The Soviet Vehicle Crew Self Repair works like this: abilities\soviet\toggle_ability\vehicle_crew_repair_toggle_mp
I think the trick is to lock all actions in start_self_actions behind the preferred requirement. The ability will end automatically when all actions are executed. Set in the requirement_action: 'kill_action_on_failed_requirements' to True. |
I can understand that some competitive players don't like crits, but I think there are even more casual players who do like them. Therefor I'd like to propose an idea which keeps the feature, but makes them more predictable and less a deciding factor (and more realistic).
There seem to be two major complains about crits: the randomness and the extreme effect of losing the gun.
1: Re-introduce an engine crit (one of the many variants), but only for rear penetrating shots. That encourages to outplay your opponent and can be avoided by good play.
2: The gun critical can be tied to frontal penetrating shots and changed to an already existing gunnen/loader injured crit which is temporarily.
The total crit chance stays the same, rear hits can cause a severe crit, frontal hits can cause a temporarily crit. Chances and durations can be tweaked ofcourse.
(This is easy to implement, it took me less than 1 hour to implement a similar idea for all vehicles in my mod) |
more hits which gives them more chances to apply the crit.
large number of shot fire increases the chance of critical.
We mean the same...
I am under the impression that HMG can cause critical to vehicles on penetration.
The weapon types that can trigger a crit are set per vehicle. The Puma can indeed get its main gun crit from MG's. I have not yet found others, but there might be more. |
A penetrated shot below 25% hp has 10% chance to trigger the main gun crit. PTRS rifles deal less damage than other weapons so they need more hits which gives them more chances to apply the crit.
Small arms and flame types are excluded from the critical on most units, but indeed the Puma can get a gun crit caused by small arms (bug or intended?). Handheld AT and tank guns both have the type 'ballistic'. That means that handheld weapons cannot be excluded separately without changing the type and that would affect the damage to ambient buildings.
However, a PTRS rifle has a complex implementation. Its default damage is 14. On vehicles it applies 26 additional damage when penetrated. On structures it has 13 more damage. This apply_damage action has a setting 'cause_criticals' which in true for vehicles. I wonder if this additional action actually multiplies the crit chance? |
I ran into this issue myself yesterday and just found this other thread with many more reports: https://steamcommunity.com/app/231430/discussions/0/2969524117988688574/
However, I fear Relic won't read this here, can perhaps someone from the balance team inform them? |
Is there code or animations for it?
It is indeed implemented in the All Units mod. The animations are not flawless, but I think decent enough. This mod changes the trucks though. There are three types of trucks from the main HQ and you pay the full price for the truck. Unpacking spawns the same type of truck and the construct is always free.
Not ideal for vanilla.
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Some files are not allowed to be edited in the data/art and causes the the game to remove your .sga.
Only .xml, .png and .abp can be edited.
The extensions .mua and .sua are not allowed.
Which stuff did you add in data/art? |
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.
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. |
Is it possible to mod in these potraits? They're very dope and id like to have them ingame.
These settings are locked in the modding tools for the community. However, the patch team recently adjusted the preview icons for Assault Sections and Tank Hunter Sections which are set in the same location as these portraits. So I am certain the patch team can include them if they want to. |
When I try to add more abilities (hardpoint, weapon, ability) to the Gun the Gun no longer turns to face the target.
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 |