You could do it the old-fashioned way with dummy upgrades. While the radio building is alive, add a upgrade, and when it dies, take it away. Use this upgrade on the retreat ability itself as a usage_and_display.
Alternatively, if the retreat point is a invisible, separate entity like it should be, add a requirement check on it that checks if the player has a thingy, and when the player does not have that thingy, execute a destroy action. |
Aye, there's no reason to not use a catch-all file for a faction. CoH1 did it without any drop in performance. As for conflicting weapons, those are very rare, and usually happen only for addons to weapons, as relic was too lazy to add the addon state to the weapon itself.
As for the animations, I would keep the old animations around just in case. Certain slot weapons, like the PTRS, seem to get slightly buggy with the new animations. We had this issue with the December patch, with certain models t-posing with the new animations. |
Well, lets check all the basic stuff and then move onto more in-depth troubleshooting.
1. Check the upgrade itself doesn't have any requirements.*
2. Check the upgrade for who owns it, in your case, it should be the player. You shouldn't have to use a player action to add it.
3. Use a delay action to add the upgrade. I suggest a delay of 0.125. This is because you have the requirement set to make sure the upgrade is not present, however, the system could have already added the upgrade in advance, thus doing some fancy computer stuff to mess it up.
*Also, the upgrade you have might only work if you have the commander that enables that ability. |
Do you have a reference and/or screens you can share?
Aye, I can give you all the info, Send me a private message, I would rather not spoil the whole map for everyone. |
Cool, I found it. I'm going to use your example as a playtest. But where do I put the squadai file into (which part in the mod directory and which part in the tools-which I assume is the field called 'squad_ai_file' under 'squad_combat_behaviour_ext'? is it the same for the reaction_file and retaliation_file?)?
Well, dont bother doing that. Squad-ai is currently unmoddable, due to the way its loaded into the game. You can only use whats there.
Each action plays during different conditions, and there are different files for each action. The description when selected in attrib editor will give you info. To find the available squad-ai files, use archive viewer to open up the data archive and search it. |
Don't forget that you need an "interactivity stage" layer, with a minimum of 32 meters around it available for the camera fade/ oob area. The recommended anymore is 64m just for detailing reasons. If you didn't add this your map may be a little to small. Other than that it sounds like you're alright.
I guess the real question is, what do you need help with?
Aye, I did that as-well. I think I set it to 46 or something around that. What I need help with is coming up with decently balanced detailing, like I stated in the post.I've currently filled out the section on the soviet/small side of the river, but still need some ideas for the land above that. |
Sorry, I know this thread is really old but, I really would like help on getting this to work. My mod's playebility depends on it. How did you guys get it to even work?
(Sorry again for reviving an old thread)
You can check out my tutorial on squad-ai. Look for it in this sub-thread (modding and tools), its buried somewhere around page 3 or 4.
Edit: Its on page 5. |
700x800 [if it is the true playable size] is actually very large for a 1v1.
You didn't post the file up anywhere did you? I wanted to take a look to make sure you weren't making some mistakes, but if it is singleplayer, maybe you don't need to worry about the basic stuff for a map.
The 700x800 is the base map size. The actual playable zone is a bit smaller, probably somewhere around 640 x 700. It is technically a 2v2, but really its a 1v1. The second players on both sides are mostly there for flavor units. Once I get the map filled out, I'll post a WIP version on the workshop for testing. Feel free to msg me for a incomplete version though.
Since its a single-player map made for a mod, I'm trying to take the basic design principles for normal COH2 maps and modify them to suit it. Longer ranges means things can look slightly more realistic and less gamey/compact, and the single-player aspect means that it should favor the player/soviet side. |
Following SneakEyes instructions, I would recommend to do it in an asset pack rather than a tuning pack. This way, you can place those models in world-builder with all the fancy attributes you set for them. |
looks huge. get prepared for battles with 10 fps
Its actually not too big, around 700 by 800. So far, it runs better than official maps while only slightly lacking small details. |