Sorry English is not my native language, I think I misunderstood your article.
I use panzer_grenadiers_mp to make a sample, Now slot holder can't auto attack infantry.
<instance description="2nd tier german infantry unit
Multiplayer Clone." template="ebps">
<list name="extensions">
<template_reference name="exts" value="ebpextensions\entity_blueprint_ext">
<string name="alternate_sua" value="armies\common\base\commonhuman\commonhuman" />
<bool name="always_revealed_in_fow" value="False" />
<file name="animator" value="armies\german\soldiers\panzer_grenadier\panzer_grenadier" />
<bool name="is_visible_in_game" value="True" />
<float name="precise_size" value="-1" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sim_entity_ext">
<bool name="is_in_spatial_bucket" value="True" />
<float name="rotate_snap" value="360" />
<float name="transferable" value="0" />
<bool name="kill_paradrop" value="False" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ability_ext">
<list name="abilities">
<instance_reference name="ability" value="abilities\german\modal_ability\commander_ability\blinding_grenade" />
<instance_reference name="ability" value="abilities\global\cold\blizzard_effect_deep_snow_camo" />
<instance_reference name="ability" value="abilities\global\army_item_abilities\army_item_global_cover_training" />
<instance_reference name="ability" value="abilities\global\custom_commander\heal_in_cover" />
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\action_apply_ext">
<list name="actions">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="0" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\entity_veterency_experience_modifier">
<enum name="application_type" value="apply_to_squad" />
<bool name="exclusive" value="True" />
<string name="modifier_id" value="xp_discount" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiply_add" />
<float name="value" value="-0.2" />
<instance_reference name="tooltip" value="modifier_tooltip\blank_tooltip" />
</template_reference>
</list>
<uniqueid name="id" value="1073741845" />
</template_reference>
</list>
<enum name="change_target_type" value="squad" />
<uniqueid name="id" value="1073741846" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="False" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_any_in_list">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirements">
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\aef\ballistic_weapon\infantry_anti_tank_weapon\m9_bazooka_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\aef\ballistic_weapon\infantry_anti_tank_weapon\m9_bazooka_paratrooper_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\axis\ballistic_weapon\infantry_anti_tank_weapon\panzerschreck_atw_mp" />
</template_reference>
<template_reference name="requirement" value="requirements\required_active_weapon">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<string name="hardpoint_name" value="hardpoint_01" />
<instance_reference name="weapon" value="weapon\british\ballistic_weapon\infantry_anti_tank_weapon\piat_launcher_mp" />
</template_reference>
</list>
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\override_weapon_target_prereq_action">
<list name="requirement_table">
<template_reference name="required" value="requirements\required_not">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_unit_type">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<enum name="unit_type" value="infantry" />
<template_reference name="qualify_option" value="options\none">
</template_reference>
<bool name="search_load_out" value="False" />
<bool name="owned_by_player_only" value="True" />
</template_reference>
</list>
</template_reference>
</list>
<instance_reference name="weapon_to_override" value="" />
<uniqueid name="id" value="1073741873" />
<bool name="auto_attack_only" value="True" />
<bool name="persist_on_weapon_change" value="True" />
</template_reference>
</list>
<enum name="change_target_type" value="entities" />
<uniqueid name="id" value="1073741874" />
</template_reference>
</list>
<uniqueid name="id" value="1073741875" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\cost_ext">
<group name="time_cost">
<group name="cost">
<float name="action" value="0" />
<float name="command" value="0" />
<float name="fuel" value="0" />
<float name="manpower" value="85" />
<float name="munition" value="0" />
<float name="popcap" value="0" />
</group>
<float name="time_seconds" value="8.5" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\health_ext">
<bool name="can_repair" value="False" />
<bool name="cuttable" value="False" />
<string name="death_event_name" value="Death" />
