PDA

View Full Version : HOWTO: Change squad weapon



Lmagus
3rd Oct 06, 1:09 PM
For this tutorial we will use the paratroopers and change their weapon from to a Thompson smg.
It's very easy ^_^

First, open your mod and go to attrib\attrib\ebps\races\allies\soldiers
and open airborne_infantry.rgd

In there, go to combat_ext\hardpoints\hardpoint_01\weapon_table
Now click(not on the +) on weapon_01.
In the right side you will see a few lines, what you need to edit is the weapon line
it says:
weapon\allies\small_arms\single_fire\rifle\m1_carbine.lua
(the weapons are located at attrib\attrib\weapons)
let's change it to
weapon\allies\small_arms\machine_gun\sub_machine_gun\m1_thompson_smg.lua
and save your mod, and now you the paratroopers start with the Thompson sub machine gun.

I know it's not much, but it will help those who want to get started.

(for some reason the forum put spaces in my bold lines... so just delete them in the program)

dangchang
7th Oct 06, 8:16 AM
SWEETNESS!

One question though:

How do I give airborne a loadout like the following:

One thompson (for the squad leader)
3 M1 Garands
2 M1 Carbines

Lmagus
7th Oct 06, 9:39 AM
Hmm...
No idea O_O

2ltben
7th Oct 06, 5:18 PM
My guess is to make new soldier models and add them to squad loadout in sbps. I haven't tried something like it yet, though.

rebel5555
7th Oct 06, 5:46 PM
SWEETNESS!

One question though:

How do I give airborne a loadout like the following:

One thompson (for the squad leader)
3 M1 Garands
2 M1 Carbines
What you do is make several copies of attrib\ebps\allies\soldiers\airborne_infantry.rgd
(example: airborne_infantry1.rgd, airborne_infantry2.rgd)

Then you give each unit the weapon you want them to have. Next, you change the loadout in attrib\sbps\races\allies\soldiers\airborne_infantry.rgd

MirrorImage
7th Oct 06, 5:50 PM
Or you could always make it an upgrade package that gives them the weapons. I am wondering does anyone know how to give a mg team more than one mg since in the load out I see how it adds the mg to the squad but I can't figure out how to add more mgs.

dangchang
7th Oct 06, 6:19 PM
I've figured out, but forgot to update my posts. Thanks for the help though guys.

shiremct
8th Oct 06, 2:49 PM
There are some somewhat serious consequences to using this method to add weapons to squads that you should know before you make the decision to use it:

Firstly, applying new entities with a weapon is not the same as giving that weapon to the squad. The entity will retain control over the weapon, and when that entity dies, the weapon goes with it until it is reinforced. This is very different from most of the weapon upgrades in the game which add the weapon to the squad, where it can then be passed down to surviving members when the carrier is killed. A weapon added in this manner will also never drop upon the carrier's death, not even if the entire squad is killed.

Secondly, weapons added in this manner do not count towards the squads pickup limit and because they are not considered squad weapons, they can be replaced by squad weapons when picked up or upgraded. Say you want to make a squad with one bazooka soldier and two pistol soldiers. You make your squad by the above detailed method and come across an axis panzershreck on the ground. You order your squad to pick it up, thinking one of the pistol equiped soldiers will take it, however, since your bazooka soldier is not equipped with a bazooka that belongs to the squad, he could be the one to pick up the panzershreck instead, and his bazooka would be nullified.

While the above method is a quick and easy way to add weapons to a squad, in doing so, be careful that you realize the neat little features of the game; those little things that give CoH that extra cool feel; that your are nullifing for your new squad.

The following link will take you to the [How To:] article for adding weapons to squads via upgrades such as those used in the game (ala Recoilless Rifles, BAR, Panzershrecks, etc...) where your troops can drop and pass on the weapons in combat.
(Coming soon :D)

franconbean
16th Oct 06, 1:16 PM
in the part "sub_machine_g un\" is there ment 2 b a space between the "g" and the "un" of gun

Lmagus
17th Oct 06, 11:44 AM
shiremct, I've added weapons trough upgrades too, but I had a little problem with that...
I could add 4 Thompsons to the paratroopers and then they can't upgrade to anything else, but if I upgrade to RR's, they can still use the Thompson upgrade...

franconbean, no.

