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 Then restart COH 2, Modding Hub, filter for Unpublished, click on the item you want to publish, click Publish and it will work.
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.
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.
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.
The Archive Viewer can be used to view the paths to the referred file. I assume you are familiar with this since you extracted the .abp file already. All paths in the .abp are relative and should be carefully checked if they are valid from the directory where you saved the .abp. There is either a typo or wrong path that causes the blue box.
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.
It sure is possible to add hull down for all vehicles , although the sandbag animation won't fit perfectly for all of them.
1. To enable the animation, you have to put one of these line in the abp file of your vehicle:
(https://www.coh2.org/topic/35797/tutorial-editing-abp-files)
"..\\..\\..\\west_german\\structures\\west_german_hull_down_m\\west_german_hull_down_m",
"..\\..\\..\\west_german\\structures\\west_german_hull_down_l\\west_german_hull_down_l",
"..\\..\\..\\west_german\\structures\\west_german_hull_down_xl\\west_german_hull_down_xl",
2. In ebps\type_ext, add 'hull_down' to the list. (I think this solves the 'too far away' issue)
3. Copy the 3rd action from ebps\races\german\vehicles\panzer_iv_sdkfz_161\panzer_iv_sdkfz_161_mp
action_apply/actions/3. requirement_action. This applies the bonuses when hull_down is enabled.
I think that's all. The hull_down ability itself doesn't require any changes.
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.
As I look at it there are 3 options on how to implement this.
The first one being the most simple one. Make a submenu in each faction HQ that would have different values that you would like to transfer. Each value would be a targeted ability that would take the x amount of your resource type and would dispatch a truck to your desired location where it would be dropped off and collected by your teammates.
The second way of looking at this is also quite simple and still within tunning pack options. The first part of this is the same as the previous implementation, making a submenu. This time though a truck could spawn next to your HQ (you need to overlook the fact the truck just appeared out of thin air) there it would perform the loading animation (not all faction trucks have this animation) for let's say x amount of seconds to simulate the actual loading of the truck with your resource type. After this is done you would gain control of the truck and you could drive it to your teammates' desired location.
And the last option for implementing this is the hardest out of these and will require some sort of programming knowledge. You could create a win condition pack that supports making your own UI assets (and much more of course). So here you could create your own button that would open up a "trade hub" where you could as in most RTS games transfer your stated amount of resources to another player. After this logic is done you can move on to the visual part. Where you could dispatch the truck to your HQ there perform the loading animation and then move to the destination you set to it or manually drive it to your desired location.
Out of all of these options, my go-to for me would be the third one. The third one is more complicated but giving you more control and options on what you can do. If you don't have programming knowledge this might not be the way for you. But if you have the time I would highly recommend looking up some Lua tutorials. Because in the end with win condition packs you can achieve much more.
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?
I think you are very close to the solution. After cloning all files, only two changes have to be made.
1. You already found this, the parent_hardpoint of hardpoint 3 should be 2.
2. The weapon of the second ability needs: behaviour/share_parent_anim : true
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.
As I look at it there are 3 options on how to implement this.
The first one being the most simple one. Make a submenu in each faction HQ that would have different values that you would like to transfer. Each value would be a targeted ability that would take the x amount of your resource type and would dispatch a truck to your desired location where it would be dropped off and collected by your teammates.
The second way of looking at this is also quite simple and still within tunning pack options. The first part of this is the same as the previous implementation, making a submenu. This time though a truck could spawn next to your HQ (you need to overlook the fact the truck just appeared out of thin air) there it would perform the loading animation (not all faction trucks have this animation) for let's say x amount of seconds to simulate the actual loading of the truck with your resource type. After this is done you would gain control of the truck and you could drive it to your teammates' desired location.
And the last option for implementing this is the hardest out of these and will require some sort of programming knowledge. You could create a win condition pack that supports making your own UI assets (and much more of course). So here you could create your own button that would open up a "trade hub" where you could as in most RTS games transfer your stated amount of resources to another player. After this logic is done you can move on to the visual part. Where you could dispatch the truck to your HQ there perform the loading animation and then move to the destination you set to it or manually drive it to your desired location.
Out of all of these options, my go-to for me would be the third one. The third one is more complicated but giving you more control and options on what you can do. If you don't have programming knowledge this might not be the way for you. But if you have the time I would highly recommend looking up some Lua tutorials. Because in the end with win condition packs you can achieve much more.
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.
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.