The biggest problem with construction items is that they cannot check upgrades or slot items of the engineer. Only global upgrades can be validated.
I think the best solution is to use a global limit per defense with required_cap in ebps/requirements. |
The upgrade itself can have an empty action list. Give the Conscript squad in sbps the requirement to not have the player upgrade. Give the Penal squad in sbps the requirement to have the player upgrade. Both squads should be present in the spawner list from the building in ebps. |
Maybe it is related to the site_ext\extra_build_test_footprint, is that set to 0 as well?
Or the hitbox is slightly larger than the visuals, I fear that cannot be fixed if that is the case. |
There should be a hardpoint with empty weapon list.
Be sure that the add weapon and change weapon actions use the right hardpoint name: hardpoint_01 |
In that case the upgrade is added to squad_upgrade_apply_ext, instead of squad_upgrade_ext. The _apply variant instantly unlocks it. |
It is hard to say what the cause is without seeing the files, but there are a few things worth validating:
Is ui_group in the upgrade set to unit_upgrade_panel?
Is ui_position in the upgrade set to 1 or higher?
Is requirements in the upgrade empty or is the reason inside the requirements set to 'usage'. (The reason 'display' hides the upgrade when the requirement is not met)
Is the cloned Penal squad the same as the one linked the building spawner_ext? The filename should end with _mp. The other one is only used for missions. |
The changes only need to be saved in the attribute editor. The modtool does not need to be saved. Only when you edit something in there like the title or description. The button is disabled when no changes a made.
Comparing file sizes is tricky since programs display that differently. Some say 1KB = 1000bytes while others say 1KB = 1024bytes. (Same reason why disks in PCs are never the amount shown on the package.)
Best it to check the date. If the file is locally build without errors, then it is save to assume the latest it used after restarting the game. |
Save as and save practically do the same thing. Save as only let you select a different file, but that is unneeded.
Rebuild is not necessary. That compiles all your files again, including the ones which are not edited. Build only compiles the changes and is much faster.
When I build the mod while the game is open it shows an error that the .sga file is in use. I always close the game, build the mod, and start the game again. Then it instantly shows the mod. However, if you have too many subscriptions, the game might take a long time to search for updates.
In short: Close the game > save > build > start the game |
It depends a little on how you created the Wespe. There are two ways to change the attack ground option of a weapon. 1, in ebps/combat_ext set receives_attack_commands to false. 2. Set change certain settings in weapon/behaviour. enable_auto_target_search and attack_ground_type.
For the luftwaffe field officer's ability, I think the setting fire_and_forget to true should fix that. |
Welcome to the forum!
The production buildings can be found in the ebps category.
For example: ebps/races/soviet/buildings/base_building/barracks_mp
They have a setting called spawner_ext. In there you can add the new unit to the list spawn_items. ui_position consists of two numbers, the first is the row, the second is the column. 11 is upper left, 34 is bottom right. Keep entity empty, only set the squad. spawn_at_map_entry_point effects the spawn location of the unit, false means near the building; true means at the map edge. |