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View Full Version : How-To: Make Team weapons exitable.



Kent_Lang
27th Jan 09, 10:39 PM
Difficulty: Very Easy

This will make mortars, flak cannons, AT guns, HMG or whatever team weapon you'd like be able to make the squad exit the thing unharmed. Let's try the MG-42

1. Open up: "ebps\props\mg42_hmg.rgd"
2. Open "team_weapons_ext" and set "can_manual_abandon" to True, so that your squad will be able to abandon the weapon with your order.
3. Then open "on_abandon_action" and open "critical_actions"
4. Copy action_02 and paste it over on action_01, so that you delete kill_on_abandon action. This is important if you don't want them suiciding when exiting the weapon.

When I did this the Exit icon showed up by itself. It looks exacly like the icon that is used when you exit a building on slot 5.

This applies also when you might lose a important crew member. When one of the two mortar gunners might die the other one will just... abandon the mortar (instead of suiciding as he would normally do). He can be retreated to the HQ and go back for it later.


Locations where to find stuff related to this

You can find the AT guns in the "ebps\races\(axis or allies)\vehicle" folder.
The american .30 cal is in "ebps\gameplay\props" called the m1917_30cal_hmg
You can do the same with the 88 flak cannon aswell in the "ebps\races\axis\vehicle" folder and in theory it should work with the american Howitzer too.

How to disable splitting up when taking Team Weapon

If you change "max_capture_crew_size" to 6 for example any squad with 6 members in it wont have to split up when taking the team weapon, the rest of the members would just try to guard the team weapon with the best of their abilities.

This worked extremly well when I had a undefended 88 cannon in the center of a village (don't ask why) and the only units I had there was a Volksgrenadier squad of 5 people and when they capped it they didn't split up so when some infantry approached they could just exit the team weapon and deal with the intruders, together.

This doesn't mean that if you would exit an existing 88 crew and enter that 88 again they wouldn't get any extra entity slots since the capture blueprint is another squad file. "sbps\races\axis\soldiers\heavy_weapon_capture_squa d_88_axis.lua" to be precisce.

The reason why only some of the entitys actually work the 88 is because the 88 uses "roles" one gunner, one loader and a commander. Only two of these roles are actually required (the gunner and the loader), not all three so of one of these guys die the other two will just shrug and continue to work.

When one of the guys who are required to operate the weapon dies, then the survivor will try to dismount the weapon. This will result in him killing himself if you hadn't deleted the kill_on_abandon action.

In theory you could actually have a team capture a HMG and use the HMG as a support weapon. I doubt it would be effective or good but it could work. The Exit button will still be there through, if you doesn't have a ability blocking it on slot 5.


Hope this was useful.

pojarsma
30th Jan 09, 11:42 AM
nice tutorial

Kent_Lang
31st Jan 09, 3:10 AM
Thanks. If you get any troubles. Don't hesitate to ask.

ldmn
1st Feb 09, 4:55 PM
Thx for tut!

But I found Only a few weapons -mortar, mg42, ..- but not any AT gun.
(Flak had already "can_manual_abandon" on True).

Where is any AT gun?

Kent_Lang
4th Feb 09, 12:23 AM
You can find the AT guns in the "ebps\races\(axis or allies)\vehicle" folder.
The american .30 cal is in "ebps\gameplay\props" called the m1917_30cal_hmg
You can do the same with the 88 flak cannon aswell in the "ebps\races\axis\vehicle" folder and in theory it should work with the american Howitzer too.

Arcalane
4th Feb 09, 1:45 AM
This is really neat for pulling units back quickly, but abandoning the heavier crewed weapons (AT guns/etc.) often leads to the crewmembers getting stuck in it because of collisions, which can lead to odd behaviour. I'm pondering if there's some easy way to make it so the dropped guns don't collide with infantry but do still collide with tanks?

I especially like that it even automatically allows you to reinforce the squad with the weapon they dropped. Very nice for pulling your skilled and potentially vulnerable AT gun crews back in a hurry. :)

Kent_Lang
4th Feb 09, 5:31 AM
I rarely experience such behavior but that's maybe because I play axis. The american weapons seems trickier to get working but this system works excelent on the axis faction.

rlilewis
6th Feb 09, 5:44 AM
It might be nice to make a cloned retreat ability which will make them dump the weapon and then high tail it back to base.