K1D27H
22nd Oct 06, 7:36 PM
Lmagus, I believe the thompson takes up squad item slot, and the default slot size of para is something like 4(?) so once you give them all the smg, you run out of the slot to give them something else....Hope this helps.

Busby
16th Nov 06, 3:25 PM
Ok, I have changed the Engineers SMGs to Carbines using this method. However, when I go in game the gun itself and its bullet effects are missing, and only the impact of the shots are shown, is there a way to fix this?

nath9091
17th Nov 06, 2:25 PM
Same as Busby, successfully changed both Riflemen and Engineers to Thompson, but that's the only gun that seems to work. All the rest mess up and don't appear. I've tried with the Garand and the Carbine. Please help.

Lmagus
18th Nov 06, 1:19 AM
No idea what the problem is...

Sadden
7th Dec 06, 12:22 PM
Secondly, weapons added in this manner do not count towards the squads pickup limit and because they are not considered squad weapons, they can be replaced by squad weapons when picked up or upgraded. Say you want to make a squad with one bazooka soldier and two pistol soldiers. You make your squad by the above detailed method and come across an axis panzershreck on the ground. You order your squad to pick it up, thinking one of the pistol equiped soldiers will take it, however, since your bazooka soldier is not equipped with a bazooka that belongs to the squad, he could be the one to pick up the panzershreck instead, and his bazooka would be nullified.

Actually, you can prevent something like the above happening by changing the order of the units in the squad_loadout_ext tree.

I created an airborne squad with 1 Thompson, 3 Garands, and 2 Carbines. I make sure that the guys with the carbines get upgraded first, then the garands, then the thompson last if necessary, by specifying the carbine unit as unit_01. The garand unit is unit_02, and the thompson unit is unit_03.

When I upgrade to RR's, the guys with the carbines get the upgrade. If I do it again, two of the three garand units get the upgrade.


Lmagus, I believe the thompson takes up squad item slot, and the default slot size of para is something like 4(?) so once you give them all the smg, you run out of the slot to give them something else....Hope this helps.

Try this:

Change 4 to 6 : attrib\sbps\races\allies\soldiers\airborne_infantry.rgd\...\squad_item_slot_ext\num_slots

philster_12
7th May 08, 10:11 PM
lol it works

http://www.youtube.com/watch?v=0Fil-IeoXZ8

Monty76
26th May 08, 9:02 AM
Has anyone had any success in enabling all infantry to be able to throw some sort of grenade? I always found it a bit strange that some units can't throw grenades and I don't think it would unbalance the game. Do any such weapon changes affect all game modes including campaign?

Gossamer
8th Jun 08, 1:58 PM
I tried to give the engineer thompsons and it just gave them M3 instead for some reason. So I tried to give them flame throwers and it gave them M3 instead... I clicked save and everything. My other changes work as in making the squad have 2 instead of 3 people. Can somebody help me with this!?

newcomer
8th Jun 08, 2:29 PM
did you put in combat_ext\hardpoint_01\weapon_01 or somewhere else?

Gossamer
9th Jun 08, 7:17 PM
No... I just copied the engineer file and made it called something else. I made a secondary squad and it's supposed to have 5 men and a new gun, and it only has 5 men.

repzic
16th Aug 08, 2:13 PM
ok, im trying to make a scot Lt. i make him up in the sbps (making the piper unit max of 1 man) but hes not in the ebps to give him sten instead of his lee enfield. cn nyone help ? :)

Celution
17th Aug 08, 2:17 AM
Copy the tommy.rgd squad, call it whatever_you_like.rgd
Then go to the sbps guy, and go to squad_loadout\unit_list\unit_01\type. Then make it: ebps\races\allies_commonwealth\soldiers\whatever_you_like.lua
then the bagpiper guy is connected with the new unit, so if you change the ebps new guy, it has effect on the bagpiper guy.

MousoLini
17th Aug 08, 6:26 PM
i want to give panzer grenadiers a light mg42 as standaard load out, but then i get blue blocks (rgm missing, have panic). do i need to make copy's of the weapons to, like for units or what could be wrong, where do u put what? for example : in hardpoint need to be put the file from ebps , sbps or the one from the data art folder? and if i have 5 men i need to put in 5 hardpoints with that type of weapon? correct?

