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russian armor

Create the impossible with Workarounds Modding Guide

24 Aug 2018, 11:00 AM
#2
avatar of Tiger Baron

Posts: 3141 | Subs: 2

Brilliant as the last guide, this is really helpful since I'm thinking of making a small mod to portray a few of the community suggested changes for the upcoming patches.

I have 3 more questions however:

I am guessing that the flamethrowering Sherman and T-34 in your mod were made in a similar way to the Hetzer tank destroyer?

2nd is the ability to "deploy" or "setup" like the 223 Funkwagen in your mod as well as the "forward" HQ Jeep for the British that has a weapon rack, I'm interesting in using that but for the USF.

Add lastly the air drop ability for heavy weapons and vehicles like the WC51, I'm also interesting in making the Luftwaffe Fallschirmjager a separate ability instead of it being tied to the Stuka but I guess that's a bit easier.

Thanks once again for these guides and your time, cheers.
24 Aug 2018, 11:33 AM
#3
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Another helpful addition for our Guides.:) Thank you, SneakEye! :thumb:
24 Aug 2018, 12:34 PM
#4
avatar of Tric
Master Mapmaker Badge

Posts: 1466 | Subs: 4

Awesome guide!
24 Aug 2018, 19:35 PM
#5
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

Brilliant as the last guide, this is really helpful since I'm thinking of making a small mod to portray a few of the community suggested changes for the upcoming patches.

I have 3 more questions however:

I am guessing that the flamethrowering Sherman and T-34 in your mod were made in a similar way to the Hetzer tank destroyer?

2nd is the ability to "deploy" or "setup" like the 223 Funkwagen in your mod as well as the "forward" HQ Jeep for the British that has a weapon rack, I'm interesting in using that but for the USF.

Add lastly the air drop ability for heavy weapons and vehicles like the WC51, I'm also interesting in making the Luftwaffe Fallschirmjager a separate ability instead of it being tied to the Stuka but I guess that's a bit easier.

Thanks once again for these guides and your time, cheers.


I will try to give a short answer, please PM me if you would like to know more details. I might write more guides in the future though ;)

1st, There are 2 entities just like the 17 pounder emplacement: 1 tank and 1 invisible universal carrier with flame upgrade.

2nd, the 223 toggle ability is based on the opel blitz ability:
"abilities\german\toggle_ability\commander_ability\supply_truck_lockdown"
in combination with an aura based on:
"aura\west_german_auras\siphon_drain_aura_mp".

The HQ Jeep is just like the okw sws truck and a spawn_entity for the weapon rack.

3rd, I added the parachute model in the abp of the jeep: "..\\..\\props\\aef_parachute\\aef_parachute"
The paradrop ability is the same as a soldier paradrop.
24 Aug 2018, 20:30 PM
#6
avatar of Tiger Baron

Posts: 3141 | Subs: 2



I will try to give a short answer, please PM me if you would like to know more details. I might write more guides in the future though ;)

1st, There are 2 entities just like the 17 pounder emplacement: 1 tank and 1 invisible universal carrier with flame upgrade.

2nd, the 223 toggle ability is based on the opel blitz ability:
"abilities\german\toggle_ability\commander_ability\supply_truck_lockdown"
in combination with an aura based on:
"aura\west_german_auras\siphon_drain_aura_mp".

The HQ Jeep is just like the okw sws truck and a spawn_entity for the weapon rack.

3rd, I added the parachute model in the abp of the jeep: "..\\..\\props\\aef_parachute\\aef_parachute"
The paradrop ability is the same as a soldier paradrop.


Why is that why the flamethrowing tanks are "defenses" and can't move, because they're based on an emplacement?

I thought you could just replace the hull machine gun with a flamethrower weapon and be done with it like with the Churchill, or was it just a design choice for you?

And yeah you're right about the 223, I totally forgot about the Opel Blitz lockdown which I could just use for it instead.

The HQ Jeep tho is gonna have to be able to pack up and move, like the British HQ trucks in CoH.

And lastly alright, thanks for the Airdrop hint, I never actually attempted it for a vehicle but I do remember trying it for the Pack howitzer, or was it adding a crew to the guns I'm not sure anymore.

And yeah I'll contact you if needed, thanks again.
24 Aug 2018, 21:19 PM
#7
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

Why is that why the flamethrowing tanks are "defenses" and can't move, because they're based on an emplacement?

I thought you could just replace the hull machine gun with a flamethrower weapon and be done with it like with the Churchill, or was it just a design choice for you?

The flame of the Churchill is part of the model. We cannot add that animation to tanks with the current moddingtools. So that's why I had to combine these two models. The two models cannot move synchroon, so that's why I created an emplacement.
24 Aug 2018, 21:58 PM
#8
avatar of Tiger Baron

Posts: 3141 | Subs: 2


The flame of the Churchill is part of the model. We cannot add that animation to tanks with the current moddingtools. So that's why I had to combine these two models. The two models cannot move synchroon, so that's why I created an emplacement.


Yeah I figured as much that there was probably some limitation with the models.

Thanks anyhow for the answer.
26 Aug 2018, 11:19 AM
#9
avatar of DoggieBalloon

Posts: 64

!I love workarounds!

5 Sep 2018, 09:34 AM
#10
avatar of Olhausen
Modmaker Badge

Posts: 245

Thanks a lot SneakEye, your expertices always helps the moder´s community.
11 Sep 2018, 09:31 AM
#11
avatar of Olekman
Modmaker Badge

Posts: 208

Is there a roundabout way of adding ability icons to entities whose animators don't have the corresponding state? For example, I'd like to add the "ability_reinforce_state" icon (the one that Forward Assembly has when it's in supply and can reinforce squads) above USF Fighting Position.

Adding a ghost object that has that state and changing its visibility to false doesn't work, because it makes the whole animator invisible, not just entity model. I was trying to find a method for that without editing the .abp, but I guess that might be impossible.
20 Dec 2018, 17:06 PM
#12
avatar of KiwiBirb

Posts: 789

I am amazed, and yet confused

What mods have you made, I would like to download some of them
20 Dec 2018, 17:12 PM
#13
avatar of KiwiBirb

Posts: 789

Also if I ever get around to learning to mod, is there a way to say:

When the match starts there are 2 extra “upgrades” on the Ostheer HQ

1 unlocks all the normal units,
And the other unlocks a totally different set of units that I have modded, say the really sick hetzer you showed how to make
20 Dec 2018, 18:25 PM
#14
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

What mods have you made, I would like to download some of them

I made only one mod: The All Units mod

Also if I ever get around to learning to mod, is there a way to say:

When the match starts there are 2 extra “upgrades” on the Ostheer HQ

1 unlocks all the normal units,
And the other unlocks a totally different set of units that I have modded, say the really sick hetzer you showed how to make

Sure that's possible. The forum offers many tutorials which will help you to achieve it :thumb:
20 Dec 2018, 20:08 PM
#15
avatar of KiwiBirb

Posts: 789

Can you use coh1 models in coh2?
20 Dec 2018, 21:04 PM
#16
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

Can you use coh1 models in coh2?

It's not possible to add models, but several CoH1 models are available. I use the worldbuilder to find them. For example: the concrete bunker, the medic tent and the artillery pit.
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