Kent_Lang
17th Feb 09, 5:44 PM
If you change "max_capture_crew_size" to 6 for example any squad with 6 members in it wont have to split up when taking the team weapon, the rest of the members would just try to guard the team weapon with the best of their abilities.

This worked extremly well when I had a undefended 88 cannon in the center of a village (don't ask why) and the only units I had there was a Volksgrenadier squad of 5 people and when they capped it they didn't split up so when some infantry approached they could just exit the team weapon and deal with the intruders, together.

This doesn't mean that if you would exit an existing 88 crew and enter that 88 again they wouldn't get any extra entity slots since the capture blueprint is another squad file. "sbps\races\axis\soldiers\heavy_weapon_capture_squad_88_axis.lua" to be precisce.

The reason why only some of the entitys actually work the 88 is because the 88 uses "roles" one gunner, one loader and a commander. Only two of these roles are actually required (the gunner and the loader), not all three so of one of these guys die the other two will just shrug and continue to work.

When one of the guys who are required to operate the weapon dies, then the survivor will try to dismount the weapon. This will result in him killing himself if you hadn't deleted the kill_on_abandon action.

In theory you could actually have a team capture a HMG and use the HMG as a support weapon. I doubt it would be effective or good but it could work. The Exit button will still be there through, if you doesn't have a ability blocking it on slot 5.


Hope this was useful.

Celution
19th Jun 09, 4:39 PM
Hmm, you should relook into this tutorial mate, when I try this on the la_fiere_m1_57mm_towed_at_gun.rgd, and try to abandon the weapon the anti tank gun will still explode and the loader and gunner either die or get stuck in the wreck.

mikllucky
24th Aug 09, 9:31 AM
and how i make it with brits emplacements?

ebps\races\allies_commonwealth\vehicles\25_pounder_artillery
change can_manual_abandon to true... no effect

and in ebps\races\allies_commonwealth\buildings\howitzer_gun_nest its not the team_weapon_ext
with copy and paste the team_weapon_ext from the 25_pounder_artillery to the howitzer_gun_nest have no effect...

SlipSon
24th Aug 09, 12:58 PM
nice tut. mate
any idea how to make 17 pounder nest with 2 mg teams in ?

Kent_Lang
30th Aug 09, 6:12 AM
and how i make it with brits emplacements?

ebps\races\allies_commonwealth\vehicles\25_pounder _artillery
change can_manual_abandon to true... no effect

and in ebps\races\allies_commonwealth\buildings\howitzer_ gun_nest its not the team_weapon_ext
with copy and paste the team_weapon_ext from the 25_pounder_artillery to the howitzer_gun_nest have no effect...
The British doesn't use Team Weapons alone. The team weapons themselves are inside the "emplacements" which are classified as buildings not teamweapons. First you need to make the buildings exitable (that might require alot more effort) before you can exit your guys. And before you ask: No, I don't think that they can directly exit the building and the team weapon at the same time.

Hmm, you should relook into this tutorial mate, when I try this on the la_fiere_m1_57mm_towed_at_gun.rgd, and try to abandon the weapon the anti tank gun will still explode and the loader and gunner either die or get stuck in the wreck.
I know it's been a while but still: You forgot or messed up step 4.

4. Copy action_02 and paste it over on action_01, so that you delete kill_on_abandon action. This is important if you don't want them suiciding when exiting the weapon.

nice tut. mate
any idea how to make 17 pounder nest with 2 mg teams in ?
Thanks, mate but I have no idea. This isn't what this tutorial is for anyways. lol :)

Thahat
4th Nov 10, 2:38 AM
hmm i did the can_exit part, but the icon is not showing up, but i did add the flakvierling from someone tutorial ( think its celestial, dont remember )
and that one DOES have the exit part, so no i have no clue why some things are exitable and some things are NOT XD
( still using 1.4, so PRE-OF )

Xeno426
5th Dec 10, 5:34 PM
I don't suppose there's a way to set it up so that when your guys manually abandon an emplacement the emplacement itself dies but the men are OK?