Just wanted to say I love the new unique appearances added for the units that didn't have one. The conscript sergeant green sash thing is awesome. Only one I can think of now that needs one is the Vickers HMG squad, maybe a bullet bandolier for them, like all the other HMG squads?
Also a pipedream but maybe at some point Ostheer Grenadiers could not be wearing a full set of camo pajamas (wishful thinking)
Correct me if I'm wrong but I've heard the attrib file included in the current mod tools is woefully out of date. I'm just wondering, what is the latest patch included in the mod tools? And to those of you who try to keep your mods up to date with the live version--how?
If you meant colored elements (to see, whom belong this vehicle) - yes. You can find it in game settings.
Sorry, I worded that strangely. I meant the unit decorators that float above them like in this screenshot:
But then I remembered that in vCoH the vehicles still have a healthbar that shows veterancy, which I think is tied to those chevrons in CoH2, so it's probably not possible to hide those.
I hope all these suggestions get implemented. I have an issue with the UI that I think were introduced with the commander revamp patch/new commander patch, and that is that commander ability order is screwed up on a few commanders.
This is on the command bar in-game for Soviet Industry Tactics:
And these two are in the main menu commander preview:
Well, chances are since coh1 model-modding is fully unlocked, they added a new animator state that controls what texture is used, and then added a random action to choose a random skin.
That, or they are using the random-model abp system. I've never been able to get that to work myself outside the original abp files that had the property, but maybe they did.
Thanks, this narrows it down a bit. I looked at the abp for Volksgrenadiers and it looks like they added a bit that points to an empty series of files called "random_skins".
Have Relic made any recent statements on opening up modding tools further? It would be neat to let us create custom models, or even just let us modify infantry textures. CoH1 allowed us to do that, so I'm confused as to why that functionality isn't present in CoH2. It's been six years since the game released, so it's not like opening up modding at this point would infringe on Relic and SEGA's sick commander money.
Sadly, they didn't add gestures to the new rifle animations before they shipped. The smg's used to have them, before half their animations were broken after the brits launched.
The leader_ext in coh2 is really only useful for formation spots now. You can still see an unused/cut-scene form of the gestures in the animation state "hand_signals", but since it still uses the old posture, the weapons are not properly placed/held.
The pistol/officer hand-signals were merged with/replaced the old cooldown animations.
Thank you for the reply. I hopped on the CoH2 wagon a year after the Brits released, so I didn't get to experience the SMG animations beforehand.
Also, thank you for your detailed Squad AI writeup post. It's been really helpful!
I've scoured the internet for how people like Halftrack created random skin variations for infantry and vehicles, like this:
Is this possible without creating role variations by modifying the ebps of the unit? I've seen skin packs do it and just contain the variations within WW2Art.sga, so I'm kinda confused.
I'd search through the Relicnews forums but they're gone, unfortunately, and the wayback archive is kinda spotty.
I know in CoH1 you could flag a squad leader ebps with leader_ext to have them perform gestures while moving. I noticed leader_ext still exists as an ebpsextension in CoH2, but it doesn't seem to do anything. Have these animations been removed?