I'm just putting this thread here as visits to the relicnews threads (The Arsenal, for CoH2) are fairly rare, I'd bet. These questions are pertinent to both vCoH and to CoH2 as both games use (basically) the same tables to calculate everything in-game.
Despite being leveled primarily towards PQ/other Relic coders that might be present, if anyone on the forums could answer some of these questions or add input, that would be fantastic!
So, PQ, I've bugged you about this before and you kindly pointed me towards your twitch video regarding scatter. Whelp, I've educated myself both through that and have figured out a lot of how to manipulate the scatter_ext. I still have a couple of questions though.
Is it possible to have weapons shift their point of aim within a target area horizontally (using the distance_bracket_count_ground value)? I've gotten automatic weapons* to shift their aim vertically using the distance_bracket_count_air portion of the table. My actual angle_scatter value is very small (0.0717, reflecting the weapon's real life Minute of Angle value), so with only the vertical component function as of now, the end result is rather silly (rounds landing high and low, and on, the target, but aligned dead on--no shots to the left or right of the target). My net goal is to have X weapon randomly fire into the given bracket area of whatever it's shooting at--thus, there would be a (realistic) cone of fire being moved around rather than shotgun projectiles coming out of the weapon's barrel at odd angles.
How does the infrared halftrack's area reveal work? I've guestimated that it's tied to a weapon (evidenced by the setup/teardown times and the tracking cone ui), but I'm not sure. I've asked other coders and they're also stumped. Would the use of the IF HT's 'scanning' behavior be applicable towards my first question?
Is it possible to alter the collision of projectiles so that they'll impact friendly units as well as neutral/enemy ones? To anyone on the forums, you can notice this if you decrew an armored unit when playing as the Americans. If you have a second vehicle/antitank gun/unit with a weapon that uses projectiles trying to fire through said vehicle, you'll note that the shells will phase through the vehicle if it's owned by you or an ally, but it will impact--and damage--it if it's neutral/enemy.
Is it possible to modify the distance (within formations) between infantrymen via an ability/modifier? I know it's not listed under the actions table, but I don't know if it's possible to enable with the use of requirement actions or somesuch. This would be something like, 'press button -> infantry spread out via a toggle ability -> press again -> they move closer together again'.
* = In this case, my guinea pig has been the vCoH HMG42, using projectiles--if need be I can upload the files for both the weapon and the projectile entity and whomever can slap them into the appropriate dataattrib\attrib folder.
General Questions Regarding Modding
7 Oct 2014, 01:13 AM
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