<float name="death_seconds" value="30" />
<bool name="delete_when_dead" value="True" />
<bool name="force_attacker_memory" value="False" />
<float name="hitpoints" value="80" />
<bool name="is_invincible" value="False" />
<bool name="is_salvagable_wreck" value="False" />
<bool name="keep_wreck_ownership" value="False" />
<bool name="rear_damage_enabled" value="False" />
<instance_reference name="rebuilt_entity" value="" />
<instance_reference name="rebuilt_squad" value="" />
<bool name="rebuilt_use_wreck_owner" value="False" />
<bool name="receive_weapon_cover_modifiers" value="True" />
<float name="regeneration" value="0" />
<bool name="regeneration_disabled" value="False" />
<bool name="remove_from_pathfinding_on_death" value="True" />
<bool name="reveal_to_all_on_death" value="False" />
<bool name="ui_can_scuttle" value="False" />
<instance_reference name="wreck_entity" value="" />
<list name="death_actions">
</list>
<float name="armor" value="1" />
<float name="rear_armor" value="0" />
<float name="target_size" value="0.8" />
<bool name="dies_from_broken_ice" value="True" />
<list name="criticals">
<group name="critical_group">
<float name="max_health_percentage" value="1" />
<list name="critical_info">
<group name="info">
<float name="weight" value="95" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\_no_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0.5" />
<list name="critical_info">
<group name="info">
<float name="weight" value="90" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\_no_critical" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
<group name="critical_group">
<float name="max_health_percentage" value="0" />
<list name="critical_info">
<group name="info">
<float name="weight" value="75" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_killed" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="5" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="False" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_killed_death_intensity_100" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="25" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="False" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\make_casualty" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="90" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\burn_death" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="10" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="False" />
<bool name="flame" value="True" />
<bool name="ballistic" value="False" />
<bool name="big_explosive" value="False" />
<bool name="small_explosive" value="False" />
</enum_table>
<instance_reference name="critical" value="critical\burn_death_out_of_control" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
<group name="info">
<float name="weight" value="10" />
<enum_table name="applicable_weapons">
<bool name="small_arms" value="True" />
<bool name="flame" value="True" />
<bool name="ballistic" value="True" />
<bool name="big_explosive" value="True" />
<bool name="small_explosive" value="True" />
</enum_table>
<instance_reference name="critical" value="critical\soldier_flamethrower_explode" />
<enum_table name="applicable_hit_direction">
<bool name="front" value="True" />
<bool name="rear" value="True" />
</enum_table>
<enum name="apply_on" value="penetrate" />
</group>
</list>
</group>
</list>
<float name="weapon_priority" value="0" />
<template_reference name="wreck_entity_option" value="options\none">
</template_reference>
<list name="self_destruct_actions">
</list>
<list name="rebuilt_entity_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\hit_object_ext">
<instance_reference name="hit_material" value="hit_material\human" />
<bool name="hit_non_neutral" value="False" />
<float name="hit_percentage" value="1" />
<bool name="pass_through" value="False" />
<group name="projectile_pass_through">
<bool name="tp_artillery" value="True" />
<bool name="tp_artillery_inf" value="False" />
<bool name="tp_artillery_overwatch" value="False" />
<bool name="tp_homing" value="True" />
<bool name="tp_homing_inf" value="True" />
<bool name="tp_sticky" value="True" />
<bool name="tp_throw" value="True" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\line_of_sight_ext">
<group name="blocking_box">
<float name="x" value="0.01" />
<float name="y" value="0.01" />
<float name="z" value="0.01" />
</group>
<bool name="is_shot_blocking" value="False" />
<bool name="use_blocking_box" value="False" />
<enum name="does_block_line_of_sight" value="Never" />
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\population_ext">
<float name="medic_pop" value="0" />
