data got lost, has been broken again.
Everywhere a unit should spawn in with a certain slot_item, added on spawn by squad_action_apply/squad_actions/slot_item_add - this slot_item will no longer be added. It worked just fine only minutes before the patch, so I am certain the bug fix is the reason here.
This holds for custom units as well as unchanged units in the tuning pack like the call-in mechanized Grenadier Gruppe, equipped with an LMG-42 by default, that now arrives without one.
Squad upgrades work as intended, so it can't be the slot_item_add function, I am suspecting more changes to the squad_action_apply extension.
Now whatever Relic has changed yet again, the slot items work in vanilla, this seems to only affect tuning packs - I can't reproduce the vanilla solution though, since it appears to me that the Devs didn't update the modding files/data base with their changes yet.
Any intel on the situation? Can someone confirm this? Or is it just me having the issue? |
Thanks for the intel. The thing is, I took a break from everthing CoH2 to work on a different Project for some time and didn't keep track of what happened during the last months. Without noticing these changes, I came back to my tuning packs to edit a few things, saved it, buildt it and now the damage is done to all my files. A rather unpleasant surprise. Not that it matters anymore, but why couldn't they just transfer the old data to one of the new extensions?
Guess I'll have to take my tuning packs down for now. I might have older versions stored as backups somewhere to read the data from, but even then - it is such a huge amount of stuff that needs to be reproduced, chances are I'll never get it redone to the latest state. Never had a reason to use Github. Up til now. Will sure keep that in mind for future projects. |