That would be something, eh?do you really have a Panzer Ib in the works?
I think its Panzer IV and since "V" and "B" are right beside one another on the keyboard....
That would be something, eh?do you really have a Panzer Ib in the works?
I think its Panzer IV and since "V" and "B" are right beside one another on the keyboard....
How to set the shield state?I'm not sure what your question is; what does the medic have to do with the FlaK...?
@LD
Sorry, it was the stupid auto correct on my iPod; I meant Panzer IV.
@Aidas2
Like any other state, put an animator_set_state action in the action_apply_ext of the FlaK EBP.
Last edited by eliw00d; 27th Oct 10 at 4:05 AM.
-This happens with any squad, even the VCoH.The first issue is because you have an infantry squad with type "large", I believe. There is a combat slot behind the vehicle for towing purposes, but it should only be used for large. Unless my set up is different from yours... anyone else have this issue?
I'll take a look at my end and see if the MG is a problem that needs fixing.
Also, are you using the M2HB as a base for those weapons? That is key
-If I use the M2HB as the base for all weapons
I worked for 3 hours to get the AAMG on KT, but still don't work.
Anyone can helps me?![]()
Sorry for my bad English. ;)
#907
plat, what part of adding the MG to the KT isn't working? Just getting it to show up? What have you done?
I want to show up the roof gunner MG but I don't know how exactly
#909
so your only issue is making the MG itself visible? I'm not fmailiar with what Eli did to the turret MG's in the latest release of the KT, but if you add two animator_set_state actions to the entity, filled in as below.
do_action_state_name = on
state_machine_name = turret_mg42_visibility
do_action_state_name = unarmed
state_machine_name = turret_mg42_state
Or, if you want the MG to be manned and ready when the tank spawns, set the last state to ready instead of unarmed.
Is the gunner linked in the .abp?
Also, LD, there is no such thing as turret_mg42_visibility.
----------
Also, did you put a gunner in the crew_ext with sync set to true?
Eliwood, Im quite curious about this response you made about the following picture listed below, referencing how you've built the custom Halftracks for "Towing Purposes."
Could you please elaborate on the specifics if integrated towing into your halftracks? I assume we are able to "hook up" ATGs to these halftracks and have them towed, but how does this function? Is it like towing ATGs in BotB? (ie. all clunky and wierd looking)
If you could explain this functionality of your halftracks, I would be most appreciative. (visual references would be awesome too.)
Thanks,
Groundfire
![]()
I will have more information when I have fixed some issues. I can tell you some things. There is no towing system, nor will there ever be. However, I have been able to figure out a way to attach AT guns to combat slots without the lag that you experience in BotB. The issue I have come across is getting the legs to close and hide the crew. I have some ideas, but it takes a lot time to test. I may end up writing a tutorial on it so someone else can figure it out. Luckily for them, making a model with markers is the easiest thing you could ever do with 3DS Max.
It also uses the same solution I came up with for seated passengers, so they will both come out together.
So, basically, it is just placing the AT gun behind the vehicle, to mimic towing. There is some strange behavior that comes with the territory, such as it moving exactly as the vehicle does and sometimes being destroyed if it hits a building (I think, may have been due to something else). But, it is the closest thing we will ever have to towing, and quite necessary for some mods.![]()
This sounds very interesting. It is one of those things, they have other games as standard. Only CoH is still missing this.
I'm curious if the ai will also use it then.
It's just an extension of the hold system, so if the AI can manage to load AT gun squads into a transport, then it should work.
Im not sure if you read this but there were discussions about animating the pak 38 in the game to make a towed animation he researched it and was discussing some really interesting things about it in post #2001, Ive included the link below:
http://forums.relicnews.com/showthre...v-2.601/page41
I hope you may find it useful, in the very least it should make animating a new towed state for the pak cannon easier for you.
#917
Heh, thanks for linking that post of mine hnunez, I was about to post it too.
In absence of any other solution I have been experimenting and doing stuff by trial and error with little success or without any major breakthru.
Is there a list of the existing states? I read about a list of role variations, but how do you find stuff like antitank gun state?
I set up the tools and read whatever tut I found on the subject but I cant open a stock rgm in OE to investigate. That is why I am asking. Are there tools, methods and such out there that is only known by a few preveledged I wonder?
Also I am not sure why there are actions in sbps in some cases whereas the actions should be applied in ebps - or maybe I am wrong. And why can some states be applied as a critical action but works also in upgrade action? I found nothing relevent among the tuts that explaines these.
There are things I understand and the logic behind them but cant even get close to doing them because the existing tools do not permit that option - yet somehow these info is circulated in the forums. So how do some know and some dont?
Dont take this the wrong way, I am merely wondering - kinda out loud.
#920
You can find states by placing them in the NIS tool in the Worldbuilder.
