animator_set_state is what causes the animation to play. do_action_state_name set to active will turn them on, inactive will turn them off. |
There is an Archive Viewer built into the Mod Tools, no need for a 3rd party tool. |
Progress has been somewhat slower lately. However, I have been picking away at the SCAR side of things.
One of the challenges we have faced is designing a GUI that covers every aspect of building a battlegroup. We have had a few different prototypes so far, such as the one we showed off last summer. While we have been fairly happy with them, we ran into cases where we needed additional functionality or room.
We are currently iterating over an updated design that, so far, checks everything on our list. Once we finalize and fully implement the design, we should have just a few more milestones to hit for a release candidate. |
The entire file path is counted towards that character limit, so if you have a really long file name buried deep in a lot of subfolders... |
Here is a list of functions:
http://fortresseuropemod.com/scardoc/frameset.htm
Other than those functions, SCAR is just an extension of Lua, so any Lua tutorial should help. |
There is a list. Use the Archive Viewer to open Data.sga and navigate to game\speechtuning.lua. |
CoH1 was open to modding from day one, whereas CoH2 was closed off on day one. |
That is a difficult question to answer. My advice would be to give it a try, experiment with the Attribute Editor, and see how much you understand. Also, read or watch various tutorials the community has created. |
Check requirements in the ebps, make sure the team_weapon_ext supports the faction you are adding it to, etc. Study other team weapons to see how they are set up. |
You need to give more information. Which PaK 43 did you copy? Did you make any changes to the ebp, or did you just add it to the squad_engineer_ext? Some entities (ebps) have specific requirements, crews, team_weapon_exts, etc. |