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russian armor

WorldBuilder TotW#13: Abandoned Vehicles

27 Jul 2014, 03:38 AM
#2
avatar of Tyknapp

Posts: 16

With this new command, do I put it on top, or below of the Population cap command?

*Edit

Here is the bunch of coding I am using:

function OnInitID()
--Population cap override value
g_popCapOverRide = 500

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end

Cmd_CriticalHit(World_GetPlayerAt(1), EG_AMV, CRIT.VEHICLE_ABANDON, 0)
end

Scar_AddInit(OnInit)

-- [[ Markers ]]

-- [[ Squad Groups ]]

-- [[ Entity Groups ]]
EG_AMV = EGroup_CreateIfNotFound("EG_AMV")

end

Thanks for the link to this updated tutorial.
30 Aug 2014, 14:39 PM
#3
avatar of MadMartigan

Posts: 5

I don't know if this thread is still alive. I have a similar question to Tyknapp and am using the same exact script format. How can I get artillery, pak43s, etc. to get abandoned? Where would I put the script? I have gotten individual scripts to work by themselves but when I combine them with popcap, resource rate, etc. the artillery can't get picked up by the guys. Sometimes game crashes. It's frustrating.

Thanks very much and your threads have helped me with my world building SO much!
30 Aug 2014, 17:40 PM
#4
avatar of GuineaPrick

Posts: 1

These tutorials have saved me from alot of headache, thanks for that!

However, I'm still unable to understand the scripting of the .scar's at all.

I'm trying to use "howitzer_105mm_le_fh18_mp" on my current map project and I want it to be a purely visual addition to the map.
Infantry gets the mousecursor to capture the gun, but they aren't able to and I want to get rid of the cursor.
I've been trying my luck with creating an entity with all the howitzers in it and the "Entity_SetRecrewable" line set to false, but the timeflow just freezes as soon as the map loads ingame.

Should I use "EGroup_SetRecrewable" instead or am I just doing everything horribly wrong?

I really could use more tutoring with the scripting :lol:
4 Sep 2014, 19:31 PM
#5
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3394 | Subs: 8

Yes, you should use functions starting with EGroup_ for egroups.
3 Jan 2015, 00:16 AM
#6
avatar of jasperik

Posts: 8

hey i have a question, how do i add critical damege to abandoned vehicles.
getting them is one thing but it gives too big of an advantage if they are still working fine
26 Feb 2015, 14:23 PM
#7
avatar of simpelekees
Patrion 310

Posts: 154

I'm also curious about abandoned AT guns and Artillery.

- Is it even possible?
- Where did you find the abandon vehicle critical? A data search in all coh2 scar files doesn't give me any results.

25 Mar 2015, 06:14 AM
#8
avatar of jaysonv

Posts: 28

as simple as this is it does not work for me, I used 4 shermans dozers and 4 armorcars cant get into vehicles, booo!
25 Mar 2015, 06:24 AM
#9
avatar of jaysonv

Posts: 28

i tried it with id_scar as well as just .scar file doesnt work
25 Mar 2015, 06:27 AM
#10
avatar of jaysonv

Posts: 28

I did the same as Tyknapp above (looks like hes using id_scar file) and mine doesnt work
25 Mar 2015, 06:52 AM
#11
avatar of jaysonv

Posts: 28

as simple as this is its not working for me im using 4 shermans as group
6 Feb 2018, 17:12 PM
#12
avatar of Marsell

Posts: 4

Is it possible to use this "abandoned equipments" I mean is possible IN GAME , captured this units... for example if I would add "cannon" Can I capcured in game this abandoned unit??
6 Feb 2018, 17:38 PM
#13
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3394 | Subs: 8

Is it possible to use this "abandoned equipments" I mean is possible IN GAME , captured this units... for example if I would add "cannon" Can I capcured in game this abandoned unit??


I'm pretty sure you can find out by just trying! I'm not entirely sure if it works with team weapons.
6 Feb 2018, 17:53 PM
#14
avatar of Marsell

Posts: 4

I tried used entities, squads groups, many tipes of units from ebps and sbps from list ... your instruction and still i can to drive it this thing...
6 Feb 2018, 17:56 PM
#15
avatar of Marsell

Posts: 4

Units are still non-capcuratible (non captured) a can't used this abadon units ( for example artilery)
6 Feb 2018, 18:14 PM
#16
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3394 | Subs: 8

Units are still non-capcuratible (non captured) a can't used this abadon units ( for example artilery)


I quickly checked my CheatCommands Mod II code and it would seem that I never implemented abandoning entities. Unfortunately I can't be more of help right now.
6 Feb 2018, 19:08 PM
#17
avatar of Marsell

Posts: 4

Okej. no problem.. THX :)
30 Dec 2018, 17:02 PM
#18
avatar of kingfisher13

Posts: 2

Hey guys, this tutorial doesn't work, tanks are still uncapturable. I created an entity group containing 4 tigers, 2 avres, and 2 crocs, and set it up exactly as shown, saving the scar file after saving the map, then exporting. When tested, the tanks weren't capturable.

The other tutorial on this site doesn't work either...
14 Jun 2019, 15:07 PM
#19
avatar of Dasa

Posts: 2

I seem to have the same issue, I did exactly the steps in the tutorial and still vehicles are not capturable (I made only one for test). Is there essential information missing or does the tutorial need some updating?

-Dasa
14 Jun 2019, 15:27 PM
#20
avatar of Dasa

Posts: 2

Nvm, I got it to work, instead of creating a new scar file I pasted the code from the tutorial in the yourmapname_ID.scar file just after EG_entitygroupname = EGroup_CreateIfNotFound("EG_entitygroupname")

so, mine looks like this

function OnInitID()

-- [[ Markers ]]

-- [[ Squad Groups ]]

-- [[ Entity Groups ]]
EG_KV2 = EGroup_CreateIfNotFound("EG_KV2")

function OnInit()
Cmd_CriticalHit(World_GetPlayerAt(1), EG_KV2, CRIT.VEHICLE_ABANDON, 0)

end

Scar_AddInit(OnInit)

end

This was not mentioned in the tutorial.
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