
Just set time of day to Night and they should light up.
Thread: How to turn on the light in worldbuilder?28 Dec 2013, 15:48 PM
Most of them seem to be automatic. ![]() Just set time of day to Night and they should light up. |
Thread: [CoH2] CheatCommands Mod ULE27 Dec 2013, 23:30 PM
I wonder what is causing that. Have you been able to use the commands before? |
Thread: (4 - 6) Berlin (Relic)27 Dec 2013, 23:27 PM
People make decisions like whether or not to download the map based on the images. It is important to provide screenshots and even more important, in this case that they are accurate. In: Map Sharing |
Thread: Map info on Steam Workshop27 Dec 2013, 23:25 PM
It seems that the workshop uses the preview image as thumbnail. I guess you could "abuse" it like others have done and include custom art in it. |
Thread: [CoH2] CheatCommands Mod ULE27 Dec 2013, 23:05 PM
Does it pause the game? I'm pretty sure it does not and I am quite sure that is not causing any issues at all. It should be harmless. |
Thread: How-to: Custom Starting Resources & Income rate27 Dec 2013, 23:02 PM
How-To: Custom Starting ResourcesBasicsIn this tutorial you will learn how to set custom starting resources for your map. To do this, you will need a basic text editor. Microsoft Notepad is suitable for this job and you already have it. In case you'd like to consider getting a bit better tool for this, I would recommend using notepad++, which you can download from notepad-plus-plus.org The Script FileAll maps can be shipped with a custom script file. This file is always named as <mapname>.scar, where <mapname> is same as the name of your map's .sgb file. You can create this file by opening notepad or notepad++, and by saving a new blank document as <mapname>.scar to your map folder. Adding code to override default starting resourcesOpen <mapname>.scar in notepad / notepad++ if you have closed it. Copy and paste in the following code: Alternatively you can also download this .zip archive, which contains a pre-made scar file with the following code. Extract it and move the .scar file to your map's folder and rename the .scar file to match your .sbg file name! Code
Testing the resultsSave the <mapname>.scar and close the file. Goto WorldBuilder and do File -> Export Package, run the game, start a match with your map. You should now be able to see custom starting resources. This example uses a pre-made set called ResourceSets.customSet_01, which sets the following: Code
Configuring the code to match your needsThis example comes with four pre-made resource sets, which are called standard, highResources, customSet_01, and customSet_02. First 2 are just copies of the already existing ones and the two customSets are there for customization. To change which set to use, simply change g_ResourceSet to match the desired resource set, e.g. Code
You can edit any of the resource pre-sets by editing the values. They should be quite self-explanatory, but here they are: manpower = Manpower resource value fuel = Fuel resource value munition = Munition resource value action = xp amount. e.g. ~1024 action = ~1 command point command = number of command points income_modifier = table of income modifiers. By default all income modifiers are * 1 (no effect) See the information in the top of the script file for configuring income modifiers. After doing the necessary changes Hit save, Export package, run your map and voilà! ConclusionsIn this tutorial you learned how to set custom starting resources for your map. I tried to spend some time to explain stuff a bit more briefly instead of making this tutorial as humanly short as possible. Hopefully this will give you a better understanding of what you did instead of just adding the code to a file and getting results without knowing why. If you have any additional questions, feed back, or suggestions for future tutorials, please let me know in this thread! |
Thread: [CoH2] CheatCommands Mod ULE27 Dec 2013, 21:35 PM
Good sir, I dont know how you do these things somethimes, but you This is probably something that is hardcoded to the game. How do you know you are getting MP counterparts instead of SP? |
Thread: [CoH2] CheatCommands Mod ULE27 Dec 2013, 21:02 PM
Please provide warnings.log / warnings1.log. |
Thread: [CoH2] CheatCommands Mod ULE27 Dec 2013, 00:30 AM
CheatCommands Mod ULECurrent Version: Ultra Light Edition 1.6 For those of who don't know what this mod is all about, here's a short intro: CheatCommands Mod is an utility mod for CoH2. In can be used for, but not limited to: Singleplayer Cheating, Testing units, Balancing, Debugging maps, Setting up scenes for screenshots/videos and so on. Your imagination is the limit. Even though this is the super ultra light edition. Even lighter than the Light Edition. Most of you probably know that December 10th update broke CheatCommands Mod. While this update effectively disabled mods, Relic re-introduced -dev mode and thus Scar code can be executed via console. This version of CheatCommands Mod has less features but at least the key features are available at the moment: (I will be adding more features in the future) Code
DownloadOlder downloads How to install and use?1. Extract the downloaded archive to your CoH2 installation folder, e.g. C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 2. Make sure you now have a folder called "ccm" in your CoH2 installation folder 3. Launch CoH2 with -dev mode 3.1 Goto your steam games collection, right click CoH2 and select Properties. 3.2 Under the General tab click the Set launch options... button. 3.3 Add "-dev" without quotation marks (Make sure to leave space between additional tags such as "-nomovies", e.g. "-dev -nomovies") and click OK. 3.4 Close the game's Properties window and launch CoH2. 4. Start a match, Open Game console by pressing Control + Shift + ~ (tidle) In a keyboard which contains Scandinavian letters such as ö, ä, å, please use ö instead of ~ (tidle), e.g. Control + Shift + Ö 5. Paste in this text and press enter: Code
Close the console by pressing the same hotkey again. You are now good to go! For example, press Control + 1 to spawn pioneer / combat engineer squad and Control + Delete to remove it (if selected) List of German Squad Spawn HotkeysList of Soviet Squad Spawn Hotkeys ConclusionsOh my god! Every single thread by Janne252 has a conclusions part! Well, I'd like to have one to gather in some thoughts. I got kinda hit in the face by the fact that I would be unable to continue on developing mods. I thought it was the last nail to the coffin but it just wasn't. Others could say -dev mode without mods is useless but I'd say otherwise. It's a damn nice. Of course December 10th update was not the end of the modding. Relic has already stated that there is going to be a Steam WorkShop support for CoH2 mods. This mod actually has a feature which has not been in CheatCommands Mod since open beta. This feature is the ability to modify game speed. Press Control + NumPad[0-9] to try different speeds. NumPad4 is the default. In case you have feedback, questions, suggestions, or whatever, please let me know in the comments! |
Thread: How-to: Custom Population Cap26 Dec 2013, 23:44 PM
Keep in mind that some of those functions might be outdated. For example BP_IsPropertyBagGroupValid(groupname) does not exist in CoH2. That is the only major function missing. Others are more or less already useless. |