Well, its completely up to you, as no such ability for reference exists in the game. Seeing that other german infantry have similar unused lines, it could have been similar to the mark target ability that is used, but unit-issued rather than a commander ability.
Some other abilities like camouflage nets at least had a concept, and were later tweaked around for things like the AT gun camo.
I used it for a light recon package that gives a scout ability at the cost of build speed, as, like you said, the "objective" part could mean anything. |
Q.2
Custom Win Condition
Mode 1
Is possible to have a custom victory when a unique command vehicle is eliminated on either team.
If so how can i implement this?
Mode 2
How would i incorporate a normal VP win in a custom victory?
I have also done some testing along with this to try and allow the command tank to capture but i wasn't able to find out how.
My best current solution is to use the T70 capture ability.
Mode 3
How would i make a custom win when all all vehicle on one team are eliminated?
Q.4
Is there a way to stop or disable veterancy gain?
Q2:
All those are a yes. You can use SCAR to check if the vehicle is alive or not, by adding it to a S/EGroup. You can take the Victory Point code from the base game and stick it in your condition, with some tweaks to make it work with the CV's. I can explain further if you want, just send me a message.
Q4:
You can do that with SCAR and the attribs. It depends on what you want to disable, just one unit or all units? |
This is my first proper map in CoH2. Just putting it here in-case anyone wants to play a short n' sweet SP scenario. It uses a bunch of old dialogue from Beta Stalingrad. You might notice some new things im experimenting with, mainly "Hero" style units.
Here's the Link
Of course, all feedback is appreciated. Im thinking of continuing to take maps from other games and put them into CoH. If I do, Insurgency is definitely on the list.
Any videos and fancy screenies would also be appreciated, as I dont have the rig to record and im not the best with cinematography.
-Enjoy,
Epav |
overlaps.
Yeah, thats the main issue with it communicating range. I would recommend a elastic range-reticule that only displays when sight has been over-lapped, but im not sure thats possible without modifying the source code. Maybe a scar wizard could do it, but im not sure. |
While a TrueSight based indicator that blocks out the parts the vehicle can't see (like Steel Division) would be great I'd be very surprised if CoH 2's patching tools can do that.
It might be possible with a bit of co-operation between the map, scar, and the attribs. Thus, I dont think it would be currently possible. The breaker here is the map, as re-doing all the maps would be a chore, and not possible without some help with relic.
However, im not sure what the problem is with the normal sight? That communicates the range aswell. |
I always wanted proper bipod animations for my little machineguns. Sadly...
It is currently not possible to switch animations around like that with the current restrictions set on the tools. The required files are blocked from being built/burned into a mod. I dont think any of the (known) animations would fit anyways. There might be some unused animations that we could use.
As for the balance stuff, animations are almost never an issue with balance/fire-rate, it only looks like it because the new animations added with ardennes assault broke alot of the existing animations (the slow turn-around bug and such). All that is controlled by and tuneable by changing the aim times in the attribs. |
Taking the good stuff was only a part of the mod, but it was the most important of the tenants that i wanted to implement. You will also see that the commanders from CoH 1 are in fact not all exact replicas. Some have been tweaked for various reasons.
Aye, I think thats the best way to do it. Hopefully this mod stays alive and well, best of luck with it, and all that good stuff you say/wish for. |
So this is to take the good from coh1 and put it into coh2, with changes made for the different factions and what-not? I remember there being a CoH1 mod that was abandoned awhile back.
I looked at the video and saw some things that, to the best of my memory, were not present in CoH1. Mainly the huge squad sizes, which tell me that this is more of a overhaul than a port. |
I think the 2 man team provides an interesting dynamic. Now somewhat cheap counter-sniping as soon as they reveal themselves is mostly off the table. It also makes the soviet sniper less prone to getting wiped by artillery. This makes it so that protected vehicles are the best way of getting rid of pesky snipers. The only thing the Wehrmacht lacks is a decent vehicle for doing that, half-tracks are too immobile and scout cars are too expensive for their value.
I found a good way of dealing with them while not using vehicles is using the dynamic LOS system. Hide some good short-range infantry behind a bush, wait for the sniper to come, and spray em' down.
This raises a larger discussion on the topic of getting rid of more unique game-play in the name of balance. In my opinion, its a slippery, downwards slope if not done extremely well. Look what it did to DOW3. |
Well I think counter-barrage only works when the enemy mortar team uses a barrage/ability of their own.
As for auto-targeting, you would have to tune the values in the priority section of the weapon ext for all mortars. |