<float name="personnel_pop" value="1" />
<float name="vehicle_pop" value="0" />
</template_reference>
<template_reference name="exts" value="ebpextensions\sight_ext">
<group name="detect_camouflage">
<float name="tp_global" value="10" />
<float name="tp_mine" value="0" />
</group>
<bool name="extended_sight" value="True" />
<float name="extended_sight_radius" value="350" />
<float name="reveal_area_on_death_time" value="6" />
<group name="sight_package">
<float name="inner_height" value="2.5" />
<float name="inner_radius" value="1" />
<float name="outer_height" value="-3" />
<float name="outer_radius" value="35" />
<float name="cone_angle" value="360" />
<float name="cone_start_radius" value="0" />
</group>
<group name="extended_sight_target_info">
<template_reference name="extended_sight_target_info" value="type_ability_target_type\all">
</template_reference>
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\type_ext">
<group name="unit_type_list">
<enum name="unit_type00" value="infantry" />
<enum name="unit_type01" value="" />
<enum name="unit_type02" value="panzer_grenadier" />
<enum name="unit_type03" value="german_infantry" />
<enum name="unit_type04" value="" />
<enum name="unit_type05" value="mp_unit" />
<enum name="unit_type06" value="infantry_elite" />
<enum name="unit_type07" value="" />
<enum name="unit_type08" value="" />
<enum name="unit_type09" value="" />
<enum name="unit_type10" value="" />
<enum name="unit_type11" value="" />
<enum name="unit_type12" value="" />
<enum name="unit_type13" value="" />
<enum name="unit_type14" value="" />
<enum name="unit_type15" value="" />
</group>
<enum name="weapon_targeting" value="automatic" />
</template_reference>
<template_reference name="exts" value="ebpextensions\ui_ext">
<bool name="ap_killed_kicker" value="True" />
<bool name="ap_loss_kicker" value="True" />
<bool name="cullsphere_selectable" value="False" />
<float name="decorator_offset" value="0.3" />
<bool name="ghost_enable" value="False" />
<bool name="has_speech_code" value="True" />
<locstring name="help_text" value="0" />
<string name="hotkey_name" value="" />
<icon name="icon_name" value="" />
<enum name="kill_type" value="infantry" />
<float name="minimap_color_a" value="255" />
<float name="minimap_color_b" value="255" />
<float name="minimap_color_g" value="255" />
<float name="minimap_color_r" value="255" />
<bool name="minimap_enable" value="True" />
<bool name="minimap_team_only" value="False" />
<bool name="minimap_teamcolor" value="False" />
<bool name="obb_selectable" value="False" />
<string name="overlay_name" value="" />
<bool name="reveal_for_decryption" value="True" />
<locstring name="screen_name" value="0" />
<enum name="selection_name" value="soldier" />
<float name="selection_scale" value="1" />
<enum name="selection_type" value="squad_select" />
<bool name="sloppy_selectable" value="True" />
<group name="speaker">
<string name="code_1" value="hp" />
<string name="code_2" value="xs" />
<string name="code_3" value="" />
</group>
<group name="speech_code_2">
<string name="code_1" value="hp" />
<string name="code_2" value="in" />
<string name="code_3" value="" />
</group>
<group name="speech_code_3">
<string name="code_1" value="hpg" />
<string name="code_2" value="inf" />
<string name="code_3" value="" />
</group>
<group name="speech_code_cover">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<bool name="tacmap_team_only" value="False" />
<locstring name="tooltip_txt" value="0" />
<int name="ui_priority" value="0" />
<icon name="minimap_icon" value="" />
<icon name="portrait_icon_winter" value="" />
<group name="speaker_alt">
<string name="code_1" value="" />
<string name="code_2" value="" />
<string name="code_3" value="" />
</group>
<float name="minimap_icon_scale" value="1" />
<icon name="portrait_icon_summer" value="" />
<locstring name="brief_text" value="0" />
<string name="extra_text_deprecated" value="" />
<locstring name="extra_text" value="0" />
<locstring name="screen_name_short" value="0" />
<bool name="show_in_build_log" value="True" />
<bool name="show_entity_appearance" value="True" />
<locstring name="screen_name_world" value="0" />
<locstring name="help_text_world" value="0" />
<locstring name="extra_text_world" value="0" />
<enum name="map_rotation_type_override" value="no_override" />
<icon name="symbol_icon_name" value="" />
<enum name="occlusion_state" value="can_be_occluded" />
<enum name="decorator_visibility" value="default" />
<string name="decorator_marker_name" value="Marker_FX_UI" />
<bool name="skin_pack_override" value="False" />
<string name="skin_summer" value="" />
