i think he means that the guy first fired it like an full auto weapon and than like a sniper rifle.
edit: how it comes my post comes 40 minutes after i pressed reply ?
The FG42 is an smg in CoH. This is not even close to the role it played in RL. The FG42 had two versions (Model I and II) and was a selective fire light machine gun if you will. It led to the design of the US M60 LMG. But it was a battle rifle for a special role and since it had only a 20-round mag it was most often fired on a semi-automatic mode. it was the predecessors of all assault rifles although the StG44 was the first true one of just that.
We have a ZF4 scope i made for the StG44 and G41, G43/K43 rifles. It could be used for the FG42 but I was wondering if actually it could be coded into a rifle rather then an smg as it is right now. Or better yet, code a version as an LMG with the bipod lowered and another as a rifle/sniper rifle. It was used in very limited numbers and since it was desinged specificaly for the FJ troops it never saw too much action because the FJ was rearmed with the new design infantry weapons as they were in fact used in infantry role and never jumped in 1944. So albiet I support the use of FG42 in the game I think it was not the brightest idea from Relic to give it and SMG role.
Maybe it should be recoded altogether and as a state the ZF4 we have could be mounted on it for sniper role. I would certainly take upon the 3D job and the export and perhaps a reskin (or even remake the whole thing, although I think the stock model is very decent I just dont know which version - I dont use it) if Eli or someone else would set it up in OE.
The modder can easily change the weapon to be non-burst, like the Squad Leader StG 44 in vanilla COH. I think it's fine the way it is, but optics is definitely doable.
You are right. Then the rifle thing is sorted. Do you guys want me to make it into an LMG and then get it exported and coded as an LMG? This is the only question i think. The Relic model, I just checked is the late model. I could set it up with the scope and the bipod. The rest is up to Eli.
My Carcano never made it to release. I hope I have it stashed away some place because if not it vanished with the death of my comp a few weeks ago. I will look it up, i had two version, the cavalry version too! But it needs a little loving care because it was made when i made the Mannlicher and I have been using different, more advanced techniques since so i would have to redo them anyway. With my Breda M30 basically done but put aside, the Carcano rifles would be a nice adition to the Italian faction. Although we already have a Carcano and Italian LMG too. Well more is the better, lol.
Well as i said apart from the Sterling its probebly about the best stock model that Relic have. It is as Inuk said very decent, and i dont think worth the effort of remodelling, The scope however could be added, and as for the weapon role it occupys, its just a case of giving it different stats different rates of fire and different ranges, it really has nothing to do with weather its an smg or not, because you can make a thompson fire half way accross the battle field just by altering a few lines in corsix. And you can make an lmg 42 fire at single shot just by altering a few lines in oe again. You could easily alter it to g43 stats and alter the weapons markers for the tracers. Beefy^ know this because initially he had the the Doughboy rifle firing garand stats by accident a long time ago. I myself had the Johnson firing as a 30 cal and it just adopted the 30 cals markers which initially confused me lol.
But it really shouldent be a hardship to give it one set of states as an automatic sniper rifle, and another as a light machine gun. At the moment the thing is indeed rediculous, as it butchers everything close in but cant hit a damn thing at anything above medium range.
Changing it to be semi-automatic involves the following:
Under accuracy, use the values of the M1 Garand or Ranger version
Under burst, set can_burst = false
Under damage, set between 10 to 15 (Volks Kar98k is 10, PE G43 is 12, Gren/Stormtrooper Kar98k is 15... all are the same cartridge)
Under cooldown, copy the values of the US M1 Garand, or use similar values
Under reload, set the frequency to 19 (capacity - 1 = frequency)
Under target table, set the damage multiplier for tp_infantry to 1
You will now have a rifle with a delay between shots, except at short range where the soldier will fire as fast as possible.
I just gave a suggestion to change the fg 42 and maybe make it for other purposes not to do it again .... maybe I expressed myself badly
Not at all. We also gave you suggestions on how to make those changes with Corsix Mod Studio.
I need help.
I'd like to install the Armored Jeep on my old modified RC_Realism but I just obtained this:
I installed both files: Armored Jeep, Version 1.2 and Vehicle Gunner, Version 1.0
I change this:
but not this******************
animator: races\american\vehicles\armored_jeep\armored_jeepbecause I don't know how to do that.*******
do_action_state_name: off, on
Thanks in advance.
it is set to shoot all over the place like the MGs. It is scatter or something and also all the accuracy stuff for all the ranges and penetration modifiers. I dont use the damn thing but maybe i will set it up now that we talked so much about it.as it butchers everything close in but cant hit a damn thing at anything above medium range
you did pretty good but the do_action_state_name is an either or deal. Either off or on. Now you have everything you need accept the armour addon. Change the line and enjoy!
You need to open the Entity (EBP) in Corsix Mod Studio and add an "animator_set_state" critical action in the "action_apply_ext". There is also a nice tutorial written by Lethal Dosage that covers all aspects of adding states for further help.
I did this:
but still getting this:
PS. As you can see I wanted to create a new vehicle instead using the original, and to do that I used the jeep.rgd file, changing the weapon with the 50cal of the halftrack.
What is missing?
You need to go to "action\critical_action\animator_set_state" and copy that on top of the "action_01" child element of "critical_actions".
Click on the "action_01" element and show me what you put there.
