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.
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.