Yeah, thats a good idea. Like turning off headlights or street lights, or using the damage state but often they dont give options, in other words the do_action _state _name only the state_machine_name.
Which reminds me: The MG34 state is do_action_state_name - MG34 and state_machine_name - machinegun_state. The pintle_42_state is the same and many other yet the .50cal state is all the way around by default . Is that just a way Relic coded it or does it have any significance what is what?
is there any progress on the 37mm robot posted up?:
http://forums.relicnews.com/showthre...export-request
also, i'm having some issues getting the pintle mg42 to work on the brummbar - niether a gunner nor the hatch nor a weapon appear using the normal vanilla upgrade - are these all activated through the mg42 visible state or do i need to set a separate state for each of these? what's confusing is the gunner does not appear at all, not even clipping through the closed hatch, what do i need todo to make that work (i have the crew_ext added with the gunner role, and gunner is activated through the slot_item being added).
One of DMz models the Stup_iv tank have a Missing RGM a blue box. And in all the art files had "german" name and not Art\model\races\Axis,
I would like to know why I have a Missing RGM file? it as something to do with the abp file again.
I download the Stup_iv zip file, and place all the files in the Right order.
In abp
"Panzer_IV",
"STup_IV Gunner",
"STup_IV",
"..\\..\\..\\Axis\\Soldiers\\Vehicles\\Gunner_Turret"
@Xalibur
the stup_iv tank skin is nice one shame the tank don't look like that in my mod because of the Missing RGM.
#924
the abp calls 4 rgms in the list you quote.. one may be missing.
you should check if all those 3 rgms exist in the folder (Panzer_IV",STup_IV Gunner, STup_IV)
the check the folder "..\\..\\..\\Axis\\Soldiers\\Vehicles\\" if the Gunner_Turret.rgm is there
if all of that is correct, then check the crew_ext of your ebps, if the entry for the gunner points to an existing abp in the data/art/.../axis/soldiers folder
@Halftrack
In rgm is:
panzer_iv.rgm
stup_iv.rgm
stup_iv_gunner.rgm--- this file is empty
There is only one abp file stup_iv.abp
I got the model working when I delete the "STup_IV Gunner", from the abp file, the only problem now is the gunner don't stand in the hatch of the tank.
Last edited by LordEmperor; 29th Oct 10 at 10:35 AM.
This is the my abp file which has no problems. But note, as @Eli has said earlier, use the included folder structure. All of the models need to be in "race\german".
In this folder you will also need then "stup_iv" itself and the "soldiers" and "weapons" folders which are linked under Gunner.
Code:model = { -- Main Mesh "StuP_IV_Treads", "StuP_IV_Gunner", "StuP_IV", -- Gunner "..\\..\\Soldiers\\Turret_Gunner", "..\\..\\Weapons\\MG34\\MG34_Turret", -- Commander -- "..\\..\\..\\Commonwealth\\Soldiers\\Vehicles\\Tank_Commander", }
yup, your much better off using the setup provided as it means you dont have to mess around fixing the paths of the rgm's
@Jagdpanther
So all the code you give me I just add this in the abp file, is that what you mean?
well in my mod I don't have german only Axis. so I had to edit all the rgm files to point too this way:All of the models need to be in "race\german
Art\Models\races\Axis\vehicles\Stup_iv all the textures when into the folder model of the stup_iv tank.
this is what i mean
In rgm
Diffusetex\art\models\races\axis\vehicles\stup_iv\stup_iv\model\stup_iv_dif
and so on.
I change everything. has i said before the gunner stands outside the hatch now why is this?
The Tank works great and fire all weapons. But for one problem the hatch.
I even had no "germans" before. Create this folder (german) and use it instead of Axis or PanzerElite only for @elis models. You only need to reference your entity_blueprint_ext to those folder for this models. That's all.well in my mod I don't have german only Axis.
That's your problem. If you don't have changed it correct, nothing will work. The way above is much easier.I change everything.
This must be a wrong setup. What do you use as gunner in your crew_ext? The role name must be Gunner and the sync_action Attach_Gunner. As upgrade you can try "upgrade\axis\items\axis_squad_item_tank_top_mg42.rgd".I change everything. has i said before the gunner stands outside the hatch now why is this?
Just because you lack the understanding of something doesn't mean you should delete it. The very file you deleted is your entire problem, it contains the new gunner bones that position it on the StuP hatch.Originally Posted by LordEmperor
You failed to read the instructions. There is ABSOLUTELY NO REASON to rename anything! It's a folder, not a race! I could have named it "Dudefaces" and you could still use it perfectly well in your EBP. As long as the files exist somewhere in your data folder, they can be linked to any EBP you have.well in my mod I don't have german only Axis. so I had to edit all the rgm files to point too this way:
I use different folders than Relic because it avoids any and all conflicts with Relic models, and also because there is less confusion in the end. So, please, I urge anyone downloading my files to NOT change anything and to simply use it as provided. I will not provide support if you do so.
