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cf_nz
17th Feb 07, 7:58 PM
As requested by a couple of people .

I’ll write this as a file by file how-to as I find it easier that way. Axis and Allies are slightly different.

Axis:

1. Go to attrib\attrib\ebps\races\axis\soldiers.

2. Right click on medic.rgd and select make a copy of this file, name the new file axis_medic.rgd (or whatever you want).

3. Open axis_medic.rgd.

(Optional) Go to cost_ext\time_cost\cost; (increase the cost default = 50 manpower); go to time_seconds; increase the build time (default = 5 secs).

(Optional) Open health_ext; reduce the hitpoints (default = 120).

4. Go to medic_ext; right click and delete.

5. Go to moving_ext change acceleration to 5 and deceleration to 8 (these are equivalent to allied movement speeds; I don’t know why axis have -1).

6. Go to sight_ext\sight_package, change outer_radius to 35 (same as for other infantry).

7. Go to attrib\attrib\sbps\races\axis\soldiers.

8. Right click on medic_squad.rgd and select make a copy of this file, name the new file axis_medic_squad.rgd (or whatever you want).

9. Open attrib\attrib\ebps\races\allies\buildings\triage_center.rgd.

10. Go to construction_ext\on_construction_actions\ability_actions; right click on action_01 and copy.

11. Open axis_medic_squad.rgd; go to squad_action_apply_ext\actions\ability_actions; right click on action_01 and paste (that should give your medic the healing aura). (Optional)Continuing on, go to action_01\area_info, change the radius (default = 10, too much).

12. Go to squad_loadout_ext\unit_list\unit_01\type; change to read ebps\races\axis\soldiers\axis_medic.lua

13. Open attrib\attrib\sbps\races\axis\soldiers\sniper; go to squad_requirement_ext\requirement_table; right click on required_01 and copy. Go back to axis_medic_squad.rgd and go to squad_requirement_ext\requirement_table; right click on required_01 and paste.

14. Go to squad_ui_ext, change icon_name to units\unit_axis_volksgrenadier (or whatever unit you wish; if you have the ability make a custom icon). Change ui_group_postion to 5.

15. Open attrib\attrib\ebps\races\axis\buildings\basic_support.rgd.

16. Go to spawner_ext\squad_table; add the line sbps\races\axis\soldiers\axis_medic_squad.lua to squad_05.



Allies:

1. Go to attrib\attrib\ebps\races\allies\soldiers.

2. Right click on medic.rgd and select make a copy of this file, name the new file allies_medic.rgd (or whatever you want).

3. Open allies_medic.rgd.

(Optional) Go to cost_ext\time_cost\cost; (increase the cost default = 50 manpower); go to time_seconds; increase the build time (default = 15 secs).

(Optional) Open health_ext; reduce the hitpoints (default = 120).

4. Go to medic_ext; right click and delete.

5. Go to sight_ext\sight_package, change outer_radius to 35 (same as for other infantry).

6. Go to ui_ext; change minimap_enable to true (default = false); change selection_type to squad_select (default = targettable)

7. Go to attrib\attrib\sbps\races\allies\soldiers.

8. Right click on medic_squad.rgd and select make a copy of this file, name the new file allies_medic_squad.rgd (or whatever you want).

9. Open attrib\attrib\sbps\races\axis\soldier\medic_squad.rgd. (yes, axis); right click on squad_action_apply_ext and copy; go to allies_medic_squad.rgd; right click on GameData and paste into.

10. Open attrib\attrib\ebps\races\allies\buildings\triage_c enter.rgd.

11. Go to construction_ext\on_construction_actions\ability_a ctions; right click on action_01 and copy.

12. Open allies_medic_squad.rgd; go to squad_action_apply_ext\actions\ability_actions; right click on action_01 and paste (that should give your medic the healing aura). (Optional)Continuing on, go to action_01\area_info, change the radius (default = 10, too much).

13. Go to squad_loadout_ext\unit_list\unit_01\type; change to read ebps\races\allies\soldiers\allies_medic.lua

14. Open attrib\attrib\sbps\races\allies\vehicles\jeep_squad.rgd; go to squad_requirement_ext\requirement_table; right click on required_01 and copy. Go back to allies_medic_squad.rgd and go to squad_requirement_ext\requirement_table; right click on required_01 and paste.

