The group of people I play COH2 with rather enjoy large messy battles against four Expert AI, the larger the map the better, but small maps offer their own unique challenges. We also like to try and have each human play a different faction such that we can benefit from each faction's unique units and abilities. As a result we often find that one of us is lacking munitions but has plenty of fuel and another of us is lacking fuel but has plenty of munitions. A game/skirmish lasting an hour is a quick game for us, we often play 2+ hour games. It is not for everyone, but we enjoy it.
There doesn't appear to be a way to give my extra fuel to another player through the existing UI. I have been thinking about an in-game mechanic that we might use to accommodate the transfer of one player's resources to another player. High attrition rates and costly end game units drain resources quickly, and often hamper our efforts. We are not however, looking for a "cheat" or "trainer" solution to our problem. We enjoy difficult games and morn the loss of every unit. Winning is not the fun part of the game for us, the struggle, comradery, and team efforts are. So the idea that I have come up with, on paper, is to use the Opel Blitz supply truck to literally transport a resource from my HQ building to another player's preferred delivery point.
The way I would like to accomplish this is by giving the Opel Blitz 2 unique construction menus in command card positions 21 and 22.
Loading the Truck
The construction menu in slot 21 would be labeled "Load Truck" and would open up into a standard 3x4 grid where the player would see the following "Items": Load 100 Fuel, Load 200 Fuel, Load 400 Fuel, Load 1000 Fuel (positions 11-14), Load 100 Munitions, Load 200 Munitions, Load 400 Munitions, Load 1000 Munitions (positions 21-24). Only the "Items" with the requied_resource would be active; that is to say that if the player does not have 1000 fuel then the "Load 1000 Fuel" item would not be active, it would be visible but not active.
In order to load the truck it would have to be near the player's HQ building in order for the "Load Truck" Construction Menu to be active (near_entity requirement). Once the vehicle was near the HQ then the player could select the "Load Truck" button which would bring up the 3x4 grid mentioned above. If the player then had enough fuel to load 400 fuel they would select that "construction item", a player upgrade of "400 Fuel Loaded" would be applied to the Opel Truck Entity, and 400 fuel being the "Cost" for this action would be deducted from the player's balance. The "400 Fuel Loaded" upgrade would "unlock" the "Unload 400 Fuel" construction item in the "Unload Construction Menu". Taking the 400 fuel from the player now, adds an element of concern and anxiety, if the truck is destroyed the resource is lost forever.
Unloading the Truck
The construction menu in slot 22 would be labeled "Unload Truck" and would open up into a standard 3x4 grid where the player would see the following "Items": Unload 100 Fuel, Unload 200 Fuel, Unload 400 Fuel, Unload 1000 Fuel (positions 11-14), Unload 100 Munitions, Unload 200 Munitions, Unload 400 Munitions, Unload 1000 Munitions (positions 21-24). Only the "Items" unlocked by the appropriate Player Upgrade would be active/selectable.
After having loaded their Opel Blitz truck, the player providing the resources would then send the truck to the desired delivery location; the customer, a.k.a. needy player, may only have infantry that can receive the shipment at a forward or midfield position. Upon arrival the delivering player would then select the "Unload Truck" construction menu and select an available "Unload button". This action would then spawn an appropriate entity on the ground worth x-amount of resources, and would remove the player upgrade that unlocked it. The needy player would then send infantry over and have it pick up the item, thus gaining the resource.
Another Delivery Option
Another option I am entertaining is a new "Shipping and Receiving" building that once built spawns Rear Echelon like troops who will automatically pickup resource entities that spawn on the ground near them. Much like the British mechanics who repair vehicles that are near a Forward HQ. This would be one less thing the receiving player would have to worry about mid-to-late game when things are the most hectic. It would however mitigate the risk involved in the delivery process which might ruin some of the "fun". Although the receiving player could just as easily have infantry at their own HQ that are ready to receive the supplies so it probably all balances out.
