Does the C47 actually have sounds when it flies? I could have sworn when I used it, it didn't.
Does the C47 actually have sounds when it flies? I could have sworn when I used it, it didn't.
And how about a scopeless Springfield for the yanks? Or maybe a Scoped garand? Those'd look good too.
I've noticed that people only want differences from the normal game xD
Ninja, th STG44 Drop, the C47 Flyover and the LeFH 18M howie Emplacement are all easy stuff to do, and it's all stuff i've done in the past for Cross of Iron. The C47 Flyover will probably be difficult to get flying straight, but i've got a few ideas about it. How do you think i should add the LeFH 18M though? I'm leaning towards leaving it out of an emplacement so that it's like the Flak36 and the US Howie (and so CW are still the only ones with emplacements). It also means less tweaking of the emplacement (so that it's similar to the CW ones), tweaking of the gun (invincibility, new crew, etc.) and the crew (invincible crew who only die when the gun is damaged so much). It kinda annoyed me in the EF mod that the crews of the soviet emplacements were so vulnerable compared to the CW ones.
I really can't remember if the C47 had sounds, but i intend on making it fly well above the screen level (about a height of 80 or so), so you won't really miss the sounds.
I'll have a go at the scopeless Springfield as it's mostly just a skinning thing, but the metal parts used on the scope are used elsewhere as well, so i'm not sure yet just good it'll be. I haven't had any luck with model mixing an M1C in the past, but a fresh look can't hurt. I think it might be better to wait till the modellers who are working on these finish and release proper models instead though, model mixes are never as good a proper models.
Good news, hope you'll be able to fix the C47's problems. I've tried it myself as well, and it's bugs are really weird. Good luck, mate.
Updated the first post with a buildable LeFH 18M howiziter, M1C Garand Sniper, and Dropping SMGs. Enjoy fellas, the LeFH18m is pretty potent, and the M1C Garand Sniper is just plain OP.
I'm afraid the scopeless Springfield is kinda out of the question, you guys will have to wait until a proper model is released. The bolt is a thin twig in the reciever, and i can't remove all the parts of the scope. It just doesn't look right ingame, so i won't release it as i don't think it's good enough.
I'm still working on the C47 flyover (which is code for "I haven't gotten to it yet"), but i got Real Life, new Xbox 360 games and 2x other significant CoH projects to contend with. I don't normally take requests here, but with little things that i can do in my sleep like these i don't mind so much, and it's another way i can help beginners here. Just keep in mind, small things... and remember these are just side projects i do in the free time i can scrape up.
P.S. That wasn't directed at anyone, i just thought i'd get that out there before everyone comes rushing in requesting anything and everything.
P.P.S. Little things are still great.
Last edited by Lethal Dosage; 7th Feb 10 at 9:16 PM.
Hey Lethal Dosage, many thanks for these neat little addons for any gamer, I know I appreciate them anyway. Alas the one that everyone likes best I can't seemed to get working. I am 99% positive I added the Haystacks to the right folders, not once, but twice, double checking the second time.And although the Hay Stacks highlight during games now, The sniper will not enter, or I do not get an entry square either. Any ideas, something I forgot? There wasn't any info with that pack either.
Well....! it was grape juice!!
I'll double check it, have you tried putting a sniper in the haystacks in Angoville? Maybe your trying the wrong type of haystacks, you can only load the US and Wehr sniper in the large haystacks like those on Angoville.
hi LD,thx a lot for the newest addons,the Garand is great,and the Arty,well,even better
R.I.P.(Requiescat in pacem) loran korn & MrScruff
Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)
The newest stuff is great aswell. I've made a faster firing Garand, (like the real), so if you want, I could try editing it's stats to make it like the sniper was.
Great work LD! I have a small mod add-on aswell, which adds the 20mm flakvierling to the Wehrmacht, shall I upload it and give you the DL link?
Great work Lethal!! Thanks for using my ideas
I Also have another idea:
Instead of Flagpoles as strategic points, you could make them what they really are, such as fuel points could be a stack of fuel and munitions could be some artillery shells.
