Weapons can be found here. They are arranged by nationality. Be sure to download the required files as they are usually updated with each new release.
Weapons can be found here. They are arranged by nationality. Be sure to download the required files as they are usually updated with each new release.
Hungarian tanks? Great! The gun looks great, love it as well!
The Nimrod will also double as a Landsverk Anti-II for the Finns.
Good idea.. (So, is there any chance for a finnish double-mod?) Or is FE still in progress?
FE is still in progress. Not sure if we will go beyond Western Front at this point, but maybe for COH2. I think that inukshuk's weapons would fit in COH2, since they are such high quality.
Agree mate. Would be a great idea. Hopefully there'll be more modding support for CoH2.
Finally, after so long...
I want to thank Darkblade for his amazing animation work; without him, this may not have been made possible. The animations are very well done and you can hardly tell they are custom! Thanks, Darkblade!
I have some testing to do and some adjustments to make, but otherwise it should be ready for release some time soon.
The M2HB will be released around the same time.
Also, for those interested, Darkblade wrote a tutorial on Matrix animations, which are the driving force behind these weapons. You can read more about it here.
Very sexy stuff!
What will happen when the soldier dies? Will he just collapse onto the ground and the MG will sit there for awhile like all regular guns?
Just Wow !
Realy nice work Eli, i wondered so long about this unused stuff ^^
I bet you had a hard time to sort this out, good job![]()
@VanAdrian
As I said, it is not my work. It is Darkblade's work.
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@ChickenNuggets
Other than the custom animations, it functions exactly the same as any other HMG. There is setup, teardown and capture.
Looks really nice indeed, how will the bipod be deployed? Or will it just appear in place when deploying?
@Aidas2
Magic.
Like I said on ModDB, awesome mate!
But I must ask, how does this work when they get into a building?
Last edited by Zupadupadude; 16th Jun 12 at 9:15 AM.
Looks like it's finally time to shitcan those watercooled M1917s![]()
@Zupadupadude
Darkblade made some conditions so that it sits up like other HMGs when in cover or garrison.
Can't you just tell like a normal human being? The thread doesn't mention or show anything about how it is deployed. O n ne vid the legs are on the ground while the soldier deploys it. I take it they just appear on the ground then...@Aidas2
Magic.
Not sure if you guys found out, but there were also plans for a recoiless rifle on a tripod, are you guys gonna be doing something similar?
#20
Regarding animations there is a custom setup and teardown animation. So it's not really "magic"
As for the death and such just like eliwood said the HMG stays and the soldier dies with ragdoll just like normal.
As for garrison and green cover the HMG has its ammo box attached and the HMG uses the original relic animations so it looks like the gun is setup on the sandbags/car/haystack.. or window when garrisoned in a building.
@Zupadupadude
Probably not. The American recoilless weapons didn't really start showing up until the spring of 1945, when the war was pretty much over.
#23
Wow, that's awesome and finally we. Have a proper m1919a4! Fantastic work and I'll give it a try as soon as I'm home on Wednesday.
Here is the M2HB:
Still doing some testing and making adjustments, but so far things seem to be working. I just want to make sure that all the custom HMGs work the same with this new setup before I release.
Alright, as far as I can tell everything seems to be in working order. I tested all Relic and Custom HMGs and they all work alongside these little guys. They are available for download here.
Please let me know if there are any issues. The MG 26(t), MG 30(t) and BrEN were a little delayed, but I should be able to get them done tomorrow.
Last edited by eliw00d; 17th Jun 12 at 10:26 AM.
@Eli
That's just a beauty !
Good job to both you and DB ! Keep it up guys![]()
How should be the "entity_blueprint_ext/animator" of the prop for these weapons?
Don't want to request anything or even add work to you mate, but i think it should be better and easier for people who aren't too familliar with weapons setup to include the weapon's attribs in your download, if it is possible of course
(oh i forgot to say this... yeah i'm of those who arn't familiar with weapon setup)
@Dartborne
weapons\american\small_arms\m1919a4_hmg
weapons\american\small_arms\m2hb_hmg
@VanAdrian
Actually, I did forget to include a few things, so I will add those later. However, if you set up the EBPs, SBPs and Weapons up on your own it should still work.
I am not at home at the moment, so the easiest way to set things up would be to copy the M1917 EBP, change the animator, copy an HMG SBP, change the loadout, copy the M1917 Weapon, change the anim_table and done.
Also, no harm in learning how to mod!
