It doesn't seem there is anything wrong with the emplacement or bunker cover-type in tuning. They are the same as the other types. The trench type is missing from the cover priorities list, however. |
Just found out that the emplacement cover-type doesn't work as-well. Im pretty sure the bunker type doesn't either, but that needs more testing. |
Aye, the sound of the weapon is related to the model itself. I forgot which file controls all that stuff (I think its the rgo but im not sure). A possible work-around that might result in a bit of lag if there are alot of these weapons shooting at once would be playing the sound action each time the weapon fires.
Edit: I think the sound actions are also related to the weapon visibility, so I'm not sure if that's possible either. |
In my testing, I found that the Trench cover type is unused, and doesn't work. I remember it working in Coh1. I noticed that the entry is missing in the tuning cover_priorities. Is this why its not working, and if so, are there any work-arounds to get it working with the current tools we have? |
You could try something a bit more cheeky. Try spawning a mortar entity that spawns the crew with it, and attach that to the scout car. It might look a bit wonky, but it might also work.
If that doesn't work, you could also try making a special mortar squad that is able to be put into a hold and can shoot out of it spawn in the scout car. |
I was unable to force the bug to occur in soviet units after subjecting them to diverse combinations of flames and explosives for a half an hour. Does the duck and cover AI behaviour only occur from enemy attacks or will it also trigger with any flame or explosion? I was, admittedly, roasting my own soldiers with molotovs, flamethrowers and KV-8 (attack ground), as well as the incendiary barrage.
Didn't see the bug in any of the units that match, in fact. However, it was a pretty "calm" game compared to when I have seen the bug occur. Perhaps it occurs more frequently in large game modes where there is more going on? Not sure.
It triggers with any flame or explosion, but each squad has a different cooldown. Im pretty sure Conscripts have the lowest cool-down. It also depends on the reaction radius of the weapon itself. You can see the behavior much better with a large explosion, like the heavy mortar and such. |
Aye, I'm 95% sure this is a bug relating to the new rifle animations. Before the patch, conscripts and guards used the original animations the game came with, which did have a good amount of bugs (SMG Moving animations come to mind), but were compatible with squad-ai. The new animations, added with ardennes assault, are a bit shotty and cut some corners, resulting in a T-pose due to a missing transition animation or something.
It seems someone made all the rifle infantry models (apart from engies) use the new animations, and in combination with the basic ai that the new animations are not compatible with, that results in bugs.
I remember the BAR riflemen in COH1 T-posed sometimes, usually during or after a fight. |
Hopefully this patch will include all the good/QOL stuff the Fall Balance patch had. Alot of sweat and a little bit of vodka was put into that, let me assure you. I especially want to see the formation and squad-ai improvements.
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You would have to change the video files in the "movies" folder, found in the main-game directory/CoH2. Doing this might result in the game not loading, or not being able to play multiplayer, or other things, as changing the game files directly is usually a big no-no. |
Is that editable or is it a restricted file?
It is indeed restricted, along with all other model and texture files. |