Last edited by Ninja117; 8th Feb 10 at 11:55 AM.
Lethal Dosage your the man, that is exactly what the problem was. I was using the Brits, and the snipers were almost exclusively Commandos. When I used the American sniper he entered the haystacks.
*NOW* just as a point of interest, when I used them at nightfall covertly behind enemy lines, there was one time where i was stealthed and went toward an encampment to highlight them for arty strikes. I settled into this haystack. After the Arty boys worked over the area, this newly arrived Jadgpanther whipped my ass from long distance, and my sniper never had a chance! Just wondering, does entering the haystack remove Stealth? My guys had been within feet of these tigers and they never saw them, why did the one guy in the hay get targeted?
Excellent stuff, I love it. The haystack is grand!
Dev-Team member of Normandy 44
Dev-Team member of Eastern Front
No, it does not remove stealth, but when the unit is using an ability it does.
It's a general bug in CoH that if a unit in camo enters a building and fires or uses an ability that removes camo, the unit won't recloak until some time after leaving the building. I've had a look at fixing it a failed.
Celestial, sure thing, i'll out it up and give you full credit.
Ninja, i've looked into doing that myself, only the flags are seperate from the poles. I can remove the pole from the .abp, but the flag remains floating in mid-air. Another issue is i used existing fuel can and ammo crate models, and it was extremely difficult to tell the difference between the map placed objects and the points, especially on community maps where the mapper had placed ammo crates or fuel drums around the points. If i had someone who could whip up some custom models or at least adjust the location of the existing ones, i might be able to do something.
Hey Lethal Dosage, I hoped you were still entertaining ideas for more "perks" or "mini mods" to use in CoH. I love this format because you can tailor make your own experience the way you want to. Sometimes I won't even try a mod, because of one or two features that I hate, so another great work and contribution to the community goes unplayed!
I know there was another mod around here by Wiseone9 that added a lot of neat things, but do not know if dragging and dropping it into another mod would be a good idea.
1) Trees that add sniper hides
2) Fires that burn in armored vehicles until they are either crushed or "salvaged" for munitions
3) Trenches that allow mg's and mortars to occupy them
4) civilian cars/trucks in the game can be used and occupied. Commandeered staff car!!
5)I know one that always bugged me, the Jeeps or Swimmwagens should allow one or two passengers
The fire burning one is one that I always wanted to implement myself, but search though I may, I haven't found how. Although I did find an older mod but it doesn't work anymore.
Anyway, this thread was the "cats meow" at the time it was released, then the big banning kerfuffle happened and everything got derailed, but I hope this idea continues to gather support from all modders as it works much better for users.
Thank You for all your work and time
p.s. Celestial offered a mod that adds the FlaK 36 to Wehrmacht, could this be added here??
Last edited by XAMOT; 13th Mar 10 at 10:14 AM.
hey there...well the sniper in a tree thing would be very easily moved to another mod...the other ones i dont remember ever having in my mods...except the capturable vehicles in the Live War Mod...but this would not work if i put it in another mod because to do this you have to modify every vehicles ebps sbps and salvage, which would erase any changes made to these files that was already there.
The Wise One
CoH: World at War is out! give it a try:
Tree's with sniper hides have been done in other projects, but i don't see why i couldn't whip up a quick add-on. Same goes with adding passenger slots to the Jeep and Schwimmwagen, however there won't be a passenger visible on the model. Capturable civillian vehicles is something i've been wanting to try for a while and should be pretty easy since it's been tried before, but the "crew" won't be visible in them and they won't be animated, so they'll just glide around the map. They also won't work with all maps depending on whether the mapper added the vehicle as actual units or just placed their model.
However burning wrecks and the trenches are a no go. The Burning wrecks aren't really possible as a quick "hack" in the newer versions of the game, now it'd most likely require someone to spend some quality time with the OE. The Trenches on the other hand are a big problem, the occupants can turn 360 degrees in their slots, however the MG and mortar can't so while their facting one way, their projectiles will be shooting another. It'll look really gimped and i'm afraid i don't have the spare time to spend hours writing double the number of slots so that all occupants can face both ways.