All I have to say with regard to all this...is that if you grab the latest DL's, drop the files where they're supposed to go and follow any and all directions in the readme's to the letter, no one should have ANY issues with Eli's files whatsoever. The ONLY issue I've run into was a directory structure goof which Eli subsequently fixed and updated a day later. Other than that, everything else has pretty much worked as intended - aside from a couple of known issues.
Remember folks, when all else fails...READ THE DIRECTIONS. If you use things in ways other than what their creators intended, things WILL go wrong for you.
bump =D:
here is the RGD of the EBP i'm using, this is combined with the normal slot item which adds the gunner crew member, any ideas why nothing is appearing? as a note the gun fires and the hardpoint is active and does damage, just with no FX or whatever =Pis there any progress on the 37mm robot posted up?:
http://forums.relicnews.com/showthre...export-request
also, i'm having some issues getting the pintle mg42 to work on the brummbar - niether a gunner nor the hatch nor a weapon appear using the normal vanilla upgrade - are these all activated through the mg42 visible state or do i need to set a separate state for each of these? what's confusing is the gunner does not appear at all, not even clipping through the closed hatch, what do i need todo to make that work (i have the crew_ext added with the gunner role, and gunner is activated through the slot_item being added).
http://www.filefront.com/17450408/brummbar.zip
@Khorney
Please don't bump the thread when your original post is not only on the same page, but literally just a few posts up. I am very busy, but I do get around to answering issues. It sounds like you don't have the latest StuP, or you don't have the gunner linked in the .abp. Check the .abp to see if the gunner line is commented out, and if so just remove the comments.
@eliw00d
Because I didn't do it your WAY?, now you use the word "lack the understanding" first I didn't come here to moan about it I came here to ask a question where are you going wrong?Just because you lack the understanding of something doesn't mean you should delete it.
In fact I like the model. now I will change it's weapon. is that wrong?
WELL one sided rule.I urge anyone downloading my files to NOT change anything and to simply use it as provided. I will not provide support if you do so.
I have edit all my OWN mod the way I want it to play and all the Sbps & Ebps files with all the art files I have change maybe this is wrong!. Or a lack of understanding to Relic!
@Jagdpanther
Thank you for the infor I understand. but I will change the name from german to Axis like I have done in all the new models I have download everyone setup there own way.
Why can you not change it?That's your problem. If you don't have changed it correct, nothing will work
One When I was playing a game the Stup_iv tank was a "Missing RGM blue box", then I change the Stup_iv.rgm files only but still didn't work Blue box again so I edit all the RGM files then I had the missing RGM again for the gunner so I delete the Stup_iv gunner in the abp and it was working and fire all it weapons. the only problem that I had was the hatch that's ALL. the gunner stands in the middle with the gun.
Then I came here to fix my problem if I have miss something, But I got my head biting off because I didn't follow the rules, When a person makes a new model for the game I like to say Thank You for the good work. now in the Stup_iv weapon have no projectile so I made one, maybe this is wrong too.
Last edited by LordEmperor; 30th Oct 10 at 1:32 AM.
Are there any new british models tanks/or otherwise in the works lately? Or is it all German and a few US Halftracks?
Btw. I admire your work, you boys are doing a great job
@Jagdpanther
Ok I have Ebps Crew_extcrew_ext? The role name must be Gunner and the sync_action Attach_Gunner. As upgrade
animator_bp, Races\Axis\Soldiers\VehicleCrew
death_action_name, Death_Crew
desync_action_name, Death_Skeleton
role_name, Gunner
sync_action_name, Attach_Gunner
sync_on_create, false
Now in the StuP_iv abp file
1 model =
2 {
3 "Panzer_IV",
4 "StuP_IV",
5 "..\\..\\..\\Axis\\Soldiers\\Vehicles\\Gunner_Turret",
6 }
What do I need to edit? for the gunner crew can stay in the hatch and not in the middle of the tank.
Thank you.
Yes, you have no idea what you are doing. I already gave you the advice you needed to get the gunner working, but you have ignored it. Changing the weapon is perfectly fine, as it has nothing to do with the art files you have downloaded.Because I didn't do it your WAY?, now you use the word "lack the understanding" first I didn't come here to moan about it I came here to ask a question where are you going wrong?
In fact I like the model. now I will change it's weapon. is that wrong?
Again, changing files that were not included is completely fine. I said not to change any of the art files you downloaded. There are many reasons for not changing them:WELL one sided rule.
I have edit all my OWN mod the way I want it to play and all the Sbps & Ebps files with all the art files I have change maybe this is wrong!. Or a lack of understanding to Relic!
