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COH2 Modding: Getting started with the official tools

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11 Jan 2021, 15:41 PM
#222
avatar of WolfHeinz

Posts: 9


The skin can be set in 'ebps' > "your tank file" > ui_ext.
set 'skin_pack_override' to True.
and set the right names in 'skin_summer' and 'skin_winter'.
The names can be found in the category 'inventory' > skin_pack > skin_name.


no no what I want is to change the squad units, excuse my bad English, I have seen in the wikinger mod that a unit uses a lieutenant along with a pathfinders that would make up the same team and I seek to achieve that example: Officer escorted by jagers.

in other words I want to change the units that make up the squad.

11 Jan 2021, 16:13 PM
#223
avatar of SneakEye
Senior Modmaker Badge

Posts: 789 | Subs: 5



no no what I want is to change the squad units, excuse my bad English, I have seen in the wikinger mod that a unit uses a lieutenant along with a pathfinders that would make up the same team and I seek to achieve that example: Officer escorted by jagers.

in other words I want to change the units that make up the squad.



Ah sorry. The squad in sbps has a loadout_ext which can contain different entities. For example take a look to: sbps\races\soviet\soldiers\soviet_officer_squad\commissar_commander_squad_mp
11 Jan 2021, 16:36 PM
#224
avatar of WolfHeinz

Posts: 9



Ah sorry. The squad in sbps has a loadout_ext which can contain different entities. For example take a look to: sbps\races\soviet\soldiers\soviet_officer_squad\commissar_commander_squad_mp


THANKS THANKS !!!!!!!!!!!!!!!! One last doubt about the lieutenant does not have an animation of Colt 1911? Is that he is invisible to me.
11 Jan 2021, 16:41 PM
#225
avatar of SneakEye
Senior Modmaker Badge

Posts: 789 | Subs: 5



THANKS THANKS !!!!!!!!!!!!!!!! One last doubt about the lieutenant does not have an animation of Colt 1911? Is that he is invisible to me.

You're welcome :)

Each model has a small set of weapons which it can display by default. You have to edit the .abp of the model and add your preferred weapon. Tutorial: https://www.youtube.com/watch?v=z_ZrH0gUcr0
12 Jan 2021, 00:29 AM
#226
avatar of WolfHeinz

Posts: 9


You're welcome :)

Each model has a small set of weapons which it can display by default. You have to edit the .abp of the model and add your preferred weapon. Tutorial: https://www.youtube.com/watch?v=z_ZrH0gUcr0


Well well ..... something interesting happened to me. I don't know if I'm missing something else or what, but I tried to place the 1911 on the German official and when I loaded the game a square appears to replace the official :rofl:.

file address: Mods proyect\ww2\data\art\armies\west_german\soldiers\brigadefuhrer

abp txt:

model =
{
"..\\..\\..\\Common\\NewMotionTree.abp",
"..\\..\\..\\weapons\\pistol_m1911_45\\pistol_m1911_45"
"..\\..\\weapons\\smg_mp44_default\\smg_mp44_default",

-- Main Mesh
"brigadefuhrer",
}


you can really fit the colt 1911 and if i'm missing something.

12 Jan 2021, 17:46 PM
#227
avatar of SneakEye
Senior Modmaker Badge

Posts: 789 | Subs: 5

Well well ..... something interesting happened to me. I don't know if I'm missing something else or what, but I tried to place the 1911 on the German official and when I loaded the game a square appears to replace the official :rofl:.

I see two things, first you missed a comma at the end of the pistol weapon line.
Second, the reference is incorrect. The file you are referring to is located in armies\aef\weapons\pistol_m1911_45\, but your .abp is located in armies\west_german\infantry\brigadefuhrer\. Therefor you need to adjust the link to:

"..\\..\\..\\aef\\weapons\\pistol_m1911_45\\pistol_m1911_45",
15 Jan 2021, 05:08 AM
#228
avatar of WolfHeinz

Posts: 9


thanks for all the help dear.
15 Jan 2021, 22:46 PM
#229
avatar of WolfHeinz

Posts: 9


I see two things, first you missed a comma at the end of the pistol weapon line.
Second, the reference is incorrect. The file you are referring to is located in armies\aef\weapons\pistol_m1911_45\, but your .abp is located in armies\west_german\infantry\brigadefuhrer\. Therefor you need to adjust the link to:

"..\\..\\..\\aef\\weapons\\pistol_m1911_45\\pistol_m1911_45",


Help :c, I need to place the garand scoope but it still keeps throwing error the address is this, I still can't solve the problem. I don't know what I'm missing. I have created a complete unit when changing a weapon. I don't get what I'm missing?

link abp: Mods proyect\ww2\data\art\armies\britnish\soldiers\sniper

combat.ext WEapon: pathfinder_garand_scope_mp


archive:
{
"..\\..\\..\\common\\NewMotionTree.abp",
--"..\\..\\..\\common\\engineer.abp",

-- Weapons in Use
"..\\..\\aef\\weapons\\rifle_m1_garand_scope\\rifle_m1_garand_scope",

-- Common AEF Gear
--"..\\..\\..\\aef\\aefcommongear.abp",
--"..\\..\\..\\aef\\weapons\\m3_grease_gun\\m3_grease_gun",
"..\\..\\aef\\weapons\\rifle_m1_garand_scope\\rifle_m1_garand_scope",
--"..\\..\\weapons\\rifle_lee_enfield\\rifle_lee_enfield",

-- Main Mesh
"sniper",
}
16 Jan 2021, 08:53 AM
#230
avatar of SneakEye
Senior Modmaker Badge

Posts: 789 | Subs: 5

Help :c, I need to place the garand scoope but it still keeps throwing error the address is this, I still can't solve the problem. I don't know what I'm missing. I have created a complete unit when changing a weapon. I don't get what I'm missing?

