Off the top of my head, you're looking for something called weapon_prereq_action or something. You can find the precise name of the action used under the prioritise vehicles ability.
Within that ability, you can certainly specify the unit types to allow (or disallow) from targeting. It might also be possible to add a critical_requirement option, but I've never tried.
If there's something in the game that does what you're looking for, it's probably that action.
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The victor_target_action just has an abilities_to_use list, so what do i put there?
You have to create a custom ability for your base building, which you will supply to the victor_target_action
How do i determine the direction of the victor_target_action?
The direction of the victor target is always from the shooter to the entity that invoked victor target.
To make this work:
- Your building should spawn a custom entity (which you will create); in the spawn entity parameters you specify the desired position of the spawned entity relative to the spawner
- The spawned entity calls victor target
- after a while, the spawned entity should despawn itself
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The facing indicator for team weapons is the yellow-ish cone that shows which direction the gun is pointing towards. The indicator works just fine for Pak43. However, I can't get it to work for the 17 pounder.
The emplacement squad consists of the gun nest (which is the destructible part of the emplacement), and the gun part, which receives the attack commands.
- I've already added the ui_facing parameters for the 17 pounder gun, but it doesn't work
- If I add facing parameters to the pit, the direction shows. However, this doesn't get updated when the gun rotates
Has anybody figured out how to fix this?
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Squad AI and tank-critical mechanics are the two main reasons why CoH1 ages so well. Unfortunately, CoH2 won't have the same fate, given how front-loaded infantry action in CoH2 is (mainly due to T0 infantry), and how repetitive infantry engagements are, especially during that phase.
Aesthetically, squad AI makes infantry fights feel more unique and immersive, as opposed to the copy-paste behaviour of right-click behind cover -> wait until a squad retreats that we see nowadays. Unlike CoH1 stationary infantry models never nudge (e.g., CoH1-like barrel rolls), and the fact that the squadmembers never ever move makes engagements feel even more lacklustre.
Gameplay-wise, squad AI is what would allow squads to spread out a bit, so that you don't have entire squads one-hit-wiped by mortars, and rocket artillery and stuff.
Squad-AI isn't all roses though. Some squad-AI files (e.g., CoH1 riflemen squad-ai) worked really well. Other squad-ai files (e.g., rangers) were super-craptastic and made guard balerinas look good.
The reason squad-AI got such a bad rap was because guards (the only squad with AI) were given the worst possible AI plan for their role. This is at the same time that Soviets had to fight the OKW vet5 of the olden days.
The fact that guards AI could be aborted at any-moment using "Stop" also made people misidentify squad-AI as the problem. If you didn't press stop, your squad would shift around a bit, wasting DPS. Instead if you knew how it worked and pressed stop, your squad would open fire instantly. Thus, squad-AI became "the thing that forces you to press Stop every single time before an engagement".
Instead, the problem all along was that people could abort squad-AI (and not the fact that squad AI was present). Thus, if Relic ever decides to reintroduce squad-AI plans they need to add both attack and idle plans at the same time.
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Funny you should that since the Penal battalion get similar accuracy boost by vet 3. If Penals are balanced unit DPS wise, PF should considered balanced also.
Penal Battalion
Unlocks the 'To the Last Man' ability.
+30% accuracy -20% weapon cooldown
+30% accuracy, -15% received accuracy, - 10 satchel charge cost
Total accuracy bonus x169% at vet 3 (not taking into account last man bonuses)
Panzerfüsilier
Unlocks the 'Flare' ability
+40% accuracy, +25% grenade and flare range
-20% weapon cooldown, -25% grenade and flare recharge, -23% received accuracy
+20% accuracy
passive sprint
Total accuracy bonus x169% at vet 4 x168% at vet 4
"Passive sprint" always on should be removed from all units and become a timed ability.
Pfussies also get passive sprint and better RA than Penal Battalions, on top of everything else.
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I've no idea about how to answer your question. I'd also like to know the answer if possible, but I don't have the time this month to do modding.
However, here's what I know/would try:
a. What determines wether a symbol is in the first or second row ? and How can I mod that ?
Try comparing a vehicle to an infantry unit and see if there's something different in their squad_ui.
Alternatively, try changing a vehicle type from vehicle to infantry (just copy the type_ext from an infantry unit to a panzer for instance).
It could be, for instance, that the three rows are hardcoded so that the 1st one is for infantry, second one is for vehicles, etc.
Apart from brit emplacements, howitzers also belong to the 3rd row. Thus, also check what's different about them. The OKW doctrinal flak cannon might also belong there.
b. Do the symbols that appear in the upper side of the screen work only with sbps ? or could it be moddable for ebps also ?