On that note, if another modder has already done the Slit Trench for MGs properly and would like to release it individually, i'd be glad to update the first page with all credit to the modder. As for Celestial and his buildable Flakvierling 38, i'll put it up as soon as he sends it to me.
Nowadays with our knowledge, I'm sure there is an easy solution to this old problem. Can you just explain what you need for it? What needs to be changed, a certain state change initiates it? Or something else?There is one visual bug with the pickups though as the Thompson and MP40 don't have pickup models
If you could do that DB, that would be awesome!
It seems to be a slightly different model. By default the SMGs hover in the air as if they were being held by a soldier leaning forward, there might be a way to use the OE to reposition the model so that it lays flat slightly above the ground. It may be more complicated than that though, i think it was Tankdestroyer who made the props for Loran's MG34 and M1919a6, so he might be the person to query on this.
It would be awefully nice if all the weapons could have prop models, i've been sitting on an idea where all weapons drop and when a squad picks them up they either get the weapon or the player recieves a small amount of munitions (like 1mu), depending on what the weapon is.
Added an updated version of the Haystack Sniper Hide with hides added to the larger trees, name changed to Sniper Hides. The Haystacks are still included, and have been updated since they were made on v2.301 and some minor visual flaws fixed (the sniper's head sometimes stuck out the top).
The original Haystack Sniper Hide links are still up though, and so far as i know still work. If you spot any bugs let me know, i haven't tested all the trees to make sure the sniper sits right in the tree or high enough/low enough, they probably need some fine tuning.
(Check first post for download links)
Under art/models/gameplay/props are the RGOs for guns that can be dropped. There would need to be some new RGOs made, and then these animators are linked to new EBPS props which emulate the existing droppable weapon EBPS files. Slot_items also need to be changed so that they have a drop_item_entity that points to the EBPS prop. Then, in theory, a dropped weapon will show up on the field, and can be picked up by someone else.Originally Posted by Darkbladecr
Well i'm well versed in the modding our graceful .RGDs, and slot_items aren't a challenge at all, it's the model part that i can't do much with. I'm afraid i fail at editing .RGOs, i cheated when i played around with droppable SMGs by using copies of the normal weapon models, which had less than optimal results.
Added 3 new little add-ons to the first post, the Artillery Tower Improved, PE FHQ Aid Station, and the Relic's Little John skin.
The PE FHQ Air Station is of particular interest as it added a medic to the Forward HQ which will go out and collect german wounded for the PE player, if there's enough interest i'll add Repair Station repair pioneer, or i'll make the Aid Station and Repair Station as additional upgrades for the PE FHQ.
Thanks LD, was worried that this little gem of a thread got lost in the Maze!
excellent stuff and easy to implement. Would love to see more
New Add-on posted guys, this time correcting all the random reinforce costs and times of the weapon teams among some other things (check it's Readme for full details).
Check it out at the bottom of first post.
Hi. Can you upload the new Sniper Hides somewhere else? I can't seem to access MegaUpload.
About your Sniper Hide add on, I was wondering if it is possable to have the sniper be able to build a hay stack to hide in much like enginiers build sandbags?
It's possible, however you'd need to copy the haystack .rgd file (the building entity) over to ebps\races\(desired race)\buildings\ folder. Then you'll have to add a construction_ext to the haystack and an engineer_ext to the sniper_squad. Once that's done, you'll have to create a construction type, and add that type in the construction_menu of the building and the engineer_ext of the sniper_squad. There is a tutorial in the Grand How To explaining how to add a building to a new construction menu, if you hav enay troubles, give it a read.
Thanks for sharing it!
great little add-ons. I have some questions and hope that you can help me out (found no answer with the forum search).
I used the PE FHQ Aid Station for my own mod and wanted to change 2 things:
1. I wanted to add more medics than just one and found out that one has to rise the number_of_medics # within the building's aid_station_ext. Here something wired happens... If I raise the # to "3" always 4 medics are spawned by the building. Why does this happen?
