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#Steam AliasWL%Streak
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- 2.34957.860+14
- 3.588215.732+3
- 4.1098613.642+2
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Posts: 42
Thread: "Error Writing File" when Trying to Publish Maps21 Feb 2022, 01:02 AM
I was having same issue. Could not publish new maps, but could delete older maps from steam workshop and then republish them. Weirdness? Did a lot of searching. DuckDuckGo finally found a russian thread I hadn't read. They said go to Steam\userdata and delete the folder for COH2. Russian Steam ID number is different than United States Steam ID. For U.S. it is: 231430. Now mind you, I have more than one Steam directory and more than one Steam\userdata directory; several drives full of steam items. The original Steam directory ...\Program Files (x86)\Steam\userdata is where I found the COH 2 cache I had to delete. If you go to the drive where you installed the Steam App and search for 231430 you will find it. Delete EVERYTHING in the directory 231430. You must then EXIT Steam completely and restart it. Then restart COH 2, Modding Hub, filter for Unpublished, click on the item you want to publish, click Publish and it will work. |
Thread: Suplpy Truck to Deliver Supplies to Allies13 Dec 2020, 19:48 PM
Well from the looks of it doesn't seem you actually added the upgrade. So the requirement check will never pass. But if you add the upgrade somewhere else to the entity then it should work as intended. So my advise would be to check where you are adding the upgrade and to what you are adding it to. So, what you are saying is that requirement_actions are supposed to work properly in the actions_list. Okay, thanks. I'll take another look. The part that confuses me is that I made the upgrade a requirement for the ability. And I can use the ability. Yet the requirement_action acts like the upgrade has not been applied. I'll look at it again. Thanks for the response. |
Thread: Suplpy Truck to Deliver Supplies to Allies2 Dec 2020, 12:08 PM
I have mine set to timed and works just fine. are you applying the upgrade on strat_self_action? Hello. Thanks for the response. I have been distracted. In the mean time my team mates have decided against using a building, existing or new. We all voted on options. Using a truck to get supplies from HQ and then driving them over to someone else won. I could not figure out how to get an ability to start without having to click on something in the world. I'll try the timed activation again at a later date. What I did get working is using an upgrade to "load" the supplies with a requirement to be within 25 meters of entity HQ. Then there is an ability that is usable that spawns a resource entity with the same amount of and type of supplies that were loaded. I used the method you described with usage_and_display to replace the "Load 250 Fuel" upgrade in slot 21, with the "Unload 250 Fuel" ability also in slot 21. Only one is allowed to be shown at any given time. With the use of a couple status-flags it is easy to keep track of how many and what kind of supplies have been loaded on to the truck and whether or not any can be unloaded. It all works like a champ and team mates are relatively happy. I am using the US6/ZIS-6 supply truck for this. Thanks to information about the state_machine_name that Sneakeye provided in another thread, I am able to use those states to show differing amounts of supplies in the truck. However, I have not been able to figure out how to use requirement_actions to determine if the truck should be showing half full with supplies, partially full, or completely full. I was having difficulty trying to figure out where I was going wrong in the logic and decided to add a couple more "flags" to tell me if a partiular upgrade currently existed or not. I use them to drive the display of an up arrow if the upgrade exists and down arrow if it does not. Even with the up and down arrows I could not figure out why the state was always being set to "empty". So I decided to add a requirement that the "half_flag" upgrade exist before I could use the "unload ability". In the following unload_25_fuel ability you can see that there is a requirement that the status-flag "half_flag" must exist before the ability can be used (reason usage). Then in the sstart_target_actions you can see where I use a requirement_action to decide if the state_machine should be set to "empty" or not. That requirement_action says that the state_machine status should only be set to "empty" when the upgrade "half_flag" does NOT exist. Well, "half_flag" does exist because I can not use the ability unless it does. And yet, the state_machine is set to "empty" anyway. I do not understand. Can I not use requirment_actions in start_target_actions? I could really use a sanity check here. |
Thread: Suplpy Truck to Deliver Supplies to Allies26 Nov 2020, 08:41 AM
You have to add the requirement to the squad itself. Right! Okay. Got it. On a second note, I am also trying to set up the sub-menu for abilities in a squad. I thought it would work the same as for the building. But I can't get it to work. If I leave activation as "null" then in-game it says Ability Cant Be Used on this Target. If I set it to targeted I have to left-click on the ground. "Timed" just sits there and looks at me like I am daft, which apparently I am. And Always On, well, we know what that does. |
Thread: hull_down ability25 Nov 2020, 21:56 PM
Yes to the Archive Viewer. I have other changes in other .abp files and don't have this problem. Must have just been lucky. I am sure it has to be a relative path problem. I'll sort it out. Thanks Sneakeye. |
Thread: hull_down ability25 Nov 2020, 15:18 PM
It sure is possible to add hull down for all vehicles , although the sandbag animation won't fit perfectly for all of them. Hello again. After adding this line to my pershing .abp file, the Pershing now has a big blue box in-game that says missing rgm. "..\\..\\..\\west_german\\structures\\west_german_hull_down_l\\west_german_hull_down_l", I was going to try extracting the .rgm from the archive and including it in my mod but I don't know where to find it. |
Thread: Suplpy Truck to Deliver Supplies to Allies24 Nov 2020, 19:55 PM
As I look at it there are 3 options on how to implement this. Okay, so I setup the sub-menu stuff for my HQ building, but only one of the current "abilities" in my building is an actual ability, the others are Spawner squads. I do not see how to add a required_player_upgrade to the Spawner. It does not seem to be possible. What am I missing? |
Thread: 25 Pounder Emplacement Modding Guide23 Nov 2020, 22:46 PM
Okay cool, I think I am actually catching on to some of this. I'll give this a try soon and let you know how I get on. By chance, did you see my post on delivering supplies to allies? Would appreciate your input. In: Guides |
Thread: Suplpy Truck to Deliver Supplies to Allies23 Nov 2020, 19:31 PM
As I look at it there are 3 options on how to implement this. Ragnar this is great! Thanks for taking the time to respond with this. I like all three of these, I'll pass this on to my teammates and see which one they prefer. I imagine we'll start with a quick tuning pack option and shoot for the lua scripting as a long term option. I do have formal training and some experience with programming, old school stuff like Basic, Pascal, C-shell. And I play around with Java and LUA. So I would not be afraid of or shy away from your LUA suggestion. Thanks again for your great response I will update this thread once we decide which direction we wan to go in. Anybody else have any input? The only silly suggestion is the one that isn't suggested. |
Thread: Suplpy Truck to Deliver Supplies to Allies23 Nov 2020, 19:09 PM
This sounds like a good idea for a gameplay mod but in the core game, this isn't really going to be wanted I fear. Good suggestion nonetheless it was nice to read how much thought you put into the concept Yup, we don't see the value in this for most players. But like I said, we enjoy the journey more than we do the outcome. Thanks for your input. |