The questions that I have are: How do I setup the "Load Truck" construction menu such that I can apply a player upgrade at a cost of resource x, without actually constructing something? Unless there is a Transformers mod I am not aware of, there aren't any construction animations for the Opel Truck. It does have a loading and unloading animation, I wonder if that would appease the "entity_blueprint_ext\animator" gods? I noticed an option of "visible_in_world" but not sure of the implications; maybe an invisible entity could be built that only lives for 30 seconds and then dies?
And finally, the "Unload Truck" construction menu items. In the on_construction ext there is an option to spawn an entity, but again, do I really have to construct something? If so, invisible, dies after 30 seconds? The whole Transformers thing again as vehicles do have construction animations?
Thanks for listening. What are your thoughts? Concerns? Ideas? Advice? |
When I try to add more abilities (hardpoint, weapon, ability) to the Gun the Gun no longer turns to face the target.
I followed this guide and can indeed make the 25-pounder emplacement and give British Royal Engineers the ability to build it. In game they build it, I tell it to fire at a target, the men pick up the gun and face it towards the target and set it down, the men then fire the 4 salvos and all is well. I can tell it to barrage a second area on a different azimuth and they successfully turn the gun and fire it. The problem begins when I try to add a second weapon and ability.
I cloned the barrage ability and called it anti-tank ability. I cloned the weapon calling it anti-tank weapon, increased penetration and added on_penetration actions. I added hardpoint_03 to the Gun and assigned the anti-tank weapon to it. I added the anti-tank ability to the gun pointing it to hardpoint_03. In game I first fired the new anti-tank barrage, the men turned the gun and fired but after they finished firing, the gun instantly returned to its original facing, it did not pivot in place, it just snapped back to its original facing. After firing at the first target the crew would not turn the gun toward a new target area regardless of which ability I used. I could use both abilities, but the gun would not face the target.
To trouble shoot the problem I decided to deconstruct what I had added one step at a time. I removed the ability from the gun, left hardpoint-03 with its weapon. In game when I fired the barrage ability the crew picked up the gun, held it for about 2 seconds, set it down and then fired. The gun did not turn toward the target, the projectile did however come out of the end of the Gun barrel and go to the target area.
Next I removed the weapon from hardpoint_03, leaving hardpoint_03 there. In game the crew picked up the gun, faced it toward the target, set it down and fired. So, I thought the weapon was the culprit.
Next I assigned the working weapon on hardpoint_02 to hardpoint_03 to see if it was infact a problem with my anti-tank weapon. Still only the original ability assigned to the Gun at this point. In game the crew picked up the gun, held it for about 2 seconds, set it down and fired the gun. They did NOT turn the gun towards the target. So, it did not appear to be a problem with the weapon assigned to hardpoint_03 because it is the same weapon assigned to hardpoint_02, which works as intended.
Next I left the working weapon assigned to hardpoint_03 but changed hardpoint_02, parent_weapon to 1. In game the barrage ability was greyed out and the rollover text gave me "Cannot use ability on this target".
Next I looked at british_building_1_mp, combat_ext to see if perhaps one of its hardpoints was designated as parent. What I found was that british_building_1_mp has 9 hardpoints. Hardpoints 1 and 2 have parent_hardpoint set to -1 and hardpoints 2 thru 9 have parent_hardpoint set to 2. So.... I added the anti-tank ability back to the Gun, pointed it to hardpoint_03 and set hardpoint_03 parent_hardpoint to 2. In game, the barrage ability is available, but the anti-tank ability is greyed out with the message "Cannot use ability on this target". HOWEVER, when I use the barrage ability the crew pick up the gun, turn it towards the target, set it down, and fire it. After firing the gun remains facing the target area and repeated uses of the barrage ability all work as intended.
