Unfortunately, no. The best you can do is make your own version and link them with the commander.
Thanks!
Damn, I hope they'll update the mod tools sooner or later, lots of stuff is missing. |
Because it's not in the AE. Raid section was added after the last update for mod tools.
Is there any workaround so I can somehow edit them? |
I can't find the aef raid section sbps in the attribute editor anywhere |
I don't know the specific cause of your problem perhaps some change between when mod tools was last updated and now. This can easily be tested.
1. Clone the assault_engineer_squad_mp in sbps and label everything under squad_requirement_ext>ui_name. This should let you know specifically what the issue is.
2. If the requirements for the ability are still blank clone the assault_engineer_dispatch in abilities category. Label the requirements as well.
Once you know what the problem is it should be fairly simple to fix it. Hopefully this points you in the right direction.
Option 2. worked, thanks! |
I'm using my custom mod that doesn't change anything about the Assault Engineers or the commander or commander abilities.
But for some reason, when I'm playing with the Armor Company commander, I can't dispatch Assault Engineers (his first ability)
it just says "Requires:" and there's nothing. I tried looking through my whole mod but I can't find the reason why I can't dispatch them. I can dispatch anything else with other commanders (like Rangers for example) but I can't dispatch the Assault Engineers.
When I test it on the vanilla game, all I need is the Armor Company commander, wait for a few seconds and I can dispatch them. When I test it with my mod, it always says "Requires:"
Any help please? |
Basically what I do for my personal mod is overriding skins for vehicles so they use the basic ones
in ui_ext I set skin_pack_override to True, and skin_summer to aef_default_summer, skin_winter to aef_default_winter
But it somehow doesn't work for M5A1 Stuart and M15A1 AA Half-track
It works for every other vehicle.
I tried to make sure that I have the correct ebps and sbps everywhere (correct ebp in the sbp, correct sbp in the building that makes the unit) and I don't know what might be the problem.
Any help, please? |
What I want to do is basically make german grenadiers use the volksgrenadier skin for summer, but the grenadier skin for winter.
Is this somehow possible? |
You'll have to take a look at the speech files, and look at the paths. Only voices from that faction can be used when you're playing as them. Example; you can only use the grenadier voice if you're playing as wehrmact, etc. Look for the 3 letter codes at the start of each voice, that'll tell you what to put in the speech codes in the squad_ui ext.
Yeah, that's what I'm doing so far (but thanks for the response)
I just wanted to know if it's somehow possible to use the original unit's voice in a different faction. |
When I add any unit from a different army, for example I add panzergrenadiers to the oberkommando (I make them spawnable in the oberkommando HQ) they have no voice.
I know you can do something with voice in squad_ui_ext but I don't really understand how it works for different factions.
How can I make them talk even if I use them as the oberkommando?
|
@Sn4rk Hi, lets me help you a bit:
a. Skins: all vehicles have a skin extension in his "ebps files". The vanilla elements mostly dont have defined his skin but you can manually redirect this skin using the "skin_summer" and "skin_winter" in the "ui_ext"
What do you need to do is to "set true" to "skin_pack_override" and define a skin. The skin could be a vanilla skin from the relic servers or one of your own ones created by a skin pack. All those skins use name to identify them, and you just need to point it correctly in your ebps to work correctly.
As an example:
Vanilla ones from relic servers:
british_0011_summer
british_0011_winter
Skins from one of our skin packs created for "Starbuck" on of the best skinners in the community:
4a167bb423654fd6be7a0d8c6b7f9f25_summer
4a167bb423654fd6be7a0d8c6b7f9f25_winter
b. Bulletins & Commanders
You have two options here, one is to use SCAR and remove them in your Win Condition Pack and other way is to locate in your tunning pack all those elements and block them manually. I did them both because in the early stage of Wikinger we dont use SCAR for those things.
Then how to do it:
1. Via Tunning pack: locate the bulleting bonus or Commander ability in vanilla elements, as examples:
Bulleting:
Categories/intel_bulletin and check his reward_upgrade
Upgrade reward:
attributes\upgrade\intel_bulletins\artillery\b4\scatter_b4
Clone the element identical (dont change anythying in it) and save/build. After that remove the elements in the "action" extension of your new one and save/build again. Now in your mod this vanilla element will exist but it will not perform any action or bonus. The player can pick the bulleting but nothing will happens.
Commander ability:
abilities\aef\modal_ability\commander_ability\artillery_155mm
With the commander ability you will need to hide the ability to avoid the player selection. Then basically when you are starting a game the player will pick a commander but you will hide his abilities and the player will be not able to use them. How do you do that:
Clone the ability identical and save/build. After that in the UI position set (-1). This way the ability will NOT appear for selection. Again save/build.
2. Via SCAR in your WCP:
permitted_categories = commander + intel_bulletin + skin_pack + vehicle_decal + fatality
Just remove the ones you dont want.
I hope it could help you
Regards
Olhausen
Thank you SO MUCH!
This is exactly what I was asking for, I tried it and was testing it for few days now and everything seems to work. |