But a Sherman jumbo would be perfect.
Most were made from scavenged armour plates from tank wrecks, could give vehicle crews an 'applique armour' ability for the Sherman that works like the UKF war speed construction (but a perm upgrade). Then only make it available if the Sherman is close to a vehicle wreck and the wreck is consumed when you do it. (Or if it's hard to code, give USF vehicle crews the scavenge ability which once performed unlocks one charge of the applique armour ability) Or just a call-in like the KT.
Would give the Sherman KT-level front armour and nerf mobility into the ground. Job done.
Whilst I don't necessarily disagree with adding the Jumbo in some form, the issue is that it would require a new model. From what I understand Relic are running a skeleton crew on supporting this game and are highly unlikely to do any new modelling or animation work for the game. |
@Applejack - it's cavalry, not Calvary. That's the hill Christ died on.
Interesting points however; the E8 certainly used to have 0.85 moving accuracy and so this must have been nerfed at some point. It also sounds like AoE has been reduced, with the E8 being forced into a dedicated AT role similar to a Panther. It always used to be a more generalist tank and was effective against most units.
I'm not in favour of the Pershing being made non-doctrinal though, and there isn't really historical justification for it (should you believe that matters). |
I've generally had decent success with modding AI abilities, and I now have them using most of the stuff I've added or what was missing in vanilla.
However, I'm keen to know the following:
1) What is the AI syntax for commander abilities which target strategic nodes? (e.g. Airborne Assault, or my own Registered Artillery ability)
2) What is the AI syntax for timed commander abilities? (e.g. For the Fatherland, Valiant Assault)
3) What's the best way to get the AI to use static artillery barrages? (e.g. leFH 18, ML-20)
I've got various off-map abilities working, and I've got the AI firing barrages from mobile artillery (e.g. Land Mattress), but I'm not sure if I have the howitzer barrages set up correctly.
Oh, and 4) the AI will randomly use call-in abilities (even new custom ones) without them having to be assigned to an AI file anywhere; this is fine, but how/where are these calculated? For example, even though the AVRE has AI files for its petard shot I don't think I've ever actually seen the AI call in an AVRE. |
That is certainly possible, worth trying. Most structures have their animations tight to the build variable, however these trucks animate for a fixed time.
Well, rather embarrassingly that seems to have been the issue all along. Once I set the truck build time back to 45s it seems to have done the trick - I guess my 90s build time just broke the animation. |
I was just watching the building animation and the two guys do set up the truck and then get on the gun... but then they're stood through the truck.
Do you think it has anything to do with the build time for the truck? My truck takers longer to setup than the actual build animation, so could that be it? |
I recognize this bug, it appeared randomly in my mod. To fix it, I added a requirement action in the action_apply with a required_constructionstate (do_construction_completion_check = true).
There are 3 actions:
2x apply_crew_action to add attach_gunner_basebuilding_02_left and attach_gunner_basebuilding_02_right.
And an animator_set_variable to set the variable 'build' to 1.
The cause was not clear to me, but somehow these settings were not set correctly in my case. Hopefully it works for you as well.
I appreciate the response, but this didn't work. Now no one appears on the guns.
What about add_crew_action? And does that mean gunner_left and gunner_right aren't needed? |
I'd like to make it so that anti-tank guns and Raketenwerfer are less effective against slit trenches and UK emplacements; is it possible to do this in their EBPS or do I have to edit every weapon separately?
I'm basically wanting a received accuracy or damage modifier that can be applied to buildings and filters particular weapon or damage types. |
I created an OkW Beutepanzer call-in years ago that calls in a customised T-34 or Sherman with random vet; is it possible to make them both spawn with OkW vehicle markings (with the balkenkreuz on), such as a state_name or on_action? There is something in mod tools that adds 'Axis' markers but I've no idea if that's relevant to what I want. I remember it being used for a particular unit but I think it was a default OkW unit so I'm not sure what it did. |
Also, if I may, just a shout out to SneakEye for being so helpful throughout this thread and many others. I'm a pretty old hand at modding Relic games but I've certainly learnt a lot from you (and indeed eliw00d) and I just wanted to say thank you for all the effort you've put into answering queries and writing modding guides. |
It's an old mod I've updated but everything seems to be working alright, it's just this weird anim glitch on the Panzer HQ I can't figure out. I assume it's to do with the fact that at some point in vanilla the gun was made a separate entity that requires an upgrade to activate.
Looking at the Panzer Authorization upgrade it seems to activate the passive building_2 upgrade, but this is already done in the on_construction_action for the building, so I don't see why it's necessary. I tried a one second delay and added the upgrade then, but no dice.
It's not a big deal, it's just a visual annoyance, and I don't know why it doesn't work but I'm also not bothered enough by it to start messing around deleting/re-doing the structure and potentially messing up other stuff. I'd hoped there was an easier explanation. |