Sorry been a while since i checked the forum.
There is a combo of win condition with SCAR as well as tuning pack. I haven't thought about isolating them one at a time. I noticed this started happening as soon as I added a particular ability, but when I removed the ability the error persisted. I'll do more testing with different WC and tuning packs on.
So far I only have 1 faction and every time I check the replays it's super inconsistent on when there is the error but almost for sure every game. |
I think the actions need to be sequenced for it to work the way you want it to, currently you have it set up so that the force reload and weapon usage happens at the same time. I'm not SUPER familiar with the "change target" action, but that might help do it. So you can sequence 1. change target > self > force reload 2. use weapon
....maybe??? |
Hello,
I've been getting a lot of sync errors in my mod on multiplayer recently. I can't seem to narrow down the cause except that it happens when there are vehicles on the field (just inf is fine).
Any suggestions on narrowing down or tips in reducing sync errors? |
What does the radio_ext in ebps do? Is it just some unused ext? |
But what actions will allow me to kill a crew member? I'm talking about the squad that gets into and disembarks vehicles. |
Additionally, adding conditions depending on the size of the tank crew. For example, if a crew of 2 is added to a tank then the gun will be disabled. |
Hello,
How can I apply something like a kill critical onto the crew of a vehicle? For example, when hitting a "gunner killed" critical onto a tank, it should make the weapon of the tank disabled as well as kill 1 crew member of the tank. |
Fixed per last hotfix! Thanks! |
No problems yet! Thanks for the update! |
@ferwiner
I am not an expert modder and even less of a scripter/coder (so excuse my ignorance), but I can try to describe what a conflicting ID looks like and what I've been doing to solve it. Within the many .xml files in the mod directory there is a line:
<uniqueid name="pbgid" value="1073741918" />
Every new "thing" (whether it be a unit, weapon, ability, anything) is created then it is given a new unique id. If something is copied with the intention of replacing an original vanilla coh2 "thing", this is copied.
However, my guess of what happened in the last patch is a bunch of new "things" were created where the vanilla files added new ids that modders have already been using.
It seems that the IDs are up a the 1,000,000,000 (billions) and just adding another digit (ten billions) isn't enough of a fix. What I've been doing is changing the billions digit with a 2, so it is at 2 billion (I'm counting on the game not reaching two billion "things"). This kind of works as long as IDs are 10 digits, but it isn't always the case for every "thing". It ranges from 1 to 1billionsomething which some people might have.
Is this something maybe you'd be interested in creating a solution for? If not, maybe as a solution for Relic, is there a way to make it so newly modded creations get a different notation for IDs than the base game? That way in the future such a problem doesn't happen again. |