Thx Eli, yeah i learn fast that's not the problemJust that i don't know many thing about weapons in CoH (for their setup and connection with the model at least, for damage table it's okay
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Thanks for the head up mate, i'll have a look at those fabulous babies asap ! ^^
How do I fix this?
...and,sometimes when I produce a machine gun squad, until such time that shoots first, is not show the weapon to his shoulder, but after shooting it is visible
Yep i have some trouble too ^^
It seems that your HEAVY_MACHINE_GUNS of the commonmesh does not support the vanilla mg 42 (and i think Dartborne is using your MG42/34 lafette pack so it certainly don't work with this too)
After all i know it's certainly the only issue.
Good job![]()
For some reason the M1919A4 doesn't show up when they're dragging it, when they set it up, it shows up and it fiers normally and so forth. What could I have done wrong here? I checked everything, all the file paths should be right.
Yeah, the same thing as Dartborne has right now.
Strange, for me the M1917 looks fine and works well...
I'm currently trying to fix the Mg42/34 bug, will keep you with some news asap
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Hm still buggy for vanilla Mg42 and the last MG42 and MG 34 lafette pack you released...
Should be some conflicted files here and there
The best thing would be to have those machine guns having no confllict with the vanilla one (i think the problem is in the commonmesh HEAVY_MACHINE_GUNS.rgm and HEAVY_MACHINE_GUNS_SYNC.rgm)
Hope you'll be able to fix this issue
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Oh just a though... would it be possible to have the tripod on the machine gun when carried on the guy's shoulder or this is impossible/not planned at all ?![]()
-the M2HB works well, but is invisible on the tripod if it isn't on the screen when mounted.
-How can I fix this?
![]()
Last edited by Dartborne; 17th Jun 12 at 5:32 PM.
well ok, thanks, but if i still want to use Relic's MG42, how could i fix it ? Or it is totaly impossible and we MUST use Inuk's mgs ?
Oh wow.. i gotta admit that i didnt expect to see that M1919a4 with tripod when i started browsing this thread. Yet again you guys seem to have made impossible. Amazing work, as always. :P
There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.
@Dartborne
You might not be using the right visibility states: mg_42_hmg_visible, mg_34_hmg_visible.
Also, it is absolutely imperative that you do not move the heavy_machineguns files anywhere, otherwise the animations will not work.
I uploaded Version 1.1 of both Machine-guns. They now include the missing Ability that Darkbladecr set up for cover and some minor attrib files to get things started. You will still have to set up an SBP on your own. I will try to include the same minor attrib files in older and newer releases as well.
Keep in mind that the minor attrib files that have been included are exact copies of existing attrib files, with only enough changed so that the new models appear. You will have to set up stats and other things yourself.
Last edited by eliw00d; 18th Jun 12 at 10:20 AM.
@eliw00d
I'm using weapons to those visibility states, if you look at the image, the MG34 shoots, but the gunner doesn't interact with the model.
I haven't moved the models, I use the same folder you include in your downloads.
Make sure that the EBPs for the MG 34 and MG 42 point to the .abp of each. For example, "Weapons\German\Small_Arms\MG_34_HMG".
everything is correct, including commonmeshes and completemotiontree paths
commonmeshes
