The title says it all. I have this "new" vehicle and made a custom vehicle crew for it. I'm just wondering how I change the starting crew. Any help is appreciated.
Which vehicle are you using as a base? If its .abp does not reference the M2HB gunner, you will not be able to get it to work. However, if it does, make sure to add the animator to the crew_ext like other similar vehicles. |
Unfortunately, there is no other way. |
Thread: UI Grid25 Mar 2015, 20:30 PM
No problem! Glad to be of help. |
We used to have 100 as the range for all cannons, but in light of dealing with screen dimensions (as you point out) have decided to keep things roughly equivalent to default ranges. There will be some differences, of course, probably resulting in slightly longer ranges. But, things will be fairly consistent based on caliber. |
Thread: UI Grid25 Mar 2015, 20:19 PM
spawner_ext of the building entity (ebp), add spawn_item to the list, set ui_position according to row, col (11 = row 1, col 1).
The nice thing about CoH2 is that if you give all the spawn_items the same ui_position, it places them automatically in the next available slot, so technically you don't have to give each one a specific spot unless you want them organized a certain way. |
So basically, it's the implementation of World Of Tank realistic armor mechanics, and a lot of historically accurate stuff. Freakin' awesome.
World of Tanks is no where near realistic, but we are definitely going for realism and historical accuracy. |
After building your mod, you can either give your friends the .sga file or publish it on Steam Workshop (from in-game). If you publish it on Steam Workshop, they can subscribe to it (or join your game and automatically download it). |
Only change I don't like that I saw on front page is that infantry will auto-use their AT abilities, this will make LOS-flanking with M3A1s vs Grens worthless.
Everything else looks cool.
Unlike CoH2, our AT ability weapons, such as the Panzerfaust, will not be 100% accurate. |
The vehicle entity (ebp) has a recrewable_ext, you can specify the driver_squad_blueprint there.
The crew squad (sbp) has a can_recrew_abandoned_option in squad_combat_behaviour_ext. Select "is_mobile_driver_option" and then add your (or the existing) ability for bailing out. |
hey guys
I am very impressed with your work, it's amazing !
I am currently in the process of making a realistic mod. I didn't think that a team had embarked on the adventure.
Your fight system for tanks is amazing I didn't know you could do that!
I adjusted my side tanks speeds and speed turrets, do you make that too?
I also have a little gift for you , I don't know if you know this site but it is very useful : http://www.panzerworld.com/vehicles = > very good base given for vehicles and German arms
and notably a small useful tools : http://www.panzerworld.com/relative-armor-calculator
it is a Relative Armor Calculator
good luck for your work ! and sorry for my bad english
Thanks! There is a realism mod that has been released, called Battleground: Europe, by a friend of ours.
We have historically accurate turret traverse rates.
Thank you for the links. We mostly refer to the book WWII Ballistics as our source, and calculate Effective Resistance based on a number of factors. We have our own calculator, actually:
http://fortresseuropemod.com/calculator
Feel free to use it. |