That should be do-able, except for the HQ texture on the canopy of the sws. That requires a new animation state on the sws truck.
Yeah sorry for the annoying questions and spam but I was just wondering if it's something that can be implemented in vanilla that's both practical and less abuseable, that is for example like I said you not paying again after deploying a structure or being able to deploy an entirely other structure using the same sWS which counts that the required previous one is already built and so forth. |
It is possible to spawn a truck and remove the structure, but like you said, it will lack animations. One other issue though. You will instant lose in a 1v1 without any HQ structure 
Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.
As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.
So you basically don't lose the building, it just becomes mobile and can't be used until deployed again. |
Yes it's possible (not easy though) : https://www.coh2.org/topic/61233/rotating-starting-base-building/page/1#post_id609799
Speaking of rotating HQs, is it also possible to have the OKW Command HQ sWS pack up and move?
I guess that it would look weird because of the lack of animations but I'm just wondering if it's do-able, that's all.
I'm feeling really nostalgic of the CoH British HQ trucks after seeing what you did with the other OKW sWS HQs. |
Actually when I think about it now, every Army has it's own unique non-combatitive vehicle that they can use as a mobile FOB.
The USF have the WC51 that could deploy weapon racks and would be a great help.
The Brits could also use the WC51 but I don't see much point in that seeing as they have the Forward Assembly and Glider HQ.
The Soviets have their ZiS-6 trucks.
The Ostheer have their Opel Blitz trucks.
And the OKW have their sWS-s.
And I think every Army also has voice lines to establish forward HQs in neutral buildings, just make them being able to be captured by the enemy to prevent very durable buildings from becoming fortresses and that's it.
And lol I imagined that the USF had their HQ be able to pack up and move and that whole entire ring just vanishes and thin air and then pops up somewhere else, It would be so funny having something like an entire circus on the move for like 5 secs lmao. |
I just managed to create a 'become mobile' ability for this WC51 truck, but also for the sws truck 
Will probably be published next week.
Maybe this un-setup ability could be used for a mobile OKW commander.
EDIT, preview:

You're my hero dude, I've always wanted that in game but could never really figure out how to do it, probably because I lack your experience.
Good job.
Edit:
Btw is it possible to make it so their HQ can also pack up and move like the British one from CoH? |
I have looked at suggested variants for soviet FHQ and here my though about it.
Outward appearance
Current FHQ provide:
- healing
- reinforcing
- attack and defence bonuses for infantry and infantry weapons (Mortars, AT-guns, Artillery)
Also, it should not be extremely big to avoid problems with construction on city or small spaces maps. Of course, to small construction can't have enough durability and can be spammable in huge numbers, it's not right too.
As result, FHQ outlook should reference to this characteristics.
Candidates (british FHQ for comparison):

Candidate 1

Pros:
- High durability seems obvious for it due materails (looks like it is from wood and metal with huge wall of sandbags).
- Have space for field hospital. So, reinforce is beyond any doubt.
Cons:
- It is extremely big, player can face the problem with consctruction on smallspace map or on city maps. Also, it will be the biggest soviet construction ever 
- Not enough details inside in comparison with USF, OKW and UKF field consrtuctions. Nothing provide about healing and aura buffs
Candidate 2 (my favorite)

Pros:
- Good size of building. Player won't face the problem with construction.
- Good interior. Include medkits, shells and camonet above. Really looks like FHQ, which provide support and reinforce.
Cons:
- Player can be confused by WC-51. At the moment only USF has this jeep in the game. But historicaly USSR get more than 20 000 of these jeeps.
- In the mod, it is mobile jeep with abillity to set up. Will be funny to see how combat engineers construct jeep for everlasting campsite. Can be solved by adding this jeep to soviet HQ as doctrine unit with price of FHQ and free abillity to set up.
Candidate 3

Pros:
- It's extremely small.
- Has place for mobile command post.
Cons:
- Once again - extremely small. Can be spammable for multiple buffs.
- Low durability. It is just small tent and some sandbags. Even british FHQ looks more durable.
- Bad interior. Nothing mention about healing, reinforce and aura buffs.
There are also the wooden house and recon tower that are used as the Soviet and OKW FHQs, however I think that Olekman's suggestion fits the best, the only real problem with it of course is like you mentioned that it's rather small and could be probably easily spammed.
I should check out what else we could use from the ingame files. |
There's a retexture planned for the British FHQ? That could work a bit, but that wouldn't fix those Brens and PIATs lying around. That USF forward base building is pretty good too. I just tried to avoid using ambient buildings.
I thought the building was already re-textured?
Anyhow, I also had an idea of the same WC51 SneakEye used for the British with the weapon racks but for the USF, and instead of a one time deploy like the OKW trucks it would be a toggleable "lockdown" ability, to give the WC51 a bit more utility in the late game where using it's short range abilities is entirely out of the question unless you want to lose it, plus the USF could use weapons in the field, even if doctrinal in my opinion.
|
I agree. Brens, PIATs and British roundel on top look a bit silly.
How about reusing MG emplacement entity, except with MG and gunner removed and with a radio station in the back? I've reused USF MG emplacement in my Engineer Combat Company mod in similar way and I'd say it doesn't look that bad. This is how it would look for the Soviets:

EDIT: Alternative version with USSR flag added.

This is already a much better design for a unique building in my opinion, even tho I haven't even seen the retextured British FHQ for the Soviets.
Another alternative is probably the building SneakEye is using in his All Units mod for the USF as a forward base.
Seen here:
(Top middle) |
yes, id much rather have an emplacement that forces the enemy to go a certain doctrine rather than have ostruppen meatbags that cannot hold the line
Like loyal guardsmen they held the line for me, as if I was the God Emperor himself, blessed as he may be.
 |
what? at rifle ostruppen would round out the lack of AT? youre gonna pay manpower, muni, and popcap for a unit that can only deal with light vehicles and gets massacred by tanks and infantry?
You'd rather have a gun that gets insta nuked when spotted or a million guys some of which are armed with AT rifles and sometimes actually hit something? |