It's not working because there is nothing there. You simply copied the name of the action, not the action itself. You will need to right click on the GameData portion of the "action\critical_action\animator_set_state" tab you had open, then click on Copy, then paste on top of "action_01" in your EBP.
You need to copy the whole animator_set_state node and paste it there, not only the reference field. If you already copied the whole node there and it is not showing, just close the rgd and open it again.
EDIT: Ninja'ed by eliwood XD.
If yes, still not working. I'm still have the gunner under the jeep like the picture above.
Closer, but you are taking the readme far too literally. It is either "off" or "on", not "off, on". The comma in the readme is to tell you that there are multiple "do_action_state_names". So, try "on".
Also, where it says "Reference", you need to put "action\critical_action\animator_set_state.lua" there or it is just considered a blank entry.
We are very close now!
It seems gunner was not installed. I just copied the Data folder.
Very nice, very very nice
Another Johnson WIP, this time in game.
M41 Johnson WIP2
I've already revised the texture a little bit since this image was captured. I'll continue to revise it, and maybe work on some other details, but this how it appears in game for now. I should note that this is my first attempt ever to create my own model, texture it, and bring it in game. It does not yet have any textures other than the unfinished diffuse. It is also using a small piece of jorge 2125's Beretta 1938 submachine gun texture that I'm not sure how I feel about (the holes on the first barrel segment). Any thoughts would be welcome.
I should also note that I'm looking into firing sounds for this weapon. This video from youtube includes both a brief history of the weapon for those interested, as well as test firing about halfway through. The gunshot sound in the video seems like it would be excellent. Anyway, here is the video for you all to judge for yourselves:
By the way, here is a brief (and incomplete) list of some other weapons and equipment I plan on creating that the CMP might be able to make use of:
Berthier Carbine (and perhaps rifle)
United Defense M42
...and possibly the Lebel Rifle, if I feel the inclination. All of these seem like much easier modeling tasks than the Johnson was.
One final note: I think I'll release the Johnson once its diffuse texture is complete, and just leave the nrm and spec blank. That way, if anyone in the community wants to help me with it, they can, and it can be available to mods sooner. Aside from that, I've developed an obsession with creating models, and so I'd rather make progress on that front that spend hours trying to painstakingly craft nrm and spec layers. I've always hated doing work on those, and doing those now will cause me to procrastinate and lose interest in all coh work. I'd rather keep up my momentum and just fix those later. What do you think sirs?
Wiggaz: In your Jeep's ebps file, do you have a action (either a critical_action or an upgrade_action) that enables the .50cal?
Here are an original camo scheme to 232.
Actually no. I replace directly the weapon with the M3 halftrack .50cal using the Grand How-To instructions.Originally Posted by Lethal Dosage
Actually, adding the weapon should be enough in this case, along with adding the proper role in the crew_ext. The weapon has its own state, called 50cal_state, and that is automatically set to ready, aim, fire, etc. according to how it is used in the game.
till now, 231/232/233 (model) are all done!
Sorry to bother you all again, but I didn't understand what to modified.
Here's my crew_ext (role1 and role2):
Btw thank you kindly for your help, eliw00d!
Okay ive been working on Gurdys textures and redoing some of the UVW, plus trying to trim back some lost polys after the high poly version of my pak 40.
This is what we consider to be final on the pak40 front, There are now 2 textures instead of 3 after a lot of reuvmappong. Its a single 1024x1024 for the gun and carriage and a single 256x256 for both sets of wheels.
To reduce the sizes any more would just ruin all Gurdys work, and im not willing to do that. Unfortunatly this thing is 2052 Tris on the pressed wheels version & 2204 Tris on the spoked version, thats even after changing shovels and editing\removing parts all over the place. I dont belive that after making a wreck i can get it ingame for anything less then 2900 Tri. So it will unfortunatly be up near the 88 for system resource usage.
Ive now made all the new textures and added alphas plus cutouts to them, plus converted the nrms to green, apart from the wreck i could send it to animation.
looks nice and you wont see like 20 of them in one spot anyways.
@DMZ and @Gurdy: Looks cool and beasty.
@Adiya: Pretty nice car. I have some questions about: Will this be released as one vehicle with variant states, and if the turret of the 232 is turnable or like on the 263 locked?
Since you are having more of a general modding problem than a CMP problem, can you make a post in The Armoury? We can help you solve your problems there.
Replacing the anim shells with standard relic marder anim shells could possibly knock off another 40 to 50 tris...
I have already animated it with states and other things. Only the 263 would be static, but we did not model that.
Ah ok, yepp I think the static version could be done by the modders if needed. I'm curious how it will look ingame.
i think 263 should be easy to model, just replace 232's turret with a fixed upper structure. but is it necessary?
What do you mean, "static version"?
Also, when you say "locked" for 263, the 263 has a superstructure, not a turret.
The 263 is the same version as the 232 with additional radio equipment but a static turret because of this.
In addition, as the model starts, there was a short discussion about the turret, if this was a static turret or not.
The 263 is an entirely different design. It has a superstructure, not a turret. The 232 is a 231 with radio equipment built on top. It also has a special apparatus on the turret that keeps it constantly connected to the radio bed on top even when rotating (see picture above). The 263 is to the 231 as the Jagdpanther is to the Panther.
i'm also curious, is the 263's superstructure welded on the same 231/232's hull, or it is just a new hull with bigger steel pieces?
I think it is welded on, much like Jagdpanthers or other casemate / superstructure additions to various chassis.
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