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#Steam AliasWL%Streak
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Posts: 95 | Subs: 1
Thread: [Guide] Attaching to Moving Entities23 Nov 2021, 18:37 PM
I see, so it's a more sophisticated version, my mistake. |
Thread: [Guide] Attaching to Moving Entities19 Nov 2021, 00:40 AM
Well done, those look perfect. |
Thread: [Guide] Attaching to Moving Entities18 Nov 2021, 13:49 PM
Presumably attaching to an attached entity doesn't work correctly because child entities do not have their position updated fully, as evidenced by them only attacking where they have spawned. What happens is that the child entity will switch between its spawn point and the position where it's attached to. I've done some testing but didn't dig that deep into it. In most cases this is not helpful at all but an interesting thing of note would be that trailing effects such as smoke from a projectile will travel between these 2 positions. You could then use this to have visuals of linking 2 separate positions to one another. |
Thread: "prefer vehicles" for infantry anti-tank weapons?17 Nov 2021, 13:59 PM
I think you can put the ability on the entity then have the slot item as a requirement on that ability. If that doesn't work you can make a clone of the infantry unit and have it be the only one that spawns with a bazooka. To have infantry not target tanks you can use not>required_unit_type. Of course this wouldn't actually check if the unit can be damaged or not so you'll have to make sure that the penetration and armor values of the things you want affected are accounted for. |
Thread: "prefer vehicles" for infantry anti-tank weapons?15 Nov 2021, 15:00 PM
What is the purpose of having 5 identical override actions? Also, many of these commented changes don't work with always_on as far as I know. If I'm reading this right you want an always_on ability that will only target vehicles. Luckily I use one of these within my mod although it targets a different unit type and is only an entity without a squad. I don't think it should matter though.
This is a modified clone of the okw_ratken_vehicle_hold_fire_mp toggle ability. You can change the bangalore unit type to vehicle. I believe the only changes are the requirements, start_self_actions, and activation. I'm not entirely sure what the exact issue of your ability is but ensure that it is given to the entity that is holding the RPG. |
Thread: "prefer vehicles" for infantry anti-tank weapons?15 Nov 2021, 07:23 AM
Override_weapon_target_prereq_action will only attack the target unit types within the requirement_table. The name is misleading as there are no priorities involved and any unit types that are not in the requirements will be ignored. This action is bugged and will not work when in garrisons. Possible reasons why it's not working for you is that the squad_caster or target is incorrect, the requirements are not met for the ability, or the ability is applied in an incorrect way. Can you share how you modified the ability and what you put it on? |
Thread: Sov units stuck on map. by halftrack13 Nov 2021, 13:27 PM
That's strange, it works for me. By the way it's the left quote (`) not tilde (~) so you don't need to hold shift for it. |
Thread: Sov units stuck on map. by halftrack13 Nov 2021, 12:35 PM
If you are on Windows you can use the on-screen keyboard although I'm not sure if it's available to you if you're using a Finnish version. |
Thread: Sov units stuck on map. by halftrack13 Nov 2021, 01:36 AM
Why does ~ not work? |
Thread: [Guide] Attaching to Moving Entities7 Nov 2021, 19:40 PM
Additional Team Weapon Crew Info Because team weapon crew is so complex there's bound to be many issues that arise from us doing what the game isn't meant to do. Although it may not be possible to get everything perfect, we can mitigate and fix some of the problems that team weapon crew presents. Hit Points Normally how team weapon tp_mobile works is that the team weapon itself does not have its HP displayed within the squad. Instead the squad HP bar is split evenly between all its members. We can trick the game into making the HP bar behave as a normal entity though. Add a blank team_weapon_ext to all child entities with tp_mobile. You can then just delete health_ext and that will make the child entities invincible. Weapon targeting should be off in type_ext. Squad Count Unfortunately I don't think it's possible to fix this one. Terrain Kick Up If you're dealing with multiple child entities you may have noticed that there's a lot of material that the wheels kick up because of the many stacked entities. To fix this use the above state on child entities. Clean Up Your Extensions Since child entities are purely for visuals you should probably remove everything that isn't necessary. An example would be shot blocking or some similar unintended consequence. Smoother Movement Because there's a movement delay between parent and child you'll have much better results by just making all the visuals as child entities. This comes at the cost of not having any turrets move but we can somewhat get around that which will be explained later. Set the damage_state of the parent to crush or some similar state that hides it. Ensure that the movement_ext as well as the simvis attributes of all entities are the same. If your entities have a hold remove the garrison state action as I believe this interferes with movement somehow. There will still be some desyncs, especially if the unit travels over long distances, but it will be much better than before. Moving Turrets There are 3 ways to have turrets with team weapons, each with certain advantages and disadvantages.