15. Go to squad_ui_ext, change icon_name to units\unit_allied_rifleman (or whatever unit you wish; if you have the ability make a custom icon). Change ui_group_postion to 3.

16. Open attrib\attrib\ebps\races\allies\buildings\barracks.rgd.

17. Go to spawner_ext\squad_table; add the line sbps\races\allies\soldiers\allies_medic_squad.lua to squad_03.

Done.



Additional:

** Adding a weapon to the medic, eg for axis.

1. Go to the ebps soldier file (axis_medic.rgd). Look in combat_ext\hardpoints\hardpoint_01\weapon_table\we apon_01.

2. Then add to weapon something like weapon\axis\small_arms\single_fire\pistol\luger_p0 8_9mm_pistol.lua or weapon\axis\small_arms\machine_gun\sub_machine_gun\mp40_smg.lua.

3. Go to the .apb file. Located: data\art\models\races\axis\soldiers\medic.abp

Add the line: "Weapons\\Luger", (for luger); "Weapons\\MP40", (for MP40). The available weapons are located data\art\models\races\axis\soldiers\weapons.



Troubleshooting:

1. Why won't my medic move.

There were (at least) four occasions the medic just sat at the barracks:

i. I hadn't deleted the medic_ext in the ebps file (step 4).

ii. (Allies only) I hadn't changed the select_type in the ebps file from targetable to squad_select.

iii. (Axis only) Hadn't changed the acceleration and decceleration from -1,-1 to 5,8.

iv. Didn't change the squad_loadout_ext from medic.lua to axis_medic.lua or allies_medic.lua.

-----------------

Link to the mini mod in The Ammo Box:

Buildable medic with healing aura. (http://forums.relicnews.com/showthread.php?t=142214)

ISLAND_KNIGHT
24th Feb 07, 5:17 PM
Thank you cf_nz:

This is truly fabulous!

Now to get Photoshop to work.

Zambini
24th Feb 07, 9:45 PM
Worked excellent for me except one thing
This has to be done for both Axis and Allies races

(red = changes)
Go to /sbps/races/(allies or axis)/soldiers/
-Edit your medic squad's .rgd
Go to squad_ui_ext; change minimap_enable to true (default = false); change selection_type to squad_select (default = targettable)


When i tried doing the above from ebps, it didn't work. The medic just hovered at the axis barracks.

I don't know if its just cuz I'm me, or what.
=P
Excellent work though =):bunny:

Prowl
25th Feb 07, 10:18 AM
Thanks, I untangled your interlinked tutorial (didn't want to do an axis medic) and got it working.

thanks for your tutorial!, I much prefer this medic over the previous medic where I had to target the squad.

cf_nz
25th Feb 07, 8:32 PM
Removed and added to original post as troubleshooting section.

---------------------

Prowl

Yeah sorry about writing it that way, I'll change it in case others only want to do an Allied medic. Was just laziness on my part at the time.

---------------------

ISLAND_KNIGHT

You're welcome. I wanted to add a how-to make the icon section but only have photoshop elements (also tried The Gimp), couldn't create anything I liked (I wanted perfection; same background; yellow border when mousing over etc). Maybe one day.

Genflag
27th Feb 07, 10:25 PM
I've tried all the stuff mentioned in the replies, and he still won't go anywhere.

Also, if anyone wants to use the unit icon and symbol that I made, they are attached. Be sure to put them into the proper folders

THQ\Company of Heroes\Real_Uniforms_mod\Data\art\ui\ingame\units for unit_axis_medic

THQ\Company of Heroes\Real_Uniforms_mod\Data\art\ui\ingame\symbols for unit_axis_medic_symbol

You'll still need to do step 13 to get them to work. Feel free to use them in published mods, just give me credit.

cf_nz
28th Feb 07, 12:00 AM
Genflag

Another reason I've thought of that the Axis medic won't move is the acceleration and deceleration need to be changed (step 5).

If you can't figure it out feel free to post your ebps and sbps medic files and I'll see if I can sort it out.

How did you make the unit icon?