The link to the rifle_m1_garand_scope should be:

"..\\..\\..\\aef\\weapons\\rifle_m1_garand_scope\\rifle_m1_garand_scope",

It is linked twice in your .abp, I am not sure if that causes issues. Best to avoid it.
16 Jan 2021, 18:52 PM
#231
avatar of WolfHeinz

Posts: 9


The link to the rifle_m1_garand_scope should be:

"..\\..\\..\\aef\\weapons\\rifle_m1_garand_scope\\rifle_m1_garand_scope",

It is linked twice in your .abp, I am not sure if that causes issues. Best to avoid it.


WELL WELL...... open inglish.com XD, I already found out I put britnish instead of british.





18 Jan 2021, 14:49 PM
#232
avatar of WolfHeinz

Posts: 9


The link to the rifle_m1_garand_scope should be:

"..\\..\\..\\aef\\weapons\\rifle_m1_garand_scope\\rifle_m1_garand_scope",

It is linked twice in your .abp, I am not sure if that causes issues. Best to avoid it.


hi another question that arose to me is how to limit the amount of one type of squad, example the tiger ace is limited to a maximum and the explosive charge that ania carries in the multiplayer, what is it called?
22 Jan 2021, 01:22 AM
#233
avatar of TheMachine
Senior Caster Badge

Posts: 874 | Subs: 6

-Edit. I see my question was already answered.
24 Jan 2021, 16:52 PM
#234
avatar of NorthWeapon
Donator 11

Posts: 593

Adobe took down Flex downloads. Apache took over Flex. Has anyone got Apache Flex working instead of Adobe Flex?

Anyways, I found a presently working link to Adobe Flex 4.6. http://fpdownload.adobe.com/pub/flex/sdk/builds/flex4.6/flex_sdk_4.6.0.23201B.zip which I got from this GitHub repo: https://github.com/apache/flex-sdk

Confirmed working.

Adobe might eventually take down this link from their servers. I would upload it here to the COH2.org servers but there's no option to.
25 Jan 2021, 03:30 AM
#235
avatar of TheMachine
Senior Caster Badge

Posts: 874 | Subs: 6

How do I make an ability block a squad from being able to retreat for 20 seconds? I can see Spearhead mod has done that, but I can't work out how to do it.
3 Feb 2021, 04:39 AM
#236
avatar of TheMachine
Senior Caster Badge

Posts: 874 | Subs: 6

Next problem I am hoping someone can help me with. I'm trying to give a Wehrmacht squad the voice acting from the OKW Volksgrenadiers. I have copied over all the UI info from both the squad and the entities but the unit says nothing at all. This is presumably because it is a different faction's VO. Spawning a Conscript squad when playing as Wehrmacht in cheat command also has it say nothing.

Is there a way around this problem, of getting my Wehrmacht squad to speak like the OKW Volks?
16 Sep 2021, 22:32 PM
#237
avatar of donofsandiego

Posts: 764

Sadly it seems that no matter what I do, 280x280 .tga image or not, the workshop won't get an icon from uploading the mod. Every single time. I'm going *exactly* what the guide says, word for word.
17 Sep 2021, 04:44 AM
#238
avatar of SneakEye
Senior Modmaker Badge

Posts: 789 | Subs: 5

Sadly it seems that no matter what I do, 280x280 .tga image or not, the workshop won't get an icon from uploading the mod. Every single time. I'm going *exactly* what the guide says, word for word.

This a bug from the 64bit version of the game. Change your game to 32bit and update the mod will add the thumbnail. Future updates from 64bit will keep the thumbnail.

Right Click Company of Heroes 2 on Steam
Select Properties
Navigate to the Betas Tab
Select “legacy_32bit” from the drop town
Close the Properties window
Your game should now patch to the legacy version
17 Sep 2021, 13:40 PM
#239
avatar of donofsandiego

Posts: 764


This a bug from the 64bit version of the game. Change your game to 32bit and update the mod will add the thumbnail. Future updates from 64bit will keep the thumbnail.



Worked! Thanks a lot.
19 Oct 2021, 15:53 PM
#240
avatar of Grandfagen

Posts: 2

Is it possible to remove the male voice of death in the female crew and replace it with a female voice?
10 May 2022, 01:29 AM
#241
avatar of Natustell

Posts: 9

The SGA packer in Corsix's Mod Studio is not compatible with the second game or I am using it incorrectly. I get this error when trying to use "Load Single SGA Archive" on data.sga:



How do I pack SGAs for the second game?
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