So.... setting parent_hardpoint to 2 on hardpoint_03 has resolved the crew not turning the weapon issue. But..... I have no idea what to do next to get the second ability, the anti-tank ability, out of the "Cannot use ability on this target" state. Or if I am even traveling down the right path. |
Okay, I just recreated the 25-pounder emplacement again, from scratch, following your guide. Everything is working just fine; it builds, it turns, it fires. I want to add smoke and airburst abilities to the gun. I'll add and test them one at a time to make sure the gun still turns toward the target.
Sorry for the confusion Sneakeye. |
The Pak43 and 25pdr are supposed to have different settings. They have very different implementations. The Pak43 rotates the entire object, while the 25 pounder does not move and only changes its gun direction variable.
The 25pdr should therefor have the following settings:
non_moving_setup: false
non_moving_setup_requires_facing: false
reset_rotation_on_teardown: true
Can you double check these two steps from the guide,
- In the gun, remove moving_ext
- Set in abilities\action_list\start_target_actions\artillery_attack\face_to_target to true.
Hmmmm, okay I understand. The gun was not turning and I mistook this thread for a possible solution. I will redo the 25 pounder from scratch later today and let you know how it goes. I have family business to attend to right now. Thanks for the quick response. I will get back to you later today. |
Hello again. I followed your guide to making the 25-pounder emplacement and everything works, EXCEPT, it does not turn toward the target. The rounds will leave the end of the barrel and head towards the target area regardless, but the gun does not turn. I found this thread and followed your directions, EXCEPT for these values quoted here. I can not seem to find them. I checked the gun, the weapon, and even the ability. What am I doing wrong?
Embarrassed to say I found those values in behaviour_ext of the weapon. I made the changes, because they were exactly opposite of what you called for here. I tested and the gun still does NOT rotate. |
I think these settings are important:
none_moving_setup: true
none_moving_setup_requires_facing: true
reset_rotation_on_teardown: false
Can you compare it with weapon\british\ballistic_weapon\anti_tank_gun\17_pounder_atg_mp?
(ctrl click the second file to show them both, the changes are bold)
I started with that weapon and only changed damage values and animations for the Pak.
Hello again. I followed your guide to making the 25-pounder emplacement and everything works, EXCEPT, it does not turn toward the target. The rounds will leave the end of the barrel and head towards the target area regardless, but the gun does not turn. I found this thread and followed your directions, EXCEPT for these values quoted here. I can not seem to find them. I checked the gun, the weapon, and even the ability. What am I doing wrong? |
Not that I am aware of. The Raketenwerfer has the same issue. It is the only AT-gun which can retreat, but also the only AT-gun without reverse button.
Okay. Thanks SneakEye. Appreciate you taking the time to get back to me. And a big thanks for all the work and help you provide to the community. Your guides and the like have been immeasurable. |
You can add the retreat button by adding 'squad_retreat_ext' to your squad in sbps. This contains a list 'retreat_building_types' with the entity types to which the squad will retreat.
I added the 'squad_retreat_ext', and the building type I wanted the vehicle to retreat to. The retreat button replaced the reverse button in position 14. When I told the vehicle to retreat to the halftrack maintenance point, it went directly to it and began repairing. So all of that works as intended. But, while I can right-click to get a vehicle to move backwards I am not sure I want to do without reverse. In many cases reverse is rather handy.
Is it possible to control the ui_position of Attack Move, Stop, Attack Ground, Retreat and Reverse? |
Really? Yes, I am was aware I had to add the 'squad_retreat_ext' but I did not realize that it was the mechanism to add the retreat button. Thankyou very much.
So, what determines the ui_position for the retreat button? I guess I do not have any control over the location? I think reverse replaces retreat in position 14. I'll give it a go and see how they sort each other out. |
I can not find these in the attribute editor as actions or abilities. An extensive search of the forums has not helped either. Although I vaguely remember reading something about core actions being assigned to squads when they are spawned? But can't recall if that was COH1 or 2.
I have created a unique vehicle Retreat Point available on the Resupply Halftrack that I want only vehicles to retreat to. But I can not for the life of me find the "Retreat Button" to add to the vehicle command card. Can someone point me in the right direction please. |