Genflag
28th Feb 07, 4:54 PM
still not working.

as for the unit icon, I just threw it together really quick in photoshop. I used the portrait picture for the medic, copied, pasted, cleaned up, gave a slight glow around it, gave him a symbol, and then changed the alpha layer to match the new image.

I'm actually working on a realisim mod, which includes mostly all new textures were needed, and once I get it working, new units(having trouble with that).

Anyway, thanks for the help, and even more thanks if you can straighten my medic out.

cf_nz
28th Feb 07, 8:34 PM
Genflag

The sbps file you've included in the zip is another copy of the ebps one.

I created a new mod and copied them into the appropriate folders but couldn't open them or convert the .lua to .rgd, got a program error in the mod studio???? I can still compare them with winmerge to see the differences.

Genflag
28th Feb 07, 11:54 PM
sorry about that, here are the rgb files. I hadn't had any sleep at that time cause I was up all night and day working on new skins.

cf_nz
1st Mar 07, 12:42 AM
Ok, got it. In the sbps file under squad_loadout_ext you are referencing the old medic ebps\races\axis\soldiers\medic.lua rather than the new one ebps\races\axis\soldiers\axis_medic.lua.

Genflag
1st Mar 07, 12:51 AM
wow, I don't know how I missed that part of the instructions the 20 or more times I read how to make the medic. Thank you very much for the help.

quick question, what did you think of the unit icon and symbol that I made?

cf_nz
1st Mar 07, 1:04 AM
Another thing I noticed, in game your medic doesn't have the 'selection ring', this can be corrected by changing the ebps; ui_ext; selection_name from medic to soldier. Don't know if that will effecet any other changes you've made though.

Icon and symbol were good. I was going to ask for more detail about how to make them. I tried using the volks icon as a base but couldn't get rid of the default volks symbol. Tried from scratch but then lost the background and yellow hightlight when you mouse over.

Genflag
1st Mar 07, 1:42 AM
yeah, just played a game and noticed that he didn't have the ring, which is odd because before when he wouldn't move, he did have it, I've fixed it now though.

to change the symbol, just go to the alpha channel, and black that part out, and use the selector tool to select all of your new symbol and put it were the original symbol was in white. also you can make it translucent by using greys instead of white(i.e. the lighter the grey, the less translucent it is). The alpha channel works like a mask. It's pretty simple once you figure it out, it works the same for a number of the other skins and such in the game, but not all of them.

do you have any expirence making new vehicles? because I'm having trouble with that.

SouthSideDiablo
14th Mar 07, 4:00 PM
I was able to get the medic in game and I tried adding a weapon. When I go into the game it looks like he's holding the weapon but the weapon isn't there and he can't shoot. Just to let you know i'm using the allied medic and the M1 Carbine. Any help is grateful.

cf_nz
14th Mar 07, 11:28 PM
To make the weapon visible.

Go to data\art\models\races\allies\soldiers\medic.abp

Add the line

"Weapons\\M1_Carbine",

So it looks something like this:

model =
{
"..\\..\\Common\\CompleteMotionTree.abp",

"Weapons\\M1_Carbine",

"Officer\\Officer",
}

I think that should work.

SouthSideDiablo
15th Mar 07, 2:52 PM
Yes, it did work. Thanks for the help.

patriot66
1st Apr 07, 9:27 AM
Hi, i have one question, when i click to produce my medic the game just crashes any ideas? and do you know how to get the officers into the game, i know its not have any realivence but ifigured if you can get a medic why not an officer?

cf_nz
3rd Apr 07, 10:37 PM
when i click to produce my medic the game just crashes any ideas?Sorry, no ideas really. Check all your changes.

patriot66
4th Apr 07, 3:07 PM
it happens when i add officers too, and what changes should i check?

cf_nz
4th Apr 07, 6:00 PM
I uploaded the files as a mini mod in The Ammo Box, link is at the end of the 1st post.

Have a look through those and see if you've made any mistakes.

If you're still stuck, you're welcome to post your files (ebps and sbps in .rgd format) and I'll see if I can find the problem.

Avatar13
16th Jul 08, 10:13 AM
Dredging up the past...

Will this still work with 2.301? Thanks!