completemotiontreeCode:model = { -- Allies Meshes for Slot Weapons "..\\Allies\\Soldiers\\Weapons\\M18_57mm_Recoiless_Rifle", "..\\Allies\\Soldiers\\Weapons\\BAR", "..\\Allies\\Soldiers\\Weapons\\M9_Bazooka", "..\\Allies\\Soldiers\\Weapons\\M1A1_Thompson", "..\\Allies\\Soldiers\\Weapons\\60mmMortar_sync", "..\\Allies\\Soldiers\\Weapons\\30cal_M1917_Browning_Sync", [[..\..\Weapons\American\Small_Arms\M2HB_HMG\M2HB_HMG_Sync]], [[..\..\Weapons\American\Small_Arms\M1919A4_HMG\M1919A4_HMG_Sync]], -- Axis Meshes for Slot Weapons "..\\Axis\\Soldiers\\Weapons\\MP40", "..\\Axis\\Soldiers\\Weapons\\MP44", "..\\Axis\\Soldiers\\Weapons\\Panzerschreck", "..\\Axis\\Soldiers\\Weapons\\Granatwerfer_34_sync", [[..\..\Weapons\German\Small_Arms\Lafette\Lafette_Sync]], [[..\..\Weapons\German\Small_Arms\MG_42_HMG\MG_42_HMG_Sync]], [[..\..\Weapons\German\Small_Arms\MG_34_HMG\MG_34_HMG_Sync]], -- Allied Commonwealth for Slot Weapons "..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher", "..\\commonwealth\\Soldiers\\Weapons\\light_MG", "..\\commonwealth\\Soldiers\\Weapons\\bren_MG", "..\\commonwealth\\Soldiers\\Weapons\\vickers_HMG_sync", "..\\commonwealth\\Soldiers\\Weapons\\Boys_AT_Rifle", } -- Intermediate ABP simvis_attributes = { Intermediate_Model = 1 }
Code:model = { --------------------- -- BaseMotions.abp -- --------------------- "BASE\\BaseLayout", "BASE\\BaseMaterial", "BASE\\BaseMotion", "BASE\\BaseHead", "Soldiers\\Giblets\\Giblets", ----------------------- -- CommonMotions.abp -- ----------------------- -- Common Weapon Animations "Weapons\\Bazooka", "Weapons\\FLAMETHROWERS", "Weapons\\GRENADE", [[..\..\Weapons\Heavy_Machineguns_Sync]], "Weapons\\MORTAR_Sync", "Weapons\\Pistol", "Weapons\\RIFLE", "Weapons\\SUB_MACHINE_GUNS", ------------------ -- Engineer.abp -- ------------------ -- Engineer's Special Abilities "..\\Allies\\Props\\Demolitions", "..\\Allies\\Props\\Wire_Cutters", "..\\Allies\\Props\\Mine_Detector", "..\\Allies\\Props\\Blow_Torch", "..\\Allies\\Props\\Shovel_digin", "..\\Allies\\Props\\Sandbag", "..\\Allies\\Props\\Spool", "..\\Axis\\Soldiers\\Weapons\\Tellermine", ---------------------------- -- Allies\Paratrooper.abp -- ---------------------------- "..\\Allies\\Soldiers\\Weapons\\Satchel_Charge", "..\\Allies\\Props\\Parachute", ---------------------- -- Allies\Medic.abp -- ---------------------- "..\\Allies\\Props\\Medic_Kit", -------------------------- -- Axis\CommonItems.abp -- -------------------------- "..\\Axis\\Soldiers\\Weapons\\Panzerfaust 100", [[FE\Weapons\LIGHT_MACHINEGUNS]], "..\\Allies\\Soldiers\\Weapons\\m1919a6_lmg", "..\\American\\Weapons\\m1919a6_lmg\\m1919a6_lmg", "..\\Axis\\Soldiers\\Weapons\\mg34", "..\\German\\Weapons\\mg_34_lmg\\mg_34_lmg", "..\\German\\Weapons\\mg_42_lmg\\mg_42_lmg", -------------------------------- -- Resuming CommonMotions.abp -- -------------------------------- -- Common Team Weapon Sync files "Vehicles\\ANTITANK_GUNS_Sync", "Vehicles\\SyncPoint", "Vehicles\\SyncPoint_New", "FE\\Vehicles\\SyncPoint", -- Race-specific Team Weapon Syncs ----------------------------- -- Allies\VehicleSyncs.abp -- ----------------------------- "..\\Allies\\Vehicles\\M2A1_105mm_Howitzer\\M2A1_105mm_Howitzer_Sync", ----------------------------------- -- Commonwealth\VehicleSyncs.abp -- ----------------------------------- "..\\Commonwealth\\Vehicles\\Bofor_40mm\\Bofor_40mm_Sync", --------------------------- -- Axis\VehicleSyncs.abp -- --------------------------- "..\\Axis\\Vehicles\\88mmFlakCannon\\88mmFlakCannon_Sync", "..\\Axis\\Vehicles\\Flakvierling 38 20mm\\Flakvierling_Sync", "..\\Axis\\Vehicles\\Nebelwerfer\\Nebelwerfer_Sync", } -- Intermediate ABP simvis_attributes = { Intermediate_Model = 1 }
It is hard to say without seeing more of your setup. It has to be something in the EBP or Weapon that is not set up correctly, or maybe the machine-gunner's .abp or something.
the ebps and the weapon are correct, I copied the original, changed the animations listed in the readme and the model path is ok.
mg_gunner.abp
Code:model = { "..\\..\\Common\\CompleteMotionTree.abp", -- Weapons [[..\..\Weapons\German\Small_Arms\Lafette\Lafette_Sync]], [[..\..\Weapons\German\Small_Arms\MG_42_HMG\MG_42_HMG_Sync]], [[..\..\Weapons\German\Small_Arms\MG_34_HMG\MG_34_HMG_Sync]], "Weapons\\MP40", "Weapons\\Kar98", -- Mesh "Wehrmacht\\Wehrmacht", }
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