snip
Okay, so according to artillery_203mm_b4.mua (Marker definition file), you're looking at the following sync names:
name = "crew1_sync",
name = "loader1_sync",
name = "loader2_sync",
name = "gunner2_sync",
name = "gunner1_sync", |
maybe 5 man crew ? sounds more unique
Even at 5 men, a target_size of 1 would still be preferable I think, it'd still be less survivable than a ZiS gun, for the weakest performing mainline AT gun in the game. |
Every AT Gun in the game's crew has a target_size (received accuracy) of 1 or smaller. Raketen is 0.85, Pak, Zis, and 6-pdr are all 1. However, the M1 57mm, which has a small crew size of four, has a target size of 1.25-- meaning an increased 25% received accuracy debuff.
Considering the M1 57mm is already the weakest mainline AT gun in the game, and has a small crew of 4 (as compared to the ZiS gun's 6), its target_size should be brought in-line with every other AT gun in the game. The weakest performing mainline AT gun shouldn't have to suffer an increased survivability debuff that none of the others do. |
While that might work with vehicle crews, it becomes a coding nightmare for all other factions capping the vehicles.
It would take a little bit of code, but I don't think it would be a nightmare. You'd run a target validation on the entity. If the entity has a 'currently decrewed' upgrade, and ownership is enemy (edit: or ally), performing the action on it to 'recrew' it would simply remove the # of crew members from the capturing squad, change ownership to Self and remove the 'currently decrewed' entity upgrade.
Hell, most of the code is already there in recrewing abandoned vehicles. All it would need is a validation check and a slightly different set of actions performed.
But agreed it's really not an issue. |
I honestly think it is a bug they simpley don't have a good way to fix.
There are easy ways to fix it, Relic just chooses not to implement it-- because AFAIK it is intended. All they'd have to do is make it so that when a crew dismounts a vehicle, rather than abandoning it like they do currently, it just makes the vehicle immobilized and unable to fire its weapon as it spawns the "stored" crew outside the vehicle. Then, the right-click "default" ability of the crew is to climb back in (with a requirement that the vehicle currently be "dismounted," triggered by the existence of an entity upgrade that says it's dismounted), whereby they're placed back in the vehicle. |
ANOTHER TIP: for max damage dont be afraid to move your calliopes in close because lmao fuck it they're tanks and it's worth tanking a shot or two for that delicious close-range spread.
EDIT ANOTHER TIP: Calliope rockets do like 20 damage on deflection so if an enemy tank is on low health shotgun blast it with rockets and you can kill them off |
Pretty sure it's an issue with your paths.
For Volksgrenadiers for example, the line...
"..\\..\\weapons\\smg_mp40\\smg_mp40",
Should be:
"..\\..\\..\\german\\weapons\\smg_mp40\\smg_mp40",
Because the "volksgrenadier" model currently resides in the west_german directory. Going two directories up and accessing weapons, wouldn't be accessing the Wehrmacht's directory for weapons, but the OKW's directory-- of which the MP40 and G43 don't exist. |
I mean drop out internet wise. I live in Australia and I regularly disconnect from games against my will. I have no choice in this. Why should I get punished because my ISP's are lazy shites?
Pretty easy ways to detect whether it's the case of someone quitting, or that their internet has dropped connection. However, this would probably just lead to people "pulling the plug" so to speak to emulate being disconnected from the game. Not really sure if enough people would go through that hassle though. |
Ideally, you'd design the units such that too much of any one unit would be a liability.
WELP |
I'd like to make the current Flame Hetzer a normal Hetzer tank destroyer. I think I know how to change the weapon to normal tank gun, but the model has a flame thing on the end of the barrel, is it possible to remove it?
Technically yes, you can remove it. Use an animator_set_action, with a duration of 0.2 and an action of fx_flamethrower_idle, as well as an animator_set_state of flamethrower_state with the state to apply of "reload".
However, your weapon won't have main gun animations, visual fx, or sounds if you attach any other weapon to it-- so there's not much of a point really. |