Thanks, but yeah, the point of our channel was initially to do those videos about CoH, so when we were done, our 'mission' was done too. But now there's gonna be some fresh content again, not just about CoH but about strategy games in general too :-)
For over half a year i've been slaving to make a mod for Company of Heroes 2. If you were a fan of CoH 1 and found that CoH 2 still isn't that great, despite of updates and expansions, then this mod is for you.
It aims to take all the best from CoH 1, to tackle some of the big design flaws of CoH 2, and generally to improve on it to make it a better player experience.
The changes are too many to mention here, but the following screenshots from the trailer, highlights some of the biggest features.
The mod and discussions about it are featured on my joint youtube channel DespeLearns2CoH:
Hi, i'm trying to achieve several things with units that are required to set up first, e.g. weapon teams, flak halfrack etc.
With both of these types of units, they have a team_weapon_ext as entities and a squad_team_weapon_ext as squads. The team_weapon_ext only allow you to have actions on being abandoned, so i've been trying my luck with squad_team_weapon_ext instead, as it has both requirements and actions for setup.
Problem is, it seems that i can't get any of them and their subsequent requirements to matter, or actions to work. I've tried simple upgrade requirements for setting up, and simple unit modifiers and spawn actions for the actions that are done upon setup, and undone upon packing up.
This is really weird, because the IR halftrack is already using several setup actions just fine, though no setup requirements.
1) The building that needs to be rotated. The building has a combat_ext with a flak_38_mm_preface weapon.
1A) ...and i've given the building a moving_ext as i've been told that's necessary. Set the rotation rate to 1000.
1B) ...and the game will crash if you then ALSO have set the building to be shot-blocking (i think that's the one, at least) in the line_of_sight_ext...so i've set that to false.
2) I then have a pre-facer entity that spawns in action_apply with an offset from that building. This pre-facer is basically an invisible instant demo charge, where the explosion_ext is causing a victor_target_action to be called (see below).
3) Said victor_target action needs an ability, which i have. Said ability is targeted, and causes an artillery_attack with 0 salvos, using hardpoint 1, face_to_target true and where weapon 1, 2 and 3 is said to null.
Well, not quite. You could use a kicker action, a delay action, or possibly even a effect to communicate how much time is left till' decap.
That's what i was thinking too. Question then is, how do i check for whether or not they are decapping a forward hq? There doesn't seem to be any actions that trigger in the field_support_ext.
With the kicker, i imagine displaying how many seconds are left, every couple of seconds...but is there really no way to do some kind of UI progress bar?
Nice, it works. Problem is, there is no progress bar or indicator when decapping a forward HQ. There is a capping cursor when hovering over it with a squad, you can click it and it will decap after the specified duration, but there is no visual indicator that the squad is in the process of doing that.
The forward HQ ability that one of the soviet commanders has, targets a neutral building and converts it to a player-owned building that can't be garrisoned by the enemy.
My question is: how would i go about making that forward hq able to be decapped, reverting it back to being a neutral building that can once again be garrisoned by anyone...like you could in coh1?
Ok so i followed the instructions in that thread, and tried out a post_damage action on a certain weapon. While it did work, the problem was getting it to work only when the enemy was actually killed by that weapon, and not just had taken damage from it. I first tried the health requirement, and set both max and min health to 0, but that didn't work. I then tried the required_critical for each critical possible (like when a soldier dies), but that didn't work either.