Hey guys,
I've run into an issue that basically broke all my work up to this point. Every entry I've ever made in the sbps/squadname/squad_action_apply_ext has been straight out erased from all of my projects. This was a ton of data that is impossible to reproduce. It gets even better, this applies to already packed mods as well, so it appearently broke the tuning packs I have published on Steam Workshop. It seems like there was a change to this data section in the february patch - can anybody confirm this?
Furthermore - can anybody explain this? I mean, am I the only one affected or did Relic just screwed all of their community mod makers over? |
Yes, I know the production_buildings section. Unfortunatly the OKW AI seems to be a little more complex, it is definitly controlled by additional variables. I managed to "fix" my issue anyway, by tweaking the ai_economy, reducing the complexity of my OKW-conversion (I created upgrade-"trees" that defined requirements for many squads) and forcing a slight linearity in construction order, something that fortunatly fits the mod in its currents state quite nicely.
Thanks for the offer, but as said, I have the system running on the current build now, and as stated above, I found that the actual spawning of trucks wasn't the problem, as I first thought it would be.
In any event, the documentation on nearly everything involving AI is simply non-existent. I wish one could actually talk to a Dev about that. The sheer amount of testing-hours I could have saved by a few lines of explanation for the "utility" and "per_unit" system... |
Truth to be told, I don't think Relic actually discarded and deleted the whole old system, after all the parts are still there, so I was hoping to find the "switch" to revert the changes they made (I would prefer having the UI timer for when the next SWS is spawning etc). But alternative methods are of course always welcome!
So, thanks a lot for the offer, that sounds promising. SCAR isn't my preferred way of dealing with things in tuning packs and I usually try to stay away from the topic at all (used it on custom gamemodes but thats about it), but I'll definitly check out the script and see wether I can use it.
EDIT: Never mind. Even with the SWS Trucks present, the problem is that the AI doesn't want to construct the base buildings, or rather, it only constructs the mechanized HQ and then nothing else. Back to trial and error then. |
Hey folks, first off happy new year.
Now that fireworks are over I decided to spend some more time working with the mod tools on a custom OKW redo. Unfortunatly I am having seemingly unsolvable issues with the AI not spawning the sWS trucks to build the base structures, and after a significant amount of time wasted on trial and erroer, I don't think anyone could even figure out why since there is not even one AI tweaking expert in the community I know off, and there still is no documentation at all regarding anything involving the AI.
So I thought why not try a different approach and let the game do that part for me, as it used to before the OKW was overhauled in the recent patch.
Now while I have found the spawning ability and upgrades, I still don't know how to put the pieces together to get the old interval-spawning of the SWS trucks back and running.
Is there anyone with knowledge regarding this? How was it set up?
By a delayed action for the HQ building maybe?
How would it be retriggered?
Any hints are welcome. |
Huge thanks man. Once again. I don't know where the modding scene would be without your expertise. You are like a community relations guy for Relic.
The anim_tables were faulty, changing it to the correct set did the trick. Never had to deal with that section before. Still gotta flesh out some details to make the howitzer behave like, for example, the German LeFH, but that should be relatively easy with these major issues out of the way. |
Thanks mate, I got it to show up by adding an animator_set_state to action_apply_ext of the entity, triggering the "maingun_visibility" to "on". That made the howitzer appear.
However, it won't play an animations (and sound) while firing. It will be stuck in the idle state.
My attempts on fixing this prooved fruitless, so -
Ideas/Suggestions? |
Alright, I get that much.
Thing is, I can actually construct it, sure, there is no animation. But I neither see a ghost when placing the gun, nor is it visibile once the construction state is technically at value 1.
The 25 pdr is there, I can select it, it can actually shoot - but it is invisible. |
Hey community,
since the patch is out, I started to get into the Tools once again and tried to mess around with the Brits. I'm trying to create a 25 Pounder Artillery emplacement that is constructable by sappers. There is actually an entity for it, unfortunatly though, the object is invisible on construction. I wasn't able to fix that, I even tried to start from scratch by taking a German LeFH as blueprint and creating an emplacement for the Brits on that basis.
To no avail. The object stays invisible. Does anybody know a solution for this? Why is the 25 pounder 3d object invisible by default? How can I change that? Can I even change that?
I also couldn't figure out how the British Base is handling the on-tech up construction of the howitzers to learn from that.
Any help is appreciated. |
This is awesome, I've wanted to do a 250 with MG for a long time but non of my attempts so far were successful.
I tried to reproduce your steps, just with a gunner by default on it and it shows up as intended, however when the MG is trying to fire the first shot, the game will CTD without warning and the .log holds no information on the crash. Any idea why that could be?
I've added the additional crewman, the additional mg42 (not a dummy in my case) on hardpoint 1, edited the .abp to show the weapon and applied a mg42 slot item on the entity.
EDIT: Nevermind, I fixed it. Some error in the reproduction process. Anyway, thanks for the intel on that topic. |
Thanks. So all the weapon-related animation and sfx is hardcoded. Not much of a surprise, actually. I just keep hitting walls :/
Good to know that the animations are viewable. Haven't messed with the World Builder yet. I can work with that instruction, but I guess a tutorial would help some people.
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