| https://www.youtube.com/watch?v=z_ZrH0gUcr0 
With all respect - but there's nothing about proper creation of new .abp or correct replacing of the entity's animator in this video :-( | 
| Certain weapons have conflicts with each other. Try ONLY having the MP 40 as a test, or making a new .abp for your MP 40 wielding partisan ebps. 
If it's not too hard or time-consuming - please, explain a bit more about creating a new .abp. For I tried to merely make a copy of, say, partisan_male_01, renamed it to partisan_male_01_mp_40.abp and tried to replace the original partisan_male_random.abp in the respective ebps. 
The result was like "The file partisan_male_01_mp_40.abp references the files that do not exist ... bla-bla-bla". 
Pretty much the same with extracting the entire folder (I took refugee_male_01) to the data/art etc. folder of my mod. | 
| Another update of my mod.
 Version 0.98.4
 
 First and foremost - the Molotovs are back! Not as shitty anti-infantry weapon (as they are in the original game), though. But as (pretty close to) what they were IFRL - a kind of "3 in 1" weapon: anti-garrison, makeshift smoke screen and anti-vehicle snare. Available the same way, as in the original game.
 
 "Armor-piercing rounds" ability is added to the Maxim (making it a soft AV weapon) and taken away from the DShK-38 (it's by its nature a hard counter for the light vehicles and does not need it). "Phosphors rounds" for MG-42 are not veterancy ability anymore - they are available from scratch now.
 
 One more kind of anti-infantry Partisans is added - ones with MP-44 and MG-42. Tried to add also ones with MP-40, but to no avail for now
 | 
| In these specific Partisan ABP files, the path should look like this instead:
 
 "..\\..\\..\\german\\weapons\\smg_mp40\\smg_mp40",
 You should probably use either only the shared partisan_weapons.abp OR only the specific Partisan ABP files, not both!
 
Tried both variants - none worked. Looks like they don't want to carry the MP-40 :-)) | 
| So, your partisan_weapons.abp looks something like this?
 
 model =
 {
 --"..\\..\\german\\weapons\\granatwerfer_34_sync\\granatwerfer_34_sync",
 "..\\..\\soviet\\weapons\\mortar_82mm_pm41_sync\\mortar_82mm_pm41_sync",
 "..\\..\\german\\weapons\\rifle_kar98\\rifle_kar98",
 "..\\..\\german\\weapons\\smg_mp40\\smg_mp40",
 "..\\..\\soviet\\weapons\\rifle_mosin_nagant\\rifle_mosin_nagant",
 "..\\..\\soviet\\weapons\\rifle_mosin_nagant_sniper\\rifle_mosin_nagant_sniper",
 "..\\..\\soviet\\weapons\\lmg_dp28\\lmg_dp28",
 "..\\..\\soviet\\weapons\\rifle_ptrs41\\rifle_ptrs41",
 "..\\..\\soviet\\weapons\\smg_ppsh41\\smg_ppsh41",
 "..\\..\\soviet\\weapons\\rifle_svt40\\rifle_svt40",
 "..\\..\\soviet\\props\\demolitions\\demolitions",
 }
 
 -- Intermediate ABP
 simvis_attributes =
 {
 Intermediate_Model = 1
 }
 
 
Right, exactly like this. I even added the "..\\..\\german\\weapons\\smg_mp40\\smg_mp40" line to partisan_male_random.abp and partisan_male_01 and partisan_male_02.abp separately. And still to no avail. | 
| Could you post what path you used for the MP40? It might be incorrect. 
"..\\..\\german\\weapons\\smg_mp40\\smg_mp40" - I merely copied it from the grenadier's .abp and pasted into above mentioned partisan ones. May seem to be too simple, but it worked before. | 
| Actually, topic.
 Tried to add two more kinds of anti-infantry partisans: ones with MP-44 (found the respective weapon in the Mod Tools) and ones with MP-40 (cloned the Panzergrenadiers' one). First ones were added without any problems, second appeared without any weapon in their hands except for MG-42, added as a slot item.
 
 "Not a big deal" - I thought - "editing the *.abp will do the trick". Found the respective files (partisan_male_random.abp, partisan_male_01.abp and partisan_male_02.abp), discovered, that all they use the partisan_weapons.abp.
 
 Added the MP-40 to the latter, and - nothing. Separately added the MP-40 to partisan_male_random.abp - still nothing. Added the MP-40 to both partisan_male_01.abp and partisan_male_02.abp - still nothing!
 
 Can anyone tell me, what do I do wrong? Thanks in advance.
 | 
| I should clarify: you can sort of do it, the same way it was possible in CoH1, by adding combat slots in the marker_ext, but since you cannot add .mua or .muax files, it will have issues like lag.  
Thanks a lot ... and nice to meet you again - this time here. | 
| Someone here who remembers guards riding on T34/85 in old vCoH Eastern Front Mod?  
Not exactly. Rather someone who watched the WW II chronicles with (mostly Soviet) infantry riding atop tanks. | 
| Actually, topic. In my mod (this one , just FYI) I made a canister shot for T-34/76 (which was rather simple, for there is ready Greyhound's one). 
 
One more thing I'd like to create for the T-34/76 is a shrapnel (aka airburst) shot, which it (along with SU-76, ZIS-3 and KV-1) had IFRL.
 
Still haven't figured out, how to do it. Any clues?
 
Thanks in advance. |