Suppression Values?
What's generally the numerical suppression value required for a single squad to be suppressed? And the suppression regen rate? Looking to add suppression to the first strike bonus of a sniper.
The thresholds themselves should be somewhere in the sbps file of the suppressed squad. I don't know the precise values you need to put. Why don't you try increasing the suppression value of sniper's kar by 1? Just look at how luchs suppressive fire ability adds suppression.
Squad Transport Vehicles?
Looking to make motorized infantry squads with a truck as transport upon build that travels to the rally point, unloads the squad, and (the truck) then withdraws off the map?
On a related note,
- Ability spawns an invisible entity on the target that acts as a trigger
- Make it spawn a neutral vehicle (so that the player can't control it)
- Add a requirement action to the vehicle. When the vehicle closes in on the invisible entity, it disables hold_ext (look at flameHT/Quad upgrades), which forces the squad out
- After hold_ext is disabled, look at what ability/critical withdraw and refit uses to force the retreat
- Requirement action on the entity to change faction of the infantry squad to the player?
I dont know if that will really work, but that's an idea.
Best Way for Kubel to be an Officer Transport?
I've been meaning to make the Kubelwagen into a transport vehicle, perhaps for a 2-man Officer squad. The easy way might be to make the Officer squad the driver squad that can decrew and recrew the vehicle at will. However, I'm not very familiar with the decrewing and recrewing mechanic the AEF uses right now. Before I start fumbling around with it, is it possible to set which model of the driver squad is set to which role? For example, the bodyguard always drives the vehicle and the officer always fires the MG?
If there is a way to add a passenger seat that looks decent for the Kubelwagen, that'd also work. However, as far as I'm aware, marker_ext is for standing up animations, and I'm not sure how great that would look on the Kubel.
Firstly, I think that the crew/decrew mechanic is faction wide. If you want to make OKW officers able to drive kubels, all OKW squads will also be forced to drive kubels. There might be a way to limit this functionality to specific squads. However, a solution to this is beyond my imagination, atm.
In that case, you need to copy-paste whatever USF is using for capture options (abilities to bring/etc). Otherwise, you will have squads being trapped inside the vehicles.
For instance, launch cheatmod and play as USF. Spawn yourself a conscript and tell the conscript to capture a decrewed sherman. The squad will be permanently stuck inside.
Secondly, to execute actions depending on what kind of squad is inside, you need to do some checks on the driver. Look at WC-51; it has some funky looking actions that change the gun from 50cal to mg42, if the driver is an mg42 team. (unfortunately mg42's can't drive wc51's, which is why you never see that).
To check whether your squad is an OKW officer, you probably need to execute a requirement action like that. With respect to how you change the appearance of crew-members if the driver is an officer. Well, I don't know. Try removing the old crew and assigning new crew by yourself.
I'm completely clueless about what kind of animations you can use for Kubels.
Entity Abilities Transferring?
Would things like the Osttruppen cover bonus transfer when merging squads together, or when crewing abandoned weapons? Would the ability work just fine as a squad ability as opposed to an entity ability?
I've no idea, tbh. Try making an entity ability that boosts the received damage of a unit, and see how it behaves. Then report back to this thread.
Weapon Crew Sizes?
Is there a setting hidden somewhere that determines the "default" squad size of a weapon crew for each faction for the purpose of crewing abandoned team weapons?
This should be under EBPS, and should be easy to find. Look for mg42 entity, and search for "soviet" and/or "6", and it should be there.