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COH2 Modding: Getting started with the official tools

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4 Nov 2014, 06:37 AM
#82
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

When you add abilities to squads, for example a satchel charge to conscripts should you add it to the ebps or sbps files?
Looking at relics coding sbps are usually commander abilities but not all of them so I'm guessing it won't make a difference btu is there a preference for what isbettter?
4 Nov 2014, 21:26 PM
#83
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181


Oh, well that's something then. In that case, anyone knows how I can set the custom unit as a dispatch for a locked-faction/soviets only as well as editing the cooldown time? Been exploring a while more for such, couldn't figure it out just yet.

Found the solution in the US tech files, you have to make your hero unit an upgrade instead of using the spawner menu.
With upgrades you can control how much it can be bought, check out research folder in the aef upgrades category ;)
5 Nov 2014, 00:26 AM
#84
avatar of trigg

Posts: 107

For AI squad-building priorities I've found some "utility" values in the "ai_economy" group that seem to control it (based on what the "overrides" section does). However, it only lists Soviet and Ostheer units. Am I barking up the wrong tree?
Nem
5 Nov 2014, 03:39 AM
#85
avatar of Nem

Posts: 11 | Subs: 1

jump backJump back to quoted post4 Nov 2014, 01:00 AMVolsky
I have checked and rechecked my file pathing etc; I'm getting no errors and everything is where it should be. I'll post some pictures in a bit; any help would be appreciated. My mod still isn't appearing under the tuning pack dropdown.

Might it be something to do with Windows 8.1, the version of Java I'm using...?



You can check for \Documents\my games\Company of Heroes 2\warnings.log file for errors, but I expect you need to remove the .mod file from the info section.
5 Nov 2014, 14:32 PM
#86
avatar of User1SVK

Posts: 6

http://steamcommunity.com/sharedfiles/filedetails/?id=335045035

As you can see I have managed to create a mod where the corpses of fallen soldiers persist. However I have encountered a problem. Whenever I turn the physics off the bodies disappear but when I turn the physics to low, medium or high only some of the bodies persist. Does anyone have any suggestion?. If you want to know how I created the mod its actually easy. I cloned the soldiers from the ebps category. I oppened them up so: extensions/health there you will find: delete_when_dead I changed it to false. I cannot find any other option wich could possibly fix this. The Casualty tab is only for the wounded soldiers and has nothing to do with persitant bodies I tried.
5 Nov 2014, 15:23 PM
#87
avatar of steel

Posts: 1963 | Subs: 1

Does anybody know how to change infantry movement speed? I want to make them move a bit faster so they can avoid grenades better.


@braciszek

You're welcome. :)

I wanted to introduce the 250 halftrack as well into the HQ as well. After BP1 of course.
5 Nov 2014, 18:40 PM
#88
avatar of Rumiak

Posts: 3

Guys, I've got some questions:

- Have some troubles with changing descriptions for new units and buildings - just a pile of symbols. Does anybody have the same trouble?

- I want to change the default weapon of the squad. For example - I want to give a 4 mosins and 2 svt's to the shock troopers. How can I do this?
6 Nov 2014, 15:56 PM
#89
avatar of shpongle

Posts: 41 | Subs: 1

Is there a way to simply prevent the use of commanders? ( Just not have the choice of 3 commanders at the start of a match ).

Thanks,
Majd
6 Nov 2014, 16:25 PM
#90
avatar of Goliath1420

Posts: 7

Janne how do i change the value of the resources
7 Nov 2014, 17:36 PM
#91
avatar of simpelekees
Patrion 310

Posts: 154

How come it doesn't show "squad" but just the unit in my AE. That way I can't change size, etc.



edit: added picture.

edit 2: Figured it out.
http://www.coh2.org/topic/26706/edit-squads/page/1#post_id242890
10 Nov 2014, 09:13 AM
#92
avatar of Predalien007

Posts: 1

I would like to know if theres any posibility of creating new units for example i wanted to make a german officer which would have been trained from the tier 2 building.And also can you change the weapons which units hold or make some weapons upgradable ? I wanted to give the volks upgradable mp40.Anyway awesome post.
10 Nov 2014, 13:46 PM
#93
avatar of trigg

Posts: 107

I would like to know if theres any posibility of creating new units for example i wanted to make a german officer which would have been trained from the tier 2 building.And also can you change the weapons which units hold or make some weapons upgradable ? I wanted to give the volks upgradable mp40.Anyway awesome post.

Yes, you can create new units. Follow Janne252's instructions, except give it a different name when you clone it. Then change its attributes and go to the ebps for a base building and add the new unit to the list of things it can build.