<string name="skin_winter" value="" />
</template_reference>
<template_reference name="exts" value="ebpextensions\attention_ext">
<bool name="should_face_target" value="True" />
</template_reference>
<template_reference name="exts" value="ebpextensions\casualty_ext">
<float name="maximum_death_time" value="40" />
<float name="minimum_death_time" value="30" />
<bool name="permanent_casualty" value="False" />
<string name="splat_filename" value="NM_Stains\wounded" />
<float name="splat_radius" value="2" />
<float name="splat_seconds_after_death_or_rescue" value="60" />
<float name="wounded_ui_time_limit" value="0" />
<list name="casualty_modifiers">
<template_reference name="modifier" value="modifiers\sight_radius_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.5" />
<instance_reference name="tooltip" value="modifier_tooltip\sight_radius_modifier" />
</template_reference>
</list>
<list name="on_rescue_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\combat_ext">
<bool name="reject_attack_command" value="False" />
<list name="hardpoints">
<group name="hardpoint">
<float name="parent_hardpoint" value="-1" />
<list name="weapon_table">
<group name="weapon">
<group name="heading">
<float name="x" value="0" />
<float name="y" value="0" />
<float name="z" value="1" />
</group>
<float name="length" value="0" />
<group name="origin">
<float name="x" value="0" />
<float name="y" value="1.5" />
<float name="z" value="0" />
</group>
<enum name="type" value="default" />
<instance_reference name="weapon" value="weapon\axis\small_arms\machine_gun\sub_machine_gun\panzer_grenadier_mp44_smg_mp" />
</group>
</list>
<bool name="receives_attack_commands" value="False" />
</group>
</list>
<int name="sight_hardpoint" value="-1" />
<list name="kill_actions">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\cover_ext">
<group name="tp_defcover">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_defcover_narrow">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_garrison_cover">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_garrison_halftrack">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_heavy">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0.5" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Heavy_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741847" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741848" />
</template_reference>
</list>
<uniqueid name="id" value="1073741849" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</group>
<group name="tp_light">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0.4" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Light_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741850" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741851" />
</template_reference>
</list>
<uniqueid name="id" value="1073741852" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
</group>
<group name="tp_negative">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.3" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741853" />
</template_reference>
</list>
</group>
<group name="tp_open">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741854" />
</template_reference>
</list>
</group>
<group name="tp_smoke">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741855" />
</template_reference>
</list>
</group>
<group name="tp_trench">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_water">
<group name="posture">
<bool name="prevent_prone" value="True" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073741856" />
</template_reference>
</list>
</group>
<group name="tp_z_bunker">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_z_emplacement">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
<list name="actions">
</list>
</group>
<group name="tp_z_ice">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_z_snow">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1" />
</group>
<group name="tp_zz_deep_snow">
<list name="actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741857" />
</template_reference>
</list>
<uniqueid name="id" value="1073741858" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="0.45" />
</group>
<group name="tp_zz_mud">
<list name="actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_entity_upgrade">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="False" />
<instance_reference name="upgrade_name" value="upgrade\german\commander\ability\can_camouflage" />
<bool name="include_queued" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\upgrade_add">
<bool name="apply_to_entities_in_squad" value="False" />