Venusius
7th Sep 08, 5:50 PM
cf_nz -Thank you for this. Was wondering though, do you know how make this Medic unit such that it has that ability where you can have it linked to a squad? (ie. British Captain linked to a British rifle squad).

Thank you in advance.

Arcalane
24th Oct 08, 4:26 AM
I apologise if this is something of a bump, but I noticed something rather important during my testing; you'll have to set medic_pop in population_ext of your combat medic's .ebp to 0 to prevent them from being capped at a total of 6 combat medics, which may also interfere with the default medics from bunkers and such. I haven't tested this heavily, but removing the count against medic_pop stopped the squad size from being capped at 0.

You may also wish to set personnel_pop to 1 to be in line with the other troops, though I'm not sure if this has any effect.

Another interesting thing I noticed; Medics inside vehicles (such as the halftracks) heal allies near the vehicle. You can make field ambulances using this effect, which is rather neat, and it allows you to keep the otherwise vulnerable medics safe from enemy fire. Plus they can man the halftrack's turret(s) and provide extra fire support.

~~

In fact I think I'll add a little note of my own to this. Something that you might want to try is adding extra troops to the squad using different weapons. Whilst it's easy to make them all wield one weapon, adding different weapon units to the squad is a bit trickier, but it can add a useful effect. For example, you can have one medic (the squad leader) with a luger, and two medics with kar98s.

1) Find your axis_medic.rgd in \ebps\races\axis\soldiers

2) Right click and duplicate. I suggest adding the name of the weapon your new medic will use to the end of the file; for example, we'll make axis_medic_kar98.ebp.

3) Open up volksgrenadier.rgd

4) From there, open combat_ext -> hardpoints -> hardpoint_01 -> weapon_table -> weapon_01 and copy the weapon field's contents (in this case, weapon\axis\small_arms\single_fire\rifle\kar_98k_rifle_vg.lua) to your clipboard with Ctrl-C.

5) Switch back to axis_medic_kar98.rgd and navigate down through combat_ext to weapon_01 as before. Paste weapon\axis\small_arms\single_fire\rifle\kar_98k_rifle_vg.lua into the weapon field over the luger info.

6) Save your progress. This is all we need to do here. Open up the art file for the medic; data\art\models\races\axis\soldiers\medic.abp. Add the following line under where you added the Luger; "Weapons\\Kar98",. Save again.

7) Open up the squad (in this case, axis_medic_squad.rgd). Open squad_loadout_ext -> unit_list -> unit_02. Set max and num to 2. Open the type field and paste the path to your Kar98 Medic in. Go back to unit_01 and set max and num to 1, if you haven't already*.

8) Save all your changes and load up CoH with your changes. If you got it right, you should see something like this (http://i122.photobucket.com/albums/o247/Arcalane/relic00014.jpg) when you next train a medic squad. (As you can see, I experimented with an SMG, a pistol and a rifle. I think pistol/rifle/rifle is a more effective combination, as medics will not be engaging at short range anyway. Allied Medic Example (http://i122.photobucket.com/albums/o247/Arcalane/relic00013.jpg).)

Optional Step:

Open the squad file and select combat_behaviour_ext. Change squad_ai_reaction_file and squad_ai_retaliation_file to "empty-plan". This should stop them from rushing forward at enemies, which is not something you need your medics doing, since they have less health than normal troopers.

*Adding extra medics to the squad doesn't seem to alter the healing rate, fortunately. It does, however, make them slightly less defenseless.

I trust I don't need to do a guide to make this work for the allied medic as well? It's not that hard. :) I learnt how to do it by looking at the allied rifleman squad's way of spawning a sergeant.

~~

Edit with update~:

Want to attach a medic squad to your troopers so that they follow a certain squad everywhere? Well now you can. This requires that you own Opposing Fronts (although you can do part of it manually if you wish.)

1. Open attrib\attrib\sbps\races\allies_commonwealth\soldiers\lieutenant.rgd

2. Right click on squad_ability_ext and hit "Copy".

3. Open your medic squad rgd.

4. Right click on GameData and hit "Paste Into".

5. Open up the ability table and remove abilities\retreat_to_captain_ability.lua from the list.

6. Save the changes and you should be good to go, and the Medics will now have a "Command Range" button which allows them to closely follow a squad of your choosing.

