I've already set it to multi, and it works for squads that are the same kind. But, I want it to be when different squads are selected to. So I think it is what I want, I just can't get it to function properly. No matter what setting I use, the ability won't show up across different squads. |
Hello everyone,
I want to make an ability, like a hold position ability, that I can use across different squad types without having to click on each individual squad.
Can someone explain to me how the ui_combine_type works in abilities? The description is "Determines how to combine this ability for non-homogeneous selections". I think it is what I want, but I've tried all the options within and could not get the result I'm looking for. Maybe I'm missing some sort of type requirement among my squads?
Thanks,
Kwok |
There is no list, but you can use the World Builder to preview them:
https://www.youtube.com/watch?v=rEckMJ1gvWc
Really late response, but thanks eliwood! |
Sorry to necro a long lost topic, but I'm interested in this as well.
There are a lot of animation states/actions within the game. For example, if you look into the ability "volley fire", in one of the self_actions it has animator_set_state settings as "ability_attack_buff_state".
Is there a list or a place to find all the available animations already in vCOH2? |
Hello all,
Is there a way to make a squad only crew team weapons but unable to crew emptied vehicles?
Thanks,
Kwok |
Wow that was embarrassingly simple. Didn't know there was a "hold_sight_ext".
Thanks! It's much easier to give the ability to all inf. |
Don't mean to necro something dead, I just wanted to ask if something was feasible.
I'm trying to create this effect with abilities.
Basically, an "always on" ability with target requirements as ambient buildings and target actions as a sight radius modifier. It'd be easier to add the ability to the units as I make them than clone every building panel entity to increase the sight.
I haven't been able to make it work yet. Do you have any suggestions or even a yes/no on feasibility?
P.S.
Hey GSamu. Been a while. |
Excellent! Thank you so much! Ah, so much clarity now.
P.S.
Your videos are extremely helpful and I'm looking forward to seeing the Fortress Europe team's and your work. |
Thanks for the welcome!
Hm, I'm looking for a different answer. I'll try rephrasing the question.
What constitutes as far, mid, and close range? Is close to mid = close range or far range? |
Hi all,
I'm trying to toy around in the editor and need some help understanding how ranges and accuracy work.
There are three range brackets from what I understand: far, medium, near.
For the accuracy attribute, I can assign a percentage to each of those brackets.
Meanwhile in the range attributes, I can set max, min, far, medium, and near.
I don't know how the values I set in the accuracy attributes correspond to the range attributes.
Does ranges min-near use the near value? In so doing, near to medium uses medium, and medium to far uses far. If that's the case, what value would far to max be? From the amount of numbers I can potentially put in, I feel as though I can make up to 5 range brackets but only assign values to 3. |