<bool name="trigger_publish_event" value="False" />
<instance_reference name="upgrade" value="upgrade\german\commander\ability\can_camouflage" />
<uniqueid name="id" value="1073741859" />
</template_reference>
</list>
<uniqueid name="id" value="1073741860" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="0.7" />
<enum name="override_path_weight" value="" />
</group>
<group name="tp_zz_team_weapon_heavy">
<list name="actions">
</list>
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="-0.5" />
<float name="speed_multiplier" value="1" />
</group>
</template_reference>
<template_reference name="exts" value="ebpextensions\modifier_apply_ext">
<list name="modifiers">
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\moving_ext">
<float name="acceleration" value="-1" />
<float name="deceleration" value="-1" />
<float name="high_path_look_ahead_max_dist" value="15" />
<bool name="orient_to_terrain" value="False" />
<instance_reference name="pass_type" value="pass_types\land_only" />
<float name="rotation_rate" value="150" />
<float name="rotation_rate_crouch" value="870" />
<float name="rotation_rate_prone" value="225" />
<float name="rotation_rate_stand" value="870" />
<bool name="smooth_path" value="True" />
<float name="speed_max" value="3" />
<instance_reference name="turn_plan" value="turn_plan\human" />
<float name="on_ice_accel_decel_multiplier" value="0.3" />
<float name="on_land_overturn_scale" value="0" />
<float name="on_ice_overturn_scale" value="1.3" />
</template_reference>
<template_reference name="exts" value="ebpextensions\posture_ext">
<instance_reference name="posture_group" value="posture\default_posture_group" />
</template_reference>
<template_reference name="exts" value="ebpextensions\crushee_ext">
<list name="on_crushed_actions">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="1" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\change_move_data_action">
<float name="acceleration_multiplier" value="0.3" />
<float name="deceleration_multiplier" value="0.3" />
<float name="pathfinding_size_x" value="0" />
<float name="pathfinding_size_y" value="0" />
<uniqueid name="id" value="1073741861" />
</template_reference>
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="1" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\speed_maximum_modifier">
<enum name="application_type" value="apply_to_entity" />
<bool name="exclusive" value="False" />
<string name="modifier_id" value="" />
<string name="target_type_name" value="" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="0.3" />
<instance_reference name="tooltip" value="modifier_tooltip\speed_maximum_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741862" />
</template_reference>
</list>
<uniqueid name="id" value="1073741863" />
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\camouflage_ext">
<float name="attack_priority" value="5" />
<enum name="camouflage_type" value="tp_global" />
<bool name="chain_revealer" value="False" />
<float name="detection_radius" value="4" />
<bool name="must_be_fully_constructed" value="False" />
<bool name="permanently_activated" value="False" />
<float name="combat_reset_time" value="5" />
<float name="first_strike_shots" value="1" />
<float name="revert_max" value="25" />
<float name="revert_multiplier" value="2" />
<float name="revert_time" value="1.5" />
<float name="revert_time_on_detection" value="1" />
<list name="camouflage_actions">
</list>
<list name="first_strike_actions">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="5" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\change_target_action">
<list name="actions">
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="True" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_not">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_in_state">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="garrisoned" value="False" />
<bool name="healed" value="False" />
<float name="in_combat_since" value="10" />
<bool name="injured" value="False" />
<bool name="leader" value="False" />
<bool name="not_moving" value="False" />
<bool name="not_retreating" value="False" />
<bool name="pinned" value="False" />
<bool name="suppressed" value="False" />
<bool name="camouflaged" value="False" />
</template_reference>
</list>
</template_reference>
<template_reference name="required" value="requirements\required_in_state">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="garrisoned" value="False" />
<bool name="healed" value="False" />
<float name="in_combat_since" value="-1" />
<bool name="injured" value="False" />
<bool name="leader" value="False" />
<bool name="not_moving" value="True" />