- it is a waste of time; everything is given to you as needed.
- just because you "don't have Axis" does not give you a reason to rename "German" and all the texture paths.
- if you link your "entity_blueprint_ext" to "data\art\races\german\vehicles\stup_iv\stup_iv", it will work; why would you not want it to work?
Oh, don't be mistaken; you CAN change it. However, I strongly urge you NOT to. There is no reason to change it, because it was setup to work that way. Do you go into Relic model folders and rename them because you don't like the name? I didn't think so.Why can you not change it?
And that is exactly what you lack the understanding about. The StuP_IV_Gunner is why your gunner doesn't work, you deleted the very bones that put it in the correct position. Did you not read my post above? You said that the file is empty, how do you know that? Did YOU make the model? You must be an expert. Do you also go into other custom models and delete the crew models because they are empty? I'm sorry, but because you deleted them, it shows you lack an understanding for what the file even is. Do the instructions tell you to delete it?so I delete the Stup_iv gunner in the abp
You got chewed out because you:Then I came here to fix my problem if I have miss something, But I got my head biting off because I didn't follow the rules, When a person makes a new model for the game I like to say Thank You for the good work. now in the Stup_iv weapon have no projectile so I made one, maybe this is wrong too.
- failed to read the instructions
- deleted files that make the gunner work, and complain that the gunner no longer works (not rocket science)
- renamed everything for no reason, so it does not allow me to help you as I have no idea what you changed
Unless you use the files EXACTLY as given, I can not help you. Please stop posting here until you use the files as given, as this will be my last post to you. Thanks and good luck.
@Althalus
There are some British half-tracks for download that have been included in the American Half-track Pack. The M5 and M5A1 to be exact. Unfortunately, most of the models DMz has made for the British aren't ready yet. I hope eventually we can get the Daimler Armoured and Scout Cars done, as the British severely lack Armoured/Scout cars. I don't count the Staghound because that wasn't used as much as the others. However, there are plenty of new British models elsewhere, such as the Churchill V, Cromwell VI, Comet, etc. Do you have those?
Well @LordEmperor I think it is the wrong thread if you wish to change the model path and have problems with them. That provokes misunderstandings and @Eli will only support their originals here. Respect it please and open up a new thread in the Armoury. There I will help you then.
@Jagdpanther
Thanks but I fix it
[IMG][/IMG]
Last edited by LordEmperor; 30th Oct 10 at 7:28 AM.
Yes, we already know what your problem was; you deleted what you shouldn't have.
@eliw00d
Well I change everything you did in the RGM files to my way, and I miss one line in the RGM art\models\races\german\ to art\models\races\axis both units are in the ebps and sbps files and not the german folders. my mistake
I follow you way but my mod kept on sticking when the unit loaded so I change it to my way it don't matter what way you do it they both work,
I just like it this way for my mod
There is no readme file on the zip file, only who made it and who change the skin
There is no reason to get angry on here and point out bad words to me. If anyone wants to change it they can. I think you need to rest and sleep.
Bye
If you and DMz can build models like this will be cool
[IMG][/IMG]
[IMG][/IMG]
[IMG][/IMG]
[IMG][/IMG]
Last edited by LordEmperor; 30th Oct 10 at 8:55 AM.
The last one still exist in BotB as an modelmix and is working in progreess as a new model from the same team.
There were only five StuIG33 left by 1944, so it's not something I'm interested in. The Panzerwerfer, as Jagdpanther mentioned, is being redone by Halftrack. Pending his permission, I would actually like to use some of it to be mixed to make an Opel Maultier.
Jagdpanther
I know the last model is in the Botb Mod I have it but it's not a good one needs more work on it and a better skin.
Just look at this pricture one is from the Botb mod and the other is the new one made by eliw00d & DMz.
[IMG][/IMG]
Last edited by LordEmperor; 30th Oct 10 at 9:03 AM.
New one? One is a SturmTIGER and the other is a SturmPANZER. They are not related. Also, keep in mind that the Sturmtiger was made before all the breakthroughs in COH modding, so it is a bit antiquated. However, for its time it was groundbreaking. Please post in Halftrack's thread concerning the Sturmtiger or Panzerwerfer, as he is the one working on them.
http://forums.relicnews.com/showthre...5-3inch-AT-Gun
What would you say us with this picture? One is a SturmTiger (modelmix) from BotB (there is even a new model working in progress) and the other one is a SturmPanzer IV "Brummbär".
Jagdpanther & eliw00d
I am not making any point I didn't know they was different models they look abit like the same to me
So the SturmTiger is the botb mod ok. I will add both units in my mod then.
Take a look at the chassis and the mortars, then it is well visible, that this are two different vehicles.![]()
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