Normally a garrisoned squad will choose a random combat slot as well as have a diagonal facing rotation which of course isn't ideal for making a turret. Luckily there's a way around these two issues. Some types of buildings have combat slots for mortar, hmg, and other types. These differ from the normal infantry slots as they are exclusively reserved for these hold types. For example a mortar combat slot will only allow mortar hold type units in it. There are many different buildings that have these special combat slots but the ones we will be focusing on are those that do not normally hold units to prevent conflicts as we will be using offsets. Keep in mind that because garrisons wont be able to show their held units if you use a different abp name than the original you're hard limited to a certain amount of holds. Below is a list of some buildings that A, only have a single combat slot per hold type and B, do not natively hold units. There may be more but I'll leave that up to someone else to look for. To correctly position your offset you'll need to look at the mua marker and adjust the offsets accordingly. You can change the hold type with holdable_ext in ebps for the garrisoned entity and hold_ext for the garrison. The red cells mean that there's multiple markers for that hold type so it's probably not compatible with this specific purpose. You can learn more about combat slots in the hold_info within the tuning tab. Type will refer to the same string within the mua file. Use_slot_heading means if the garrisoned entity will use the same direction as the parent. Everything but "infantry only" and "mortar" have limited angles so keep that in mind. In short, the mortar type combat slot should generally be the preferred combat slot for turrets. Others will only be useful if you're fine with a 120 degree firing angle. The medium combat slot can hold several types of entities. This means there can be issues which slot the entity is assigned to depending on the other types of combat slots available for the hold. For example for the Soviet base_building_2 you should probably have the garrisoned squad have 2 entities. One with a hold_large_gun type to occupy the medium slot, and another with your desired combat slot such as hmg. Infantry only is not ideal for turrets because the use_slot_heading is false. The only instance where I can think of this being useful would be if the hull is hidden either through skins or being obscured by something else, showing only the turret part of the tank. Another use would be to use this for an extremely slow moving unit as the lag in updating position will be obscured by its slow movement. You can delete moving_ext for garrisoned entities to prevent them from turning to face targets. This will allow only the turrets to turn whilst the hull will keep the direction of the parent. If you use an infantry holdable type it will have some visual issues turning as they use their own movement but without a moving_ext it wont update correctly. To fix this just add the moving_ext but also know that the entity's direction will always face its target. If rotation is set to 0 then the entity's rotation will be locked, regardless of the parent entity's rotation. The angle_of_fire will override the values within tracking in the weapon category. Facing up, mortar. Sov base_building_1 left GER base_building_1 right. Landkreuzer from my mod. The above picture shows the garrison system in action. There are 7 garrisoned squads in addition to a team weapon. Each turret is able to fire when moving. World builder World builder is a great tool to save time and design your models. However there's a couple of limitations with vehicles that unfortunately cannot be worked around. Vehicles cannot have their x or z axis rotation changed, presumably because world builder reads the simvis attributes and thus make the blueprint have gravity. Similarly if you change the y position the vehicle will fall 1 meter but you can simply account for this when setting offsets. These impediments will make designing models more difficult. |
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