<bool name="not_retreating" value="False" />
<bool name="pinned" value="False" />
<bool name="suppressed" value="False" />
<bool name="camouflaged" value="False" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="5" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\animator_set_state">
<bool name="apply_to_leader_only" value="True" />
<string name="do_action_state_name" value="on" />
<bool name="retrigger" value="False" />
<string name="state_machine_name" value="ability_attack_buff_state" />
<string name="undo_action_state_name" value="off" />
<uniqueid name="id" value="1073741864" />
</template_reference>
<template_reference name="action" value="action\requirement_action">
<bool name="check_self" value="False" />
<bool name="global_fire_and_forget_on_success" value="False" />
<bool name="instant_requirement_check" value="False" />
<bool name="kill_action_on_failed_requirements" value="False" />
<bool name="no_retrigger" value="False" />
<bool name="validate_all_sub_actions" value="True" />
<list name="requirement_table">
<template_reference name="required" value="requirements\required_slot_item">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="0" />
<bool name="check_item_on_entity" value="False" />
<bool name="display_requirement" value="True" />
<float name="max_owned" value="0" />
<float name="min_owned" value="0" />
<instance_reference name="slot_item" value="slot_item\german\ambush_camo_portrait_icon_item" />
</template_reference>
</list>
<list name="action_table">
<template_reference name="action" value="action\timed_action">
<float name="duration" value="5" />
<bool name="fire_and_forget" value="True" />
<list name="subactions">
<template_reference name="action" value="action\slot_item_add">
<instance_reference name="slot_item" value="slot_item\german\ambush_camo_portrait_icon_item" />
<bool name="permanent" value="False" />
<uniqueid name="id" value="1073741865" />
</template_reference>
</list>
<uniqueid name="id" value="1073741866" />
</template_reference>
</list>
<uniqueid name="id" value="1073741867" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
<template_reference name="action" value="action\apply_modifiers_action">
<float name="duration" value="5" />
<bool name="permanent" value="False" />
<list name="modifiers">
<template_reference name="modifier" value="modifiers\accuracy_weapon_modifier">
<enum name="application_type" value="apply_to_weapon" />
<bool name="exclusive" value="True" />
<string name="modifier_id" value="first_strike_ambush" />
<string name="target_type_name" value="hardpoint_01" />
<enum name="usage_type" value="multiplication" />
<float name="value" value="1.5" />
<instance_reference name="tooltip" value="modifier_tooltip\accuracy_weapon_modifier" />
</template_reference>
</list>
<uniqueid name="id" value="1073741868" />
</template_reference>
</list>
<uniqueid name="id" value="1073741869" />
</template_reference>
</list>
<uniqueid name="id" value="1073741870" />
<bool name="fire_and_forget_non_global" value="False" />
<template_reference name="ui_help_text" value="tables\help_text_phrase">
<int name="phrase_order" value="0" />
<locstring name="phrase" value="0" />
</template_reference>
</template_reference>
</list>
<enum name="change_target_type" value="squad" />
<uniqueid name="id" value="1073741871" />
</template_reference>
</list>
<uniqueid name="id" value="1073741872" />
</template_reference>
</list>
</template_reference>
<template_reference name="exts" value="ebpextensions\team_weapon_user_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\holdable_ext">
<enum name="holdable" value="hold_infantry" />
</template_reference>
<template_reference name="exts" value="ebpextensions\cold_system_ext">
</template_reference>
<template_reference name="exts" value="ebpextensions\upgrade_ext">
<bool name="must_be_in_supply" value="False" />
<float name="number_of_standard_slots" value="0" />
<list name="standard_upgrades">
</list>
</template_reference>
</list>
<uniqueid name="pbgid" value="1534" />
</instance>
I deleted the extra infantry anti tank weapon, and why do have "change_target_action" and "change_target_type: entities"?
Yes why? If not have it, Units automatically attack all enemies, It didn't work.
Add "change_target_action" and "change_target_type: entities"? Slot holder can't auto attack infantry, It work.
Why? Maybe it needs to be assigned to entities.
M9 bazooak slot item can slot m9_bazooak_mp and m9_bazooak_paratrooper_mp in the game.
If I make you angry, I apologize.
I like this game, I hope everyone will have fun.
If you are willing to, You can try again and see my sample.