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Help Creating Concrete mortar bunker

23 May 2022, 09:42 AM
#1
avatar of Support Sapper

Posts: 1220 | Subs: 1

I am trying to make the concrete mortar bunker for ost. For now, i managed to built a structure with the right blueprint but not yet know how to give it funtional weapons and abilities. Please help me, thank you.
24 May 2022, 12:48 PM
#2
avatar of General_Starlord

Posts: 37

Hi. You should be able to give it weapon by adding one of the mortar weapons into its combat.ext.
To give it an ability just clone any mortar barrage ability. Set up the actions like this
Then add it to the unit.
25 May 2022, 16:01 PM
#3
avatar of Support Sapper

Posts: 1220 | Subs: 1

Hi. You should be able to give it weapon by adding one of the mortar weapons into its combat.ext.
To give it an ability just clone any mortar barrage ability. Set up the actions like this
Then add it to the unit.


Thank, i created an ability for testing. The hatch open and there are mortar round droped on target but there are no sound effect or flash on the mortar tube.

26 May 2022, 21:56 PM
#4
avatar of General_Starlord

Posts: 37

Unfortunately it wont have either. A lot of the models left from coh1 don't anymore (probably cause their sound and visual effect files were deleted).
For the sound however you can try this workaround (though its not perfect)
27 May 2022, 01:44 AM
#5
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

Unfortunately it wont have either. A lot of the models left from coh1 don't anymore (probably cause their sound and visual effect files were deleted).
For the sound however you can try this workaround (though its not perfect)


I use the following workaround to create the sound:

Clone "ebps\races\west_german\buildings\defensive_structures\med_supply_stash" and give it a unique new name.

Remove "construction_ext"
Empty the actions list in "action_apply"
Change the "entity/blueprint_ext/animator" to: armies\british\weapons\3in_mortar\3in_mortar

Then go to the weapon file of your mortar bunker and set this in "fire":
"mortar_sound" is the new created object.


The firing effect is working normal for me and don't recall doing anything special for that. It is possible to force it with "animator_set_action" in on_fire_actions (outsite the spawn_entity). Set action_name to: 60mmmortar_fire_fx
27 May 2022, 05:29 AM
#6
avatar of Support Sapper

Posts: 1220 | Subs: 1



I use the following workaround to create the sound:

Clone "ebps\races\west_german\buildings\defensive_structures\med_supply_stash" and give it a unique new name.

Remove "construction_ext"
Empty the actions list in "action_apply"
Change the "entity/blueprint_ext/animator" to: armies\british\weapons\3in_mortar\3in_mortar

Then go to the weapon file of your mortar bunker and set this in "fire":
"mortar_sound" is the new created object.


The firing effect is working normal for me and don't recall doing anything special for that. It is possible to force it with "animator_set_action" in on_fire_actions (outsite the spawn_entity). Set action_name to: 60mmmortar_fire_fx


I think i'm getting there. I got the sound and flash effect. But the mortar barrel is not turn to the firing direction. Also, how do you "buried" the bunker to the ground ?

27 May 2022, 06:15 AM
#7
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

I think i'm getting there. I got the sound and flash effect. But the mortar barrel is not turn to the firing direction. Also, how do you "buried" the bunker to the ground ?

In the weapon,
Set anim_table/track_horizontal to Mortar_Angle
Set anim_table/track_horizontal_speed to Turn_Rate

In the barrage ability,
Set artillery_attack/face_to_target to True

To make it burried, you have to create an .abp like this:
vehicle_render_offsety does the trick
Code

model =
{
"ums_mortar_bunker",
}
simvis_attributes =
{
vehicle_physics = 0,
vehicle_width = 0,
vehicle_length = 0,
vehicle_nr_wheels = 0,
vehicle_spring_constant = 0,
vehicle_damper_constant = 0,
vehicle_wheel_travel = 0,
vehicle_acceleration_factor = 0,
vehicle_gravity = 1,
vehicle_render_offset = 0,
vehicle_debug_render = 0,
vehicle_smoothness = 3,
vehicle_render_offsetx = 0,
vehicle_render_offsety = -2.4,
vehicle_render_offsetz = 0,
}
27 May 2022, 08:37 AM
#8
avatar of Support Sapper

Posts: 1220 | Subs: 1


In the weapon,
Set anim_table/track_horizontal to Mortar_Angle
Set anim_table/track_horizontal_speed to Turn_Rate

In the barrage ability,
Set artillery_attack/face_to_target to True

To make it burried, you have to create an .abp like this:
vehicle_render_offsety does the trick
Code

model =
{
"ums_mortar_bunker",
}
simvis_attributes =
{
vehicle_physics = 0,
vehicle_width = 0,
vehicle_length = 0,
vehicle_nr_wheels = 0,
vehicle_spring_constant = 0,
vehicle_damper_constant = 0,
vehicle_wheel_travel = 0,
vehicle_acceleration_factor = 0,
vehicle_gravity = 1,
vehicle_render_offset = 0,
vehicle_debug_render = 0,
vehicle_smoothness = 3,
vehicle_render_offsetx = 0,
vehicle_render_offsety = -2.4,
vehicle_render_offsetz = 0,
}


I do so, but the mortar still doesn't turn.
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