I've skimmed this thread a bit, and i see a lot of talk about small quality of life stuff. That's fine of course, but i think there are fundamental problems with all the commanders that need to be addressed. I'm going to draw comparisons to coh1, because to me it seems that relic entirely forgot what made commanders in that game so great.
- EVERY commander ability must be REALLY useful to have. As in, you should really feel like you're missing out when you don't have these abilities. You almost couldn't play through a coh1 game without them and win, which i've accidentally done several times in coh2. That's because so many coh2 abilities are just meh, and some even punish you (e.g. tiger ace drain, crappy squad weapon replacements etc.)!
- Commanders in coh1 had 6 abilities. I can't for life of me figure out why they reduced it to 5 in coh2, but for the love of god just give us that one extra game piece to play with. This is especially needed due to what i mentioned in point 1.
- Commanders in coh1 were unique and i really liked their themes and the different playstyles they provided. Their ability compositions were also great, and all gave you different toolkits to play the game with. I know that with the plethora of commanders in coh2 (at least for wehr and soviet) this changes things, e.g. with overlapping abilities, but i can work with that! It seems to me however, that many of the commander themes are incongruent with their ability compositions, and this is no doubt compounded by point 1 and 2, and this will probably be a much smaller issue if they are adhered to.
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Hi everyone.
I'm the creator of the 'Make CoH Great Again' mod, and i'm currently in the very early stages of developing a strategy game from the ground up in Unreal Engine. I can't code, but i do understand the relationships within the programming framework, which is why i found the modding tools of CoH2 reasonably understandable. Since i can't code, i'm dependent on my programmers to actually 'create' the game, so i wanted to look into the possibility of creating an editor for the game, much like the attribute editor for CoH2. Once the systems are implemented, i would then be able to create a lot of content myself, freeing up the programmers somewhat.
As such, i'm wondering if any of you know:
1) How long did it take to develop the modding tools for CoH2?
2a) Did Relic build modding support into the core foundation of the game, or add it after the game was complete?
2b) What impact (if any) did this have on the development of the modding tools and their functionality?
3) Is there any features/guidelines that are especially important to implement/follow, when creating such an editor? |
Ermahgerd penta-stug, much pro, very skillz! Wow |
Oh well, i basically achieved the desired outcome with a combination of custom unload abilities, the spawn-kill workaround and various safeguards. |
Yeah that thing with notepad++ sounds right, and i noticed it happens right after i click save in the attribute editor. I closed notepad++ even though i had already closed all relevant tabs, and that seems to have fixed it
EDIT: Nope, that didn't fix it |
When i'm using the attribute editor, i very often get this error message after it has been open for some time. I've made sure not to have the archive viewer or any other related programs open at the same time to rule that out, but to no avail. This error used to be very rare when i was making 'Make CoH Great Again' a while back. Does anyone know what's up? |
Lugie it was the MP version but that doesn't matter. We all were looking in the wrong place. The problem is not the mortar team or the weapon but its the vehicle transporting the mortar. If you garrison the Russian mortar to a German Sd.Kfz 250 it will work normally but if you garrison it to the M5 half-track the problem will appear.
I think that this is might be an unsolvable problem. If you garrison mortar into an Sd.Kfz 250 the mortar WILL set up but when it is in M5 the mortar WILL NOT set up (and its not a problem of how many models are in the squad).
So i tried testing with the 250, and just like you said, it works just fine. To eliminate all possible variables from suspicion, i then created a clone of the working 250, where the ONLY thing i changed was the entity blueprint (from the 250 to the M5). That was indeed enough to break it again. Like i mentioned, i already tried adding the syncpoint line to the M5 halftrack, so unless i'm missing something, does that mean i'm fucked? |
Unfortunately, slot items and team weapons don't mix.
If i were to do it the other way (by removing, adding and changing primary weapon), is there an easy way to do it that isn't cumbersome? |
In the abp file of the 250 is something called "..\\..\\..\\common\\vehicles\\syncpoint\\syncpoint" try to add this to the M5 half-track.
Ah, windows was fucked and showed me the wrong thing. Anyway, i added the line but it didn't make any difference with either the soviet truck or halftrack |
I just checked the 250's apb, i couldn't find anything about a sync point, can you elaborate? |