7. This can be safely ported over to the other medic squad, too.

guydamak
1st Nov 08, 3:43 PM
Thank you.

Can anyone\the creator could tell me how to add 1 medic to a riflemen squad?

thanks.

Celéstial
2nd Nov 08, 5:23 AM
Make ONLY an ebps file for the medic, and add all the medic stuff (like healing, and maby a weapon if you want)

then go the the sbps for the riflemen squad, and in there GameData\squad_loadout_ext there add in the third slot the ebps\races\[race]\soldiers\[your_medic_file.lua]

guydamak
2nd Nov 08, 5:27 AM
Thank you man.

I think i've done only the 2nd part with the SBPS,
and he didnt show up.

maybe it's because i didnt use the 1st part with the ebps? or was it suppose to work anyway?

thanks again mate.

guydamak
2nd Nov 08, 2:06 PM
Hey,

I've did it and walla, i can see the medic there.
But he's not doing anything beside shooting.
now for another related question: can the medic attend to the people in the field? take care of the wounded? or does he have some...healing aura? i'm trying to make him be as-close to real, so any help\ideas that be a part of this tutorial is welcome.
thanks.

Arcalane
4th Nov 08, 10:59 AM
You'd have to make it so the individual ebp had the heal ability/event/aura, not the entire squad. I'm not sure if that's possible, to be honest. You could make it applied to the squad, but then they'd still heal other units, even if their medic was dead, and I'm not sure if the squad would be able to heal itself.

Also, it's a bad idea for any multi-medic squads, as they'll all give off healing, which might get overpowered if the healing auras stack.

On a slightly related note, would it be possible to add a repair aura to the Engineer/Sapper/Pioneer/etc.?

guydamak
4th Nov 08, 12:16 PM
well, i think i'll leave him only for the "beuty of it" :)

thanks mate.

Sgtwookie
6th Nov 08, 5:34 AM
Celestial is correct. I followed the OP's directions except adding the medic to a building. Instead I did as celestial suggested and added a medic to certian infantry squads via the loadouts in sbps. After following the OP's info about the art files my infantry squads now have one medic each with the appropriate sides pistol.

I had to make a seperate ebps file for the paratrooper medic but other than that they work like a charm. Near as I can tell when the medic dies the squad loses it's healing until reinforced, and the auras don't appear to stack(I've tried testing this but I'm still not sure).

Big thanks for the ideas posted in this thread.

Leutnant Joe
4th Dec 08, 9:15 PM
Cf_Nz and Arcalane!

Great tutorial! I put a medic for the axis and it works very well. Thank you. And thanks to genflag for the medic unit icon too.
Medic:
http://img152.imageshack.us/img152/1426/medicui7.jpg

Only one question... Did you know how to edit the unit icon for the squads? for example...
I create one, but in game only apears the icon in the support building, in this case a new "pioneer" squad, but the icon background is in black, and in the unit itself theres a pink color
instead the icon.

Look:
http://img152.imageshack.us/img152/2028/iconbuildingji9.jpg

http://img152.imageshack.us/img152/7237/iconunitgg9.jpg

Thanks.

amscot
23rd Mar 09, 11:47 AM
Hi,

Great post. I followed the steps twice but the medics appear then disappear right away. No errors, game reports medic created with the built icon on the screen. Any hints?

cf_nz
23rd Mar 09, 11:31 PM
Sorry, without looking at what you've done I couldn't say off the top of my head, it's been a long time since I did this (I've forgotten a lot).

Clued
3rd Sep 09, 5:41 AM
btw there already is a medic icon as part of the game

well for allies atleast

Celéstial
3rd Sep 09, 9:05 AM
There is one aswell for the Axis.

danigp
21st Sep 09, 2:58 PM
I've already got my medic with the healing aura, but i want him to do what the original medic do aswell, pick up injuried soldiers and bring themo to the medic station...

Celéstial
22nd Sep 09, 12:38 PM
not possible.

makatini
14th Dec 09, 5:32 AM
In my ignorance I made an allied medic first and like another post I saw, he appeared briefly and then disappeared back into the barracks.

But when I started with the axis medic and followed the tut all the way through both of them worked. Beautifully.

