It looks like there's a space in the stat_machine_name. I would also recommend the set retrigger to true to avoid any issues with the grenades ability. |
I put a top gunner in the M26 tank, but it is look funny, the cap is not opening, pls advise how to fix it, thank you very much.
Animator_set_state,
state_machine_name: grenade_hatch_state
do_action_state_name: fire
The grenade ability also uses this animation so I'm not sure what happens when they're both activated.
And the second question is why I can not find the upgrade details in the sbps of the sherman tank, pls advise where i can find the upgrade details of it
The US has vehicle crew, that means that only the ebps entity stays behind when the crew leaves the vehicle. The upgrades are located in ebps/upgrades_ext to keep the upgrades after re-crewing. |
Secondly, about the mortar pit, thank you for the detail reply, I need to spent some time to try this, it is a little bit difficult to me.
Emplacements are probably the most difficult objects to create. Maybe this will help, it contains the ebps and sbps files from the mortar pit: https://www.dropbox.com/s/qjeca3gc9q2a59b/Emplacements.zip?dl=0&file_subpath=%2FMortarpit
And yesterday, I try to find out how to make the wooden bunker by myself, but it is fail, I don't know which model is it,pls help me out, i sorry i have too many questions.
This is the one: "environment\objects\defenses\wood\wooden_bunker\wooden_bunker". |
Thank your for the wonderful reply , I just try again, it is work!!
Nice!
And I have two questions, hope can get your advice.
1. As your advice, the abp file can be created, so if possible to change the skin of the solders? I mean the custom skin.
It's not possible to add custom skins with the current modding tools. The .abp files can only reference to existing models and the current modding tools don't support new custom models/infantry skins.
2. I like this mortar pit, but i can not find this model, can you tell me how to make it?
The mortar pit is created with the same kind of files as the 25 pdr. The pit is the soviet mg nest "armies\soviet\structures\machinegunemplacement\machinegunemplacement" with the variable 'build' set to 0.6 (animator_set_variable), which makes the roof disappear. The gun is the mortar.
The mortar requires crew_ext to add the visible soldiers.
sync_target_name: Vehicle_Target
1st sync_action_name: attach_gunner and 2nd sync_action_name: attach_loader
|
It is very kind of you, this is the 3rd times you give me such detail reply, I just notice you are the Creater of the <<All Units mod>>, I am indeed honored to have your reply!!!
Happy to help
I just try, but still can not work, below is my set up, and I can not find the abp file of mortar_emplacement & mp_trench_02, pls advise.
Sorry I forgot one slightly important part ...
Some models don't have an .abp file by default. An .abp file combines objects, like a soldier to a weapon and the trench doesn't have that. Although it is possible to create an .abp with the exact same name as the model and the game will automatically use it.
The construction_item should point to (or a clone from) "ebps\races\german\buildings\defensive_structure\slit_trench_german_mp".
Then create this .abp and the model should change:
armies\soviet\structures\mortar_emplacement\mortar_emplacement.abp:
--3DSMax Toolset Generated: abp_functions.ms--
model =
{
"..\\..\\..\\..\\environment\\objects\\defenses\\trenches\\mp_trench_02\\mp_trench_02",
}
I hope this will help. |
I edited the "art\armies\soviet\structures\mortar_emplacement\mortar_emplacement.abp" to this:
--3DSMax Toolset Generated: abp_functions.ms--
model =
{
"..\\..\\..\\..\\environment\\objects\\defenses\\trenches\\mp_trench_02\\mp_trench_02",
}
The model requires the original mortar_emplacement.mua for the positions of the soldiers inside the trench. The modding tools don't allow us to create/edit .mua files. That's why I re-use this one, but it replaces the net variant. |
The model requires this line in it's .abp file:
"..\\..\\weapons\\satchel_charge\\satchel_charge", |
Try replacing this line:
"..\\..\\..\\Common\\CompleteMotionTree.abp",
with this line:
"..\\..\\..\\Common\\NewMotionTree.abp",
The US, OKW and British weapons mostly require the new motion tree. The older weapons also support it. |
Hi Ben,
The All Units mod contains several defensive structures, so it would be helpful to point out which ones you want? I created a tutorial about the 25 pdr howitzer pit: https://www.coh2.org/guides/81345/25-pounder-emplacement-modding-guide
Other emplacements are created with the same kind of objects as the 25 pdr, exiting from a pit and a gun which are merged into one squad.
Buildings like the Pantherturm and the Concrete Mortar Bunker are like a default bunker which consists of one entity. |
Grenades Pack first iteration
This looks amazing |