is there a way of changing the red beret officer to black?
No, models cannot be edited.
I did had this to the abp file it works but the parachute don't leave the units when they hit the ground
These two animator_set_state actions should remove the parachute when landing:
so is it true you can't change the weaopn on commando's? the tommys can have different weaopn but not commando's?
All weapons can be used of all models, but most of them need to be added to the abp file. Only the weapons that can be dropped are located in the NewMotionTree.abp which is included in every model.
Your file looks good. Did you save it in "data\art\armies\british\soldiers\commando"? All paths in the abp are relative so the save location is very important. Do you use the default blueprint in ebps to the commando: "armies\british\soldiers\commando\commando"?
after adding the animator_set_variable and add build 1 yes the loader loads the shell but the 152mm acts like the 17 pounder gun so had to deleted it
That sounds like you use the combat_ext form the 17 pdr. Can you verify that? |
btw can I use any COH icons into COH2?
I use this site to search for coh1 icons: http://companyofheroes.wikia.com/wiki/Category:Images
All images are linked under the subtitle "Subcategories".
and but last thing how change the brits para squad berets?
There are two models, the green beret commando: "armies\british\soldiers\commando\commando"
and the red beret officer: "armies\british\soldiers\officer\officer"
1. sapper flamethrower texture is missing
This is a bug in the model, nobody knows how to fix it yet. The vanilla game has the same issue.
2. 152mm The loader don't show the gun shell then loading the gun now?.
I managed to re-create this behavior. The solution is to set the variable "build" to 1. Just like you did for the 17 pdr gun.
3. the new British panther tank don't show the british_0002_summer skin, with skin_pack_override = true
Skins are faction bound. So you can only apply german and okw skins to the panther (since the panther exists in both factions)
Last how to add a paratroopers to the british,
You can add the parachute in the .abp file, but the landing animation is mysteriously only available to the us paratroopers and fallschirmjagers. I recommend to clone the us paratroopers and edit that squad. If you choose to use a british model, then add this line to the abp file: "..\\..\\..\\aef\\props\\aef_parachute\\aef_parachute", |
I wonder if it's possible to re-use the mechanics of the IR halftrack. That's a sight functionality bound to a hardpoint. I would like to try this myself, but that has to wait for a few days. |
But the 152mm is a big gun and the pit is small as you see.
So I change it for the 17 pounder large pit what do you think looks better!
I prefer the large pit
Also I made the British panther Cuckoo tank all I need to do now is change the skin?
In ebps/ui_ext, you can set "skin_summer" to "british_0001_summer" for example. Also set "skin_pack_override" to true. The name can be found in the categorie "inventory > skin_pack" / skin_name. I use the asset_browser of janne252 to preview the skins, the names start with "Icons_swatches_preview_preview_".
Last I made the aef dodge with the brits crew and an upgraded on the 50 cal
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let them burn 136 land mattress phosphorus rockets
It's great to see that you've have become more familiar with the tools already, nice job! |
Sorry for my absence, I was a little bussy.
don't add the crewmembers in sbps, but use ebps/crew_ext in you gun instead - if I take out the crew in sbps there will be no crew on the soviet 152mm gun also there is no ebps/crew_ext - I did add the ebps/crew_ext but it didn't work first time
I tried and this should add the crew to your 152mm gun gun:
I did a lot of try on error when I made my 25 pdr. I cannot tell what fixes the animation for me, but it was a combination of many changes in the weapon, ability and sbps. I only know that I didn't edit the abp.
did you read my other reply about the 17 pounder gun!
I didn't understand the part 'animation' do you mean animator_set_state?
In sbps\squad_team_weapon_ext\in_setup_action I added the animator_set_state. the crew lifts the gun when it enters the map but the wheels of the gun don't move it just slides also when it moves the crew and gun just slides on the map I can't get the crew to walk side ways with the gun this needs to be fixed if it can!.
The animation_set_state : "pivot" = "on". This includes lifting the gun and then keeping it up. "off" drops the gun and then keeps it on the ground. The image that I sent works, but they lifted the gun to late because this animation starts when you move. Did you try this to start with?
My suggestion was to use the in_setup_action to start the animation "on" because there's a moment that the gun is not in setup and not moving, that's the moment where the gun must be lifted, but I'm not sure how yet. |
New info about the status:
June 23th 1:11AM, Andy_RE:
Yes, we intended to release the update some time ago, however, we're having an issue with the new build and integration with Steam.
We hope to have the issue resolves soon.
Andy |
Removing the red cover roads outside the base exits should help to improve gameplay for northern player when its cornered into the base
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Removing the red cover from this area outside the base will improve gameplay for the southern player, also it will prevent chasing vehicles from getting squad wipes because they were on the red cover road.
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This one, I think its the most difficult one, because its really unfair for the southern player having to cross a red cover road to get to the middle vp but not for the northern player. However, the south side is the dominant one in this map most of the times.
I'm concerned about removing red cover from the roads. I agree that the red cover at these places realy effects the gameplay, but I also think that roads should have consistently red cover. Maybe change the texture aswell to avoid confusion?
Keep in mind that this will effect the speed of vehicles aswell since that is linked to the type of textures. I'm cannot tell how much impact that will have at these places. |
I did what you said but this happens, the sappers builds the pit but the gun & crew get destroyed
This happend to me a lot when I made new emplacements. Can you verify the following:
- ebps/construction_ext/on_construction_squad of the pit points to your sbps file
- sbps/loadout_ext points to your constructed pit and the gun
- don't add the crewmembers in sbps, but use ebps/crew_ext in you gun instead
- remove construction_ext from the gun, the pit should be build (add the pit to your engineers)
- remove also teamweapon_ext and site_ext from the gun in ebps
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I can't find 'not_moving'!! do I have to put a 'actions' in the sbps as well?
I should be more specific, but I meant this:
They will now lift the gun when it moves, but I think it can be perfected when the sbps/squad_team_weapon_ext/in_setup_action is used. The first 2 seconds of the animation is that they start lifting the gun. This should happen when to gun is not in setup, but before they move actually. Can you try this? I don't have time to try it now, maybe around Wednesday. |
17 pounder crew
No didn't work the weapon crew still in middle of the gun when it comes out off map
I did try several things and ended up with a hacky workaround:
- Clone the 6 pounder in ebps. (I also used the original 6 pounder sbps file)
- Copy the crew_ext, weapon_ext and blueprint_ext from the 17 pounder.
- Add the following in action_apply:
- build variable : 1
- maingun_visibility : on
- apply_crew_action Gunner
- apply_crew_action Gunner_seated
- apply_crew_action Loader
- And one additional requirement_action.
requirement: required_not : required_in_state : not_moving
action:
- Then set in team_weapon_ext > disable garrisson : true and clear the role_list
The model is clearly never designed to be moveable, the squadmembers don't walk forward, only sideways. The gun itself will now be counted as a squad member (so it cannot get abandoned), and the 3 crew animators are not counted.. but the visuals are mostly good
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