It's handy to have 2 medics together in the field as they heal each other! This is really stunning and works great ingame. Now I will add weapons (I have already followed Arcalane's instructions re the population cap and that works too) and will try to tie the medic to a squad.

Oh yes..and the dreaded icons. Must learn how to change them...

Thanks for a great tut!

Mak

INCOMING! :spartaaa:

makatini
15th Dec 09, 10:32 PM
btw there already is a medic icon as part of the game

Can anyone tell me where the Medic icon is? The one I found is Purple/Pink... :elephant:

Also, I managed to make 3 allies medics inone squad using the Sergeant spawning method but the 2 added soldiers are not dressed as Medics - can one change this?

thanks

Mak

Steelguins
19th Dec 09, 1:39 AM
Hi first of all i just would like to say great tutorial works really well. i would like to add something to it if you do not mind

if you want to use the medic icons and symbols thats in game all you have to do is replace a couple of thing

axis medic
line 14. Go to squad_ui_ext, change icon_name to units\unit_axis_volksgrenadier (or whatever unit you wish; if you have the ability make a custom icon). Change ui_group_postion to 5.

replace units\unit_axis_volksgrenadier with units\unit_axis_combat_medic

and

allies medic
line 15. Go to squad_ui_ext, change icon_name to units\unit_allied_rifleman (or whatever unit you wish; if you have the ability make a custom icon). Change ui_group_postion to 3.

replace units\unit_allied_rifleman with units\unit_allied_combat_medic

and you will have the medic icon that show up in the building you are building it from and also the icon above the head of the medic.

hope this helps who ever just wants to use the icons that already in the game :bump:

makatini
19th Dec 09, 3:11 AM
I have managed most of the steps in the icon-making process but I have a problem with the badge mask. Unless I can find it to edit it, it interferes with the new badge.

Does anyone know where I can find the mask?

Thanks, Mak

TigerTanker
27th Dec 09, 4:37 AM
Whoa, great tutorial. I tried it at both sides, it works indeed. But I have a problem with adding weapons.
When I want to save the edited .apb, it shows an error.

Here's the code:

model =
{
"..\\..\\Common\\CompleteMotionTree.abp",

"Weapons\\M1911A1_Colt_45",

"Officer\\Officer",
}

And here's the error message
http://img706.imageshack.us/img706/744/errorj.png

Can anybody help me?

Lethal Dosage
27th Dec 09, 8:07 PM
It looks like your Data folder within your mod doesn't exist. Do you get a similar error when you try to just extract the .abp file? If it extracts OK, go edit by hand with Notepad instead.

TigerTanker
28th Dec 09, 4:07 AM
The data folder was the problem. I fixed it, thanks for helping ;)

tileman17
11th Mar 10, 3:14 PM
OK went there and did what mod said the medic kinda shows up in the barracks but its just a purple box and wont build. :program: any ideas whats changed since the patches? I changed a few of the lines that were like ebps\races\allies\soldiers\allies_medic.lua
to be ebps\races\allies\soldiers\med.lua

Jagdpanther
11th Mar 10, 4:20 PM
This has nothing todo with the patches. remove all requirements from the sbps. But I think your problem is that you not connect to the correct squad in the building or the squad calls (squad_loadout) the wrong entity (ebps). For the icon, check, which icon is set in squad_ui_ext and if it exist.

tileman17
12th Mar 10, 7:13 AM
ok got a pic to show up but he wont build any ideas
:banghead:

makatini
12th Mar 10, 7:48 AM
Did you give it a unique number by saving it via the UCS editor? eg: $18010004 (Name) Allies Medic or whatever you are calling it. You cld e-mail me the file and I will check it for you. Let me know if that will help you.

we will sort this for you ! Mak

tileman17
12th Mar 10, 8:36 AM
ok makatini sent you a email

OK got him to build but he disappears

makatini
12th Mar 10, 9:01 AM
I tried to e-mail you but the mail addy was rejected - I also could not contact you via Relic forum as your settings block any attempt to e-mail you. Got another addy I can try maybe?

Leon (aka Mak)

tileman17
12th Mar 10, 10:18 AM
ok sent you an other email
:stick: