Sooo... Turns out the grenade wasn't exploding because the AE data of the mod was too old. Bringing the relevant data from a new fresh mod with up-to-date AE data fixed the grenade not exploding on impact... but not the silent part !
Maybe I didn't bring the sounds part of the data but I can't imagine it somehow being different. I don't think relic ever updated sounds during CoH2 lifecycle ?
While this issue is a lot less pressing, it's still bugging me so if anyone has an idea, I'm all ears ! |
Greetings everyone, long time no see.
So here is the thing : I made a version of the Grenadier's Rifle grenade where every Grenadier model fire instead of just one. It works just fine, except for two thing : the launch is silent and the grenades refuse to explode on impact.
I only cloned the vanilla ability and switch the squad_caster.ext from one_entity to all_entities. Even the normal Rifle grenade refused to explode and shoot silently so I cloned eveything related I could think off : the weapon, the slot_item and even the projectile. It did fix the explosion on the regular one but not on the multiple one.
This seemingly simple ability is driving me mad. Any idea would be much appreciated. |
Thanks again, I think I got it. The hint was that the ability itself was on the sbps and not the ebps like the Panzerwerfer, or so I guess. I always found it weird. Good to know ! |
Alright, so I managed to fix it on my own. For some reason, the parent_weapon was firing at the same time so enabling disable_parent_weapon in the artillery_barrage action fixed it. |
You, my good sir, are a wizard ! It's working now ! Thanks you very much !
It really was the parent_hardpoint that was messing up everything. The rest was already set up as you recommanded.
For future reference, could you tell me why the parent_hardpoint work without problem with the Panzerwerfer but not with the Walking Stuka ? I'm very happy my problem was resolved but still confused. |
First thing first, thank you for your help !
Yes, the hardpoint was the first thing that came to mind but it is correctly set to 4 for the napalm barrage (and 5 for the counter-barrage, I added a fifth weapon for it). While disabling parent hardpoint did the trick for my Panzerwerfer issue mentioned in a previous post, it didn't for the Walking stuka.
As for the behavour.ext, as the ability itself was a direct clone of the vanilla Napalm, behaviour should be the same. And so should be the maximum and minimum range as well. But by all mean do tell what kind of anomaly should I look for into this extension. |
Greetings.
As the title suggest, I'm trying to create a counter-barrage ability for the Walking Stuka. I cloned his creeping barrage and transformed it into a regular one taking inspiration from the napalm barrage, cloned the Panzerwerfer counter-barrage ability and adapted it to the walking Stuka. On testing, he does react to enemy artillery attack and respond accordingly, everything work, wonderfull !
There is just one slight issue : despite the animation playing, no rockets are fired.
I did reduce the rocket count of the barrage from 6 to 3, but that doesn't seems to be the problem here as the animation is "firing" three rockets accordingly.
On a side note, said napalm ability seems broken too (no UI range/targeting information, "too close" at any range), despite being vanilla... could the problem be with the mod tool itself ? The mod I'm working on predate the last update of the mod tool so maybe ? I don't know, thus why I'm asking.
Any hint or pointer would be very much appreciated. Thanks you in advance. |
Hi everyone !
So here is the thing : I'm tweaking around every bit of counter-barrage option, which include the one the Panzerwerfer have (well, used to). I decreased the fire-rate and rockets count, increase accuracy, things like that.
But here the problems starts : after the first counter barrage that work perfectly, the subsequent ones are totally out of wack ! It not only fire the slower, 5 rockets barrage as it's supposed to, but seems to also fire a regular barrage at the same time.
Nothing I tried changed anything, it still stubornly fire two barrage at the same time. At this point, I have no idea where to even look for.
I remembered something similar in CoH1, where a modded Nebelwerfer would fire barrage of 5 rockets instead of 6 vanilla end up firing only one rocket on the second barrage before reloading and firing the rest of the barrage later, thus why I picked 5 as the rockets count but to no avail.
Any pointer would be appreciated, thanks in advance ! |
A replay of a crushing defeat with the mod Horde Defense Mod for helping his creator to improve it even more. |