MousoLini
17th Aug 08, 8:07 PM
i want to give panzer grenadiers a light mg42 as standaard load out, but then i get blue blocks (rgm missing, have panic). do i need to make copy's of the weapons to, like for units or what could be wrong, where do u put what? for example : in hardpoint need to be put the file from ebps , sbps or the one from the data art folder? and if i have 5 men i need to put in 5 hardpoints with that type of weapon? correct?

many thanks already

Celution
18th Aug 08, 2:08 AM
Why did you post the same post twice...?
Anyway I know how to do what you asked..
Just add the light mg upgrade at the upgrade_apply_ext from the PG's....
If they are invincible, then you have to mess with the .abp file. But don't do that if needed, because if you mess it up wiht the.abp file the unit will turn into a blue box.

Ever
6th Jan 09, 5:20 PM
Lads, I did this with a Lieutenant. I replaced his Sten with weapon\allies_cw\small_arms\single_fire\rifle\cw_lee_enfield.lua and yet nothing appears in his hands.

I don't know what the problem is, it is extremely simple and yet for me it did not work, just my luck. Sorry for bringing this thread back to life but its better than making a new one I suppose.

Lethal Dosage
7th Jan 09, 2:02 AM
Did you add the Lee Enfield to his .abp file?


http://forums.relicnews.com/showthread.php?t=192658

Soldier13
8th Jan 09, 6:01 AM
I haven't come to this yet(in my mod) but refering to LD's question, don't you have to put new weapons the soldier will use in to that soldiers .abp file.

Lethal Dosage
8th Jan 09, 11:01 PM
Yes, yes you do... unless it's part of commonmeshes.lua

eruck
11th Feb 09, 11:21 AM
my problem is that when i gave the infantry section flamethrowers their old gun waas still there.

thanks in advance

never min i fixed it

janh95
12th Feb 09, 4:23 PM
i need a little help here :P.
i tryed the thing from the first post and it worked but i want in my wehrmacht unit.
6 k98
2 mg42
1 sniper with g43
so i tryed the 5th post but with no succes so i need a little help here :D

AverageJoe
12th Feb 09, 4:27 PM
It's impossible to add more than one team weapon (like at guns, mgs, and mortars) to a squad.

janh95
12th Feb 09, 4:29 PM
uhm no it isn't with the thingy above i just changed the wehrmacht squad her k98 to mg42 lmg and now except the tl has mg42's but i wanna have
6 k98
2 mg42 lmg
1 g43

Lethal Dosage
14th Feb 09, 1:10 AM
Well considering most Wehr squads consist of a leader ebps and however many other regular members to make up the number. For instance the Volksgrenadier_squad consists of a volksgrenadier_leader and 4x volksgrenadier.

Your looking at a squad of 9 men. You would need to either make a squad consisting of 3 types of ebps file (perhaps you could call them volksgrenadier1,volksgrenadier2, and volksgrenadier3), and you'll have to give them the weapons to their hardpoints (in the combat_ext). The other way would be to create your 9 man squad, all with Kar98k's, and make a free upgarde (with 0 time) which gives 2 LMG42's and a Sniper G43. The first way would be easier though, as you'd have to create a slot_item for the Sniper G43, which might be a little beyond you.

janh95
14th Feb 09, 4:33 AM
ok thx LD :D

KnightOfSerbia
17th Feb 09, 12:42 AM
but where is hardpiond of panzer grenadier elite

Bugdown
20th Apr 12, 8:29 AM
why when I trying to save this error pop up.

just remove the space

i165.photobucket. com/albums/u63/nickypunk001/aaaaaaaaaaaa.png

I know this is old topic and sorry for digging this up

Bugdown
24th Apr 12, 5:11 AM
I try to use this type of weapon in axis but its invisible

weapon\allies_cw\small_arms\machine_gun\sub_machine_gun\cw_sten_smg_silencer.lua

striker
26th Aug 12, 10:32 AM
go to this link here explains in detail as you can fix the problem
http://forums.relicnews.com/showthread.php?192658-HOW-TO-fix-invisible-weapons