SS are relative to the topic because they have a huge impact on Ost being able to get that first shot to demonstrate the "terrible accuracy" as OP believes. Every time you can't refute a point you cry that things have gone off topic, because you are unbelievably stupid.
His next move will be saying that you are going for him personally (event this post of me can also be quoted as a personal comment). Just save your time, this thread is meaningless anyway.
I was cloning the sandbag to give it to a number of squad, mod built normally but when i built the sand bag in game, i have this error. How can i fix it ?
The same issue happen when i give tank trap to sapper.
Bofor is OP ?. Right, until you know how to deal with it.
For example, Player C3 Tooth had spend thousands of match in COH2 but still dont know how to counter sim city properly.
Until me tell him to use flame barrage from ISG.
that picture of him spamming 5 stumpio with flamer is pain to watch.
What can we actually create with this if we go all the way? I tried to find out and made an SdKfz 234/1 for CoH2. Here's how.
Note: We are using the team weapon attach method. Read the guide in this thread for further information. Some of the images here might be too small to read on your screen. Just copy the image link and go to the source.
1. We'll be using a custom skin pack to hide parts of the Puma and 222 to combine them into the new vehicle. Hiding parts requires alpha layers. Shoot me a DM if you want to use my textures and alpha layers and I'll share them with you. Shout out to Starbuck for tips, tricks and layer mask textures to make these.
2. Once your skin pack is set up, we create custom abp's. Clone the 222's abp and name it something like "sdfkz_234.abp". This is necessary to adjust the offset values, so that the turret appears at the right place in game. Copy this into the new file:
Now, clone the abp of the Puma and give it a custom name too, mine is called "puma_sdkfz_2341.abp". As for the 222, the Puma's offset values need to be adjusted. It should look like this:
3. In the AE, create 3 new entities. I cloned the 222 and cleaned up all the upgrades, abilities and such that we don't want.
3A: The hull. This one uses the new puma abp.
Apply our new skin in the UI extension
give it 1 HP and make in invincible
It has no weapons
Make sure it is both a team weapon and team weapon user
Here are the important extensions and animator states:
3B: The turret during driving. This is a non-functional 222 turret that we show when the vehicle is moving as the one that will be firing would "wobble" too much on the move.
Apply our new skin in the UI extension
give it 1 HP and make in invincible
It has no weapons
Make sure it is both a team weapon and team weapon user
Add an obscure unit type to it's list of types. I chose "urban_assault_pg". This is for a later step.
Here are the other important extensions and animator states:
3C: The actual turret. To avoid the desync of turret and hull, we can only allow this vehicle to fire when static. This is a trade off for better visuals, but it really works well in game when properly set up. This entity is our "real" team weapon, with all the combat hardpoints and roles copied from an at gun in the team weapon ext. It has actual health and armor and upon death, I added a target that finds and kills all 222 types nearby (the hull and fake turret have the 222 unit type). Note that we have to add the real Puma abp in the "alternate_sua" so the vehicle has physics ingame.
4. The hardpoints are crucial. As in the guide earlier, Harpoint 01 needs to be a dummy weapon with an unused parent hardpoint to stop the hull and fake turret from moving around with the main gun. Harpoint 02 will hold the main gun, while Hardpoint 03, with 02 as parent, will be the coaxial. Here is the dummy weapon, a clone from the existing machinegun dummy: and here the main gun Pay attention to behaviour elements such as attack ground permissions and non_moving_setup. Also remember to add a short wind up and setup to the main gun for functionality with good visuals.
5. Create a squad with a team weapon extension and assign the three entities in this order:
6. To make our real turret replace the fake one seamlessly, we need an always_on ability and add it to the real turret entity. This ability will wait for the vehicle to move and then hide the real turret and show the stable fake turret. When static, the real turret is revealed. This uses a target function to hide the fake turret. The function is looking for a specific unit type: the obscure one we set on the fake turret earlier (urban_assault_pg). These are the two start_self_action entries:
7. Clean up UI stuff (new icons, portraits, symbols, text) and enjoy your new vehicle. Note that the UI now considers the vehicle a team weapon and will show it in the infantry row in the top right of the screen. It will also have a "2" for crew members shown. This can't be fixed afaik.
There is a lot of details to pay attention to with these methods, so it's entirely possible I missed something. Just let me know if you have questions. Thanks again @Sie_Sayoka for discovering all of this and providing so much guidance.
the process is too advance, but result is outstanding. Im looking forward for more, like, a Black Prince is now do-able, right ?
is the officer model from British can be set up with this, i made british paratrooper squad with those model but they just come from building instead of actually parachuting.
This state seems to be exclusive for this model so far. I looked into the 17pdr case, but the helmet is still visible there, just misaligned. Therefor it cannot be removed in other cases.
There is a way to remove backpacks though, I remember this was asked a while back somewhere.