2. In order to allow more of my medics on the battlefield I raised the max_medic_cap within the raise_population_cap_table of axis_panzer_elite to let's say 20. Nevertheless only 8 mdics appear on the battlefield. All further PE FHQ Aid Station are built without spawning medics. Why is that? Do I have to raise the base_medic_cap, too?
Would be happy if you could give me some help with these. Thx in advance
Last edited by firefish; 28th Jul 11 at 12:58 AM. Reason: spelling
1. Yes, that was an issue i found as well, i was unable to get the number of medics spawned to always match what the number was in the attribs. Some numbers worked, other numbers resulted in the wrong number of medics spawning. I never was able to resolve the issue either, i eventually gave up and scrapped the project (for my own use). However, since it did more or less work, i gathered together the files and released them here for others who may be curious.
2. Yes, you'll have to raise both the Base and Max medic caps. The base_medic_cap is the starting number you can have, and since currently you can't increase that, the max_medic_cap is pretty useless. However if you were to modify resource points to increase the medic_cap the same as they already increase the personnel_cap when captured, then you could have more medics while you own those points, at which time the max_medic_cap would limit how many you could have, regardless of how many special points you had.
You'll notice the same thing with the normal popcap (personnel_cap), the game limits you to 125 normally, however on the larger maps, it's possible to own enough points to provide more popcap than 125, which is why there is a max setting, to prevent players who have the map control from building huge armies that would not only remove any chance of a come-back from the losing side, but would also allow a player to have enough units on their screen to cause lag on slower machines.
Thanks a lot LD, now some things become a bit clearer...
Wired thing with the medic cap. Seems to be the same with the WM bunkers (which then can be converted to aid station). I now noticed (for some reason I never was aware of this ever before) that the butten for upgrading any more bunkers to aid stations is greyed out/disappears in the moment you already have 8 medics.
I wonder were this medic max = 8 could be coded???
This only can come from the racebps.I wonder were this medic max = 8 could be coded???
What entry exactly do you have in mind?This only can come from the racebps.
It only can be one of those: "base_medic_cap" or "max_medic_cap" (racebps file of your faction in "race_population_cap_table"). What you also can try-out, is set the value for "medic_pop" in "population_ext" of your medics ebps file to 0. This way, the medics count can't increase.
Well... Sometimes things don't need to be so complicated. Wiping out the medic count in the ebps did the trick in this special case. Since these medics are unarmed imho it doesn't matter if they are counted or not...What you also can try-out, is set the value for "medic_pop" in "population_ext" of your medics ebps file to 0. This way, the medics count can't increase.
Thx for your support :-)
Do these add-ons work on ToV with the 2.6 patch?
Most should work fine, however the "Panzer Elite HQ Bunker" and "Garrisonable PE Base Buildings" aren't compatible as they were made on v2.301.
If you do find that any of these files don't work properly, let me know here and i'll try to upload a fixed version as soon as i'm able.
I'm still using the garrisonable PE base buildings in my homebrew. Seems to work fine in 2.602.
Do you think you could re-upload the wounded squad files please? Seems Megaupload got screwed by the Feds. I tried doing the POW squad today, but some of the wounded guys have casts on their arms so they can't hold their rifles with both hands, and it looks weird. I'm guessing you POW files fix this.
The Wounded Volksgrenadiers add-on? Done. Link updated on first page.
I should also let you guys know that i am planning on updating the Dropping SMGs add-on in the near future. It'll end up being a large add-on, or maybe even a mod, including correct prop weapons for the SMGs, and many other weapons. I plan to eventually have all weapons have a possibility of dropping. I'm still working some things out, so stay tuned.
Could you re-upload the Buildable LeFH 18M Howitzer? like said before mega upload got shut down. And I haven been looking ages for this.
Alright, all MegaUpload links removed, and new Mediafire links to those files added.
Hi Lethal Dosage,
Could you re-upload the Garrisonable PE Base Buildings? The link says "File not found".
The NHCmod , a small mod that does a lot of things.
Lol. Uploaded all remaining files to Mediafire, with new links on the first page.
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