I have no idea about this. However, I think that the MG team needs to "attach" themselves to the MG the moment they spawn. Thus I don't think you can give them a randomized MG that way.
The easy way to fix this is replace the unit-building option with an upgrade. For this, you can draw on the way the Captain is fielded for inspiration: When the captain upgrade finishes, the captain appears on the battlefield.
In your case, you can make it that your upgrade has a 50% chance of spawning an MG-34 team or a 50% chance of spawning an MG-42 team.
A downside of going for the upgrade-only route is that the player cannot see the progress bar of the MG being made (on the top right). However, this is way easier to implement, and it should always work.
Otherwise (and if you have the time to spare), your solution could look like this:
- Create a dummy squad with the MG icon and everything, that the player has to build to get access to MGs
- The moment the dummy squad spawns, you execute an action that spawns your real squad and deletes the dummy squad
To make the real squad spawn from the production building, you need to make it into a filter action (for hq_mp)
- For an example of how to implement a filter action look for the OKW Medic upgrade. Just make sure you remove the "apply to future units" flag
- Inside the filter action, you will have your 50/50 chance thing, and you can spawn your real MG in the same way that the Captain spawns
Note that I am not sure whether the spawned MG squad will respect the rally point set by the production building.
I hope that works!
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Random MGs for German factions15 Nov 2016, 10:07 AM
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Thread: Cover table: damage modifier bugged?14 Nov 2016, 17:24 PM
I have never attempted anything of the like before. However, do note that several weapons have the tendency to ignore cover, if the attacker moves too close (within 10 yards range). The flag that allows a weapon to ignore cover at close ranges is called "Point Blank" and is under the Behaviour set of options for your shotgun. Since you are trying to implement a short-range weapon, that is the first culprit I would look out for. Set Point Blank to False for your shotgun, and let us know how that went! |
Thread: Replay request for the Infrared Halftrack bug11 Nov 2016, 21:38 PM
IIRC: Thx! The cancer-light bug triggers when the following 3 hold at the same time: - Your squad is suppressed - While being scanned - And retreats while being fired upon by an MG Sadly, I know of no way to fix this D: In: COH2 Bugs |
Thread: Replay request for the Infrared Halftrack bug10 Nov 2016, 13:39 PM
I know it has to be something like that. However, if I don't know exactly how to trigger the bug, I have no way of testing whether a particular bugfix could work In: COH2 Bugs |
Thread: Replay request for the Infrared Halftrack bug10 Nov 2016, 00:27 AM
I was wondering whether somebody could point me to a replay involving the the OKW IR halftrack bug. You know, the one where the unit breaks and enemy squads become permanently visible until they die (or the match ends). Alternatively, I would like to know how to precisely trigger this bug. From what I have seen it has something to do with scanning the enemy squad while they are in combat, however I am not sure. Thanks, and cheers. In: COH2 Bugs |
Thread: (Mr.Smith's) Quality of Life mod8 Nov 2016, 18:34 PM
The UKF one probably doesn't matter at all. I don't think anybody ever complained that the UKF base is too clustered. It's the USF one that's a huge pain. On a related note, regarding the terrain deformation of those bases: it is visible through the fog of war. Like, you can tell from looking at the fog of war where is the USF base, where is the UKF base and where is the OKW base. Is there a way to completely disable FoW-visible stuff?
The way I thought of making mortar pit balanced is making it spawn with 1 mortar initially (you can buy extra ones), and allow the mortars to ungarrison. The ungarrisoned mortars will behave somewhere around the same power level as the soviet mortar. While the mortars are garrisoned in the emplacement they will gain a range boost to their barrage. And that's about it. No need for brace; no need for anything. |
Thread: (Mr.Smith's) Quality of Life mod8 Nov 2016, 09:45 AM
What if I could find which entities the Stamp spawns and then invoke a /delete critical on these entities the moment they spawn? I can very likely do this for the spawned MGs. However, I am not sure what the names of the donut wall sections are. Any help? Bug Reporting: I'll have a look at the Tiger issue as soon as I can (I'm a bit busy this week). The requirement for the tiger should be having both T3 and T4 built (no skipping tiers, that is). I'll also have a look at the LT/Captain informer thing. This is very highly likely because I copy-pasted stuff to create the Lieutenant upgrade. I will, at some point try to figure out a fix for the doctrinal flak. First, however, I want to focus on giving players the tools to break down lockdown (e.g., emplacements) before I buff lockdown tools. Nevertheless, the unit seems doomed: - It has poor range, meaning that MGs can probably snipe it - Buff it too much, and it will lock out too much territory from light vehicles - Keep in mind that out of the 3 factions, Brits is the only one without a mobile mortar. If the doctrinal flak actually becomes decent brits will greatly struggle vs it. Thx! |
Thread: Is white phosphorus necessary on comet7 Nov 2016, 12:31 PM
It's not that straightforward though. It is also the only white phosphorus to not cause: - Speed debuff on infantry (would be OP as fuck with crush) - Weapon disable on tanks IMO to make white phosphorus feel less retarded: - Give it an actual cooldown. 30 seconds minimum - Give it an actual cost; 25 munitions minimum - Give it all the bad things (no death crit) and all the nice things (movement debuff/gun disable) of other white phosphorus abilities - Give it an actual scatter, so using WP to snipe paks becomes risky - Give it increased movement scatter, so that the WP cannot zero on on enemy paks while you yolo-dodge everything And above all, make Comet decide whether it wants to be a great AI specialist (WP/low-scatter on the gun) or a great AT specialist (good penetration, turret, decent rate of fire, great mobility). In: COH2 Balance |
Thread: Meta review3 Nov 2016, 10:30 AM
1. Personally, I would like to have a summary about what is the preferred light-vehicle meta play/counterplay. For instance, which and how many light vehicles were fielded (was it a 222, a t70, 888)? - What kind of non-vehicle counterplay was employed to counter the vehicles (e.g,, pgrens, guards, AT gun, Partysans)? (and of course, who ended up winning, in the end) - If it is trivial to get, ideally how much bleed the light vehicles ended up causing in the end (reinforcement / wipes). 2. Regarding teching choices, it would be nice to see which side-techs are the ones that are most commonly skipped. In: Lobby |
Thread: Commando smoke grenades2 Nov 2016, 11:06 AM
Giving them a regular smoke grenade would be much better. Alternatively, a White Phosphorous grenade similar to the Obersoldaten's Blendkörper might be nice! - An ordinary smoke grenade would be OK - White phosphorus grenade might be a bit of a mixed blessing for commandos. For Obers/Falls the blendkörper nade kinda works since those guys are pretty good at long range. You throw your smoke, fall back, and the enemy can't pursue you through the smoke. In my mod, I have made the Commandos smoke grenade simply not break stealth. That way, you can use the smoke grenade to extend where your commandos can relocate. Thus, the smoke grenade is kind of useful for setting up the first strike, but kind of useless after the commandos have been revealed. In: UKF Strategies |
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