With all the information have been presented, i think the jt barrage range should be decrease to 65-68 to enable 17lb to return fire. |
Imo claiming that Ranger have 0.1% more DPS than riflemen in long range (post 19) when they actually have 153% is not a tiny subtopic and its not about proving that I am right. It has to do with presenting correct stats.
He claiming so base on the stat you posted in #15, which you have edited later on. The cause of all this - your #5 is also nonconstructive since it didnt give the op any advice he was asking for. Angelus made a long, quality post with many good advice for op, you pick a line of 6 word in that to make a reply.
You could have said something like "ranger have good long range dps on their default weapon and can be used long range in some EXTREME case" and that will be an nice addition. But no, Protos have to be "incorrect" and you have to be the one come up with "stat", "fact". |
Squads have weapon and Rangers have a M1 that is long range oriented. It far better long range than both Riflemen M1 and Paras elite carbine. Ranger's M1 is probably the best long range rifle available to USF by far.
i will say that stromtrooper is long range oriented too. |
Ranger's m1 garand may have good long range stat but if you deploy them late game in mass to replace riflemen, from vet0 they will bleed heavily when go again enemy vetted long range squad like grenadier. This stack up with your mp strain and eventually can cost you the game, which make them bad choice. If Ranger happen to have a m1919 upgrade then they will indeed be great long range squad, but no, stack bar on them only further oriented them on mid range with additional risk of drop. Same for thompson, they may have good mid range dps but at the end you will still want to close in to get the most anyway.
Listen to thekess and protos, they know that they were saying. Rebuilt office, call in ranger after that, one at a time and protect them till vet. |
Could you post your .xml file?
Also, did you remove the scar function call or add a second file without __construction__?
i removed the scar |
In impass_ext, set cant_build, land and light_crush to True
sorry for the long reply. I tried but squad still go through it.
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Some more combinations, this time two versions of the Panzer III, with some visual liberties of course.
I was using a bulldozer attach function and syncing to the gunner_sync marker of an M2 .50cal that's added to the turret's abp. That way the unit plays like a regular vehicle, but animating the treads is tricky. I used a filter action that requires the turret (Pz IV) to be moving, then a velocity variable will be applied to the hull (StuG) to move the treads.


Now, unfortunately, there is a big issue with AI. The AI can't spawn attached entities it seems, so this method will not work for AI-controlled vehicles. The vehicle has to have the "abandoned" critical removed from its health_ext, as on death or takeover by AI, the vehicle will lose any attached entities.
If anyone has found a way to make the AI spawn attached entities, let me know.
To circumvent this, I created team weapon-style copies of the Panzer III for the AI - these work exactly like the SdKfz 234 I made, see the guide above. This leads to two more issues:
1. The AI will never build team-weapon-attached vehicles. Maybe because it identifies the dummy weapon as useless, I don't really know. This can be fixed by having the AI build a regular Panzer IV as a dummy, that despawns and in its stead spawns a team weapon attached vehicle
2. Once the AI has built a team-weapon-attached vehicle, it will not use it properly. The moment it takes control, it will reverse the vehicle into its own base, drive up to the HQ and drive out again, about one sector, then reverse back and so on in an endless loop. I observed this behavior in several tests.
@Sie_Sayoka: You have experimented with these methods more than anyone, do you maybe have a solution or a pointer how to fix this, especially No.2?
amazing work, keep it up please. |
That is strange, when I try this identical .abp it still works.
Is the folder structure of the .abp correct?
armies\german\soldiers\ostruppen\ostruppen.abp (ostruppen spelled with one t at both places?)
This can be tested by putting an invalid path in the .abp and see if a blue box appears.
indeed, there is a misspelled in my file structure, i fixed it now. Thank.
Yet, the sand bag is now walked through, it still provide green cover but troop pass through it. Is there fix ? |
The Bren gun is part of the CompleteMotionTree.abp and will work by default.
The PPSh is not, therefor you need to add this line to the .abp of the Osttruppen:
"..\\..\\..\\soviet\\weapons\\smg_ppsh41\\smg_ppsh41",
Just in case: Editing .abp files tutorial
yes, i did add that line but it still doesnt work. I edited ABP file before, if i did something wrong, models turn to boxes, but not this time.
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Both objects have a workaround to prevent ghosting which involves scar. This consists of two files,
the original: ending on _mp
and a new one: ending on __construction__mp
When the __construction__mp is constructed it will be replaced by the _mp version. This functioncall is located in construction_ext/on_construction_actions/3.scar_function_call. I think if you cloned the entity which ends on __construction__mp while there is no matching file without the __construction__ part this can happen.
So to fix it I think either remove the scar_function_call or create a second file without __construction__ in the name.
it wored now, thank you.
On the other hand, i have a other issue, still with this ostruppen squad. I want to give them 2 upgrade, a Bren gun, mimic a ZB 26, i edited the epb file and it work. But, when i add the PPSH 41 to their file, they still come empty, what is it with this model ? |