I don't know. However, my best guess is that since those are squad shields, they are tied to sbps.
c. I built a bunker entity and now I want to give it a symbol. Then we created an sbps for it and tried in many ways to add a symbol but we failed. The idea is this symbol should appear in the upper side of the screen to be selected in a easy way during the game.
I've also failed that many times. I've tried it with the OKW FlakHQ for instance (e.g., by copying what Bofors does), but nothing worked.
What I tried (and failed) to do was copy Bofors sbps and assign flakHQ under the unit list and then prayed that this would work.
However, in retrospect I didn't try playing with the FlakHQ ebps much to adapt it (e.g,. type_ext). Thus, the key to solving this might be there (if this is even solvable).
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Basically, as Ægion hinted, what you need to do is, basically either:
- Make your Pathfinders' antenna also spawn an actual_retreat_point_mp
- Or, add* "alternate_retreat_point" to your pathfinder beacon types (ie.., where you define whether something is a building, a machine gun, infantry, etc, etc)
* In order to assign a particular class type to a unit turn one of the <null> values into the desired class type. The order probably doesn't matter.
If you want to take this idea a step further (e.g,. only Airborne troops should be allowed to retreat to Beacons; everybody else has to fall back to the Major), do the following:
- Instead of "alternate_retreat_point" assign a type of "coho_raid_3" to your pathfinder antenna (coho_raid_3 is just a unit type that isn't used by anything else, so it's safe to use for that)
- Go to your paratrooper SBPS file and look under retreat_ext. Somewhere in that list, the types of valid retreat points for paratroopers are "hq" and "aternate_retreat_point"; in that list, also add "coho_raid_3" to the list of candidate destinations.
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The auto-repair ability for medics/vehicle crews is bugged, but it still works 100% of the time, when you need it?
How? If you decrew a vehicle, the crew will immediately start repairing the closest vehicle. The bug refers to the fact that the crew will only repair a single vehicle, and won't continue with other vehicles.
For vehicle crews you never really notice this bug, since the only time you care about them repairing vehicles is their own.
For medics, the bug is a lot more visible, since you need them to be healing a ton of squads.
Therefore, before you continue debugging further make sure that your squad at least behaves as good as medics/vehicle crews.
I haven't tried to fix thus. However, if you are hellbent on fixing the bug, I would add a requirement on the always-on healing ability to have a near-entity requirement for injured allied squads.
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If you like 1v1, I can't find any reason I would pick CoH2 over CoH1. CoH1 is lightyears ahead in that regard.
If you like 3v3/4v4, stick with CoH2. That's because of CoH1's poor map pool (enormous maps with 0 cover), no way to queue up as arranged teams and the fact that CoH1 pacing simply doesn't work when you have other players covering for you (e.g,. sniper blobs).
For 2v2, you have to pick your poison; CoH1 sniper abuse vs CoH2 OKW/Brits.
CoH2 has had, up-to so far the "unfair" advantage of receiving semi-regular updates that helped scramble up the meta. Even though there have been amazing patches to the game (e.g., the pre-Brit one), the game has always felt lacking in one way or another after WFA armies were introduced (I don't know what CoH2 was like before WFA; DLC commander meta was too disgusting for me to bother with the game).
With respect to strategic diversity, CoH1 had global upgrades that you had to account for. CoH2 tried to have some strategic diversity added with non-linear teching. Unfortunately, non-linear teching simply doesn't work when half of the tiers are outright unviable (or with no synergy with the core faction), and the other half only allows for limited variations of the same build order.
This leaves most CoH2 factions with half of their tech tree being completely useless. Strategic diversity came with patches mixing up the meta and forcing people to try out the other tiers. Without updates, CoH2 meta becomes stale as fuck pretty quickly.
If you ever plan on moving from CoH2 to CoH1, you might, initially, miss some UI and QoL updates. However you certainly won't miss CoH2 robotic squad behaviour or CoH2-style garrisons. Tank battles are a question of taste mostly, but I have always found CoH1's deflection and critical-oriented system way more interesting and fun than CoH2's penetration system.
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I've been playing and enjoying CoH1 way too much. However, there are some party-pooper strats I haven't managed to figure out how to counter.
How do you counter ketten-push cancer, pushing squads off capture points and resetting cap progress? Are you supposed to outblob them, or you pre-emptively move your squad before the push and try to click the flag before the other guy clicks the flag?
Also, is it just my idea, or do Bar-ed up riflemen perform worse than unupgraded riflemen in 1v1 vs Volks? How do you beat Volks squads 1v1 if the enemy pops a medkit at the beginning of the fight? Any tips?
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