However, I have not figured out a way to get new models, textures, icons, etc. into the game.

I haven't gotten around to trying the VG upgrade yet, but on a map I put out some mp40/mp44 for them to pick up, and they ended up with "air guns" - no weapon showed up on with their models.

Edit: Using the instructions for changing weapons in one of the posts just below, I tried to give VGs mp44s and they enter holding air guns. Maybe a different weapon from the list would work. (For my mod I'll probably just base the VGs on a different model that has the necessary animations.)

Maybe we should make a list of what is and isn't possible, and start making some howtos.

I've been able to do:
  • modify unit characteristics
  • create new units derived from existing ones
  • add modal abilities to a faction (i.e., commander abilities)
  • change characteristics of modal abilities
I have not been able to do:
  • get a new commander into the game
  • change abilities of existing commanders
  • get changes to racebps into the game

Edit: I'm starting to think it's the things with server_item that I can't get into the game.
10 Nov 2014, 14:08 PM
#94
avatar of trigg

Posts: 107

jump backJump back to quoted post5 Nov 2014, 18:40 PMRumiak
Guys, I've got some questions:

- Have some troubles with changing descriptions for new units and buildings - just a pile of symbols. Does anybody have the same trouble?

- I want to change the default weapon of the squad. For example - I want to give a 4 mosins and 2 svt's to the shock troopers. How can I do this?

I've changed a few descriptions, and haven't had any problems.

To change weapons, select the "ebps" category from the toolbar, select the entity type, and edit combat_ext->hardpoints->hardpoint->weapon_table->weapon->weapon. (Double-click it to get a pop-up list to choose from.) You may have to change one or both sets of positioning coordinates to make it look right.

Some combinations may not work.

Edit: To mix weapons within a squad, you might have to use two different entity types. Look at the squad_loadout_ext for the German assault_grenadier_squad_mp in the sbps category to see an example of this.
10 Nov 2014, 14:18 PM
#95
avatar of trigg

Posts: 107

jump backJump back to quoted post5 Nov 2014, 15:23 PMsteel
Does anybody know how to change infantry movement speed? I want to make them move a bit faster so they can avoid grenades better.

I haven't tried it, but look at moving_ext for the ebps for the soldiers that make up the squad's sbps.
11 Nov 2014, 00:01 AM
#96
avatar of Lokust22

Posts: 79

Does anyone know how to change the upkeep values in the game?
11 Nov 2014, 19:43 PM
#97
avatar of shpongle

Posts: 41 | Subs: 1

Does anyone know if it's possible to add icons to the game? Janne's Cheatmode mod has some obviously homemade icons. Did he add them himself, or were they added by Relic to help him better present his mod?
11 Nov 2014, 19:45 PM
#98
11 Nov 2014, 20:25 PM
#99
12 Nov 2014, 06:30 AM
#100
avatar of Rumiak

Posts: 3

jump backJump back to quoted post10 Nov 2014, 14:08 PMtrigg

I've changed a few descriptions, and haven't had any problems.

To change weapons, select the "ebps" category from the toolbar, select the entity type, and edit combat_ext->hardpoints->hardpoint->weapon_table->weapon->weapon. (Double-click it to get a pop-up list to choose from.) You may have to change one or both sets of positioning coordinates to make it look right.

Some combinations may not work.

Edit: To mix weapons within a squad, you might have to use two different entity types. Look at the squad_loadout_ext for the German assault_grenadier_squad_mp in the sbps category to see an example of this.


Thank you for your answer, try to use your advices to change weapons.
And for the descriptions. Here, how I see my own mod:

12 Nov 2014, 12:28 PM
#101
avatar of trigg

Posts: 107

jump backJump back to quoted post12 Nov 2014, 06:30 AMRumiak


Thank you for your answer, try to use your advices to change weapons.
And for the descriptions. Here, how I see my own mod

I would guess that those are locale string keys that aren't getting translated for some reason. The number after the '$' is the same every time, and looks similar to the number that identifies my mod in some of the files (look for "mod=" in some of the .xml files under the instances directory). Then the colon and number is probably the string it's supposed to put out there for you; you can check that by looking at the language-name.ucs file under the locale directory (the .ucs is just a text file).

If the big number matches what's in your .xml files and the numbers after the colons match the correct text in the .ucs file, then you can conclude that the garbage is in fact a locale lookup key.

Unfortunately, I wouldn't know where to go from there to figure out why you aren't getting the lookups. Make sure the .ucs file exists and isn't corrupt.
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