Commander units are spawned through abilities which have their own cost rather than using whatever the squad cost works up to.
The locations of the abilities are a bit of a mess, but you should be able to find all of them by checking these folders:
All factions (usf+okw+newer soviet/ostheer commanders): abilities\faction\modal_ability\dispatch(_ability)
Soviets (original commanders): abilities\soviet\timed_ability\throw_away_hack_ui (throw_away_hack being used for 2 years now )
Ostheer (original commanders): abilities\german\modal_ability\commander_ability\ & subfolder passive_ability
Profile of Cruzz
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Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
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Post History of Cruzz
Thread: Need help to mod commanders tanks fuelcosts10 Feb 2015, 14:12 PM
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Thread: Pack Howie and LeIG, no skill squadwipe9 Feb 2015, 08:10 AM
I have some suggestions for what unit you should claim is OP in your next topic: Anti-infantry Irregulars Partisans IR-HT SU-76 LEFH USF Mortar HT Their reign of terror must be stopped In: COH2 Balance |
Thread: Kappatch 2 8 Feb 2015, 10:47 AM
The old version shouldn't have an image showing while in the workshop menu ingame. If an imaged version is showing up twice then the workshop is bugging out. Still no updated mod tools. And I like how someone already posted a guide that actually does the PIV change properly by swapping out all the fx effects that are broken by the directory change while Relic just did a superlazy change ignoring everything that breaks. In: COH2 Gameplay |
Thread: Pathfinders - Population Cap Reached8 Feb 2015, 06:10 AM
Then go remove the requirements for the aef commander passive upgrades in the call-in ability (abilities\aef\modal_ability\dispatch_ability\). I had the same popcap reached thing when I tried adding some additional requirements to call-ins, the commander ability buttons don't apparently actually use the correct text for any requirements other than popcap, cp and cost. You have some sort of requirement (I can't tell what) that is not being fulfilled, so you just need to go through all related files and remove it. |
Thread: Abandon vehicle bug7 Feb 2015, 22:59 PM
But he isn't repairing the tank when the abandons happen, so it must be a bug, right ? It's a very common issue with the game, upgrades and slot items being added through abilities will often not get removed if the ability terminates prematurely. Ironically in this case the ability itself makes that premature termination through abandon extremely likely. You may have heard about making the Stuart Stun Shot permanent, pretty much exactly the same issue here. In: COH2 Bugs |
Thread: Pathfinders - Population Cap Reached7 Feb 2015, 22:19 PM
You most likely are not fulfilling the squad requirements found in the pathfinder sbps files. |
Thread: Abandon vehicle bug7 Feb 2015, 22:16 PM
Probably the self repair has the same mechanic as the sturm tiger reload process, unintended or intended. That is the question Oh it's most definitely intended, because they've added the sturmtiger abandon chance only given by sturmtiger reloading and this ability to every vehicle crit table so that the abandoning happens. Completely stupid of course, as the ability is weak even without any kind of drawback, nevermind something like this. In: COH2 Bugs |
Thread: Animator goes missing whenever I edit an entity7 Feb 2015, 12:02 PM
Okay so I got around it and just changed the model to OKW one, but how about "stubby" PzIV Commander? Is there a model for it? It is applied exactly the same as before, with the state machine changes that you can find in the ebps file for the PIV commander under action_apply. Several of them are applied to the commander, but the particular one for the stubby cannon will be the one with vehicle_variant state being set to F1 (F2 is long gun and default value). |
Thread: Animator goes missing whenever I edit an entity6 Feb 2015, 18:12 PM
Mod tools files have not been updated yet, they're still stuck in the last patch. The patch removed the old animation files for Ostheer, all variants of the PIV (PIV command tank, PIV, PIV F1 from singleplayer) have been moved over to the OKW model: entity_blueprint_ext: animator: armies\west_german\vehicles\panzer_iv_sdkfz_ausf_i\panzer_iv_sdkfz_ausf_i |
Thread: How I defeat blober #66 Feb 2015, 00:59 AM
Well I must say GG WP but the point is I play my first 2 KV8 so bad. I won't say gg wp, because it was neither, as usual. Same old shit, every time, without fail. I could go for the stale as hell ober Panther against it, but to be honest I'd rather just slit my wrists than play that. You should look for your next opponent in the mirror. Because there's one of those blobbers you so hate in it. And yet you are seemingly oblivious to the fact. Drama etc. But these whines are getting seriously old. In: Replays |
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