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Yeah, I cant make Xs or Os out of it.
I put the number clear down to 0.12 from 1.3 and it made the armor just as weak as putting it at 1.88.
Its weird enough the armor penentration indicator is WRONG. I am able to penetrate the front of my Abrams, which gets green pen markers at 650mm, but I am able to pen it clear down around 620mm....
In Men of War the armor is the thickness and then some sloping increasing the effective thickness. The Damage threshold in MoW gives you more or less angle.
In my Men of War mod, the Panther can be penetrated from around 110-130m by Pershings and stuff. Panther can penetrate the Pershing from around 100-120m.
YEah, in Men of War, I ONLY saw that happen in Multiplayer. In the editor and singleplayer, the crews never got shot out of the tank
For motorcycles 1 general file E:\Steam\steamapps\common\Call to Arms\mods\DIVISION_HEROES_WW2\resource\entity\-vehicle\car\moto\moto.inc
and 3 files for each motorcycle.
hd.def
m72.def
r12.def
type97.def
I change the code for motorcycle(Locomotion), but nothing happens in the editor.
Any chance you could do a tutorial for us? Or are there any good tutorials out there for modding?
I tried to mod this game a while ago and could not figure it out and it seemed that no one really knew much about modding it. Just wondering if things have changed and it is a bit easier to mod now.
LOL, I cant do a tutorial, since at this very moment I sit completely and absolutely confused.....
How in the ever loving blue hell do you INCREASE penetration on a gun yet your penetration gets WORSE!? I increased a gun by 10 penetration yet I went from being able to pen 651mm to not being able to pen at all.....just......I legit have no idea whats going on. Whats MORE!? A gun with 10 more pen from THERE is able to penetrate the same tank with only 628 penetration.....same caliber, aim point and everything....to just really top it off, a gun with 20 LESS pen was able to penetrate at 640 vs 651.....
If I knew how to do the basics, I could help look in to this for you. The more people who mod, the easier it is to learn from each other.
But fair enough, I can appreciate your frustration. I know I used to have similar problems with Company of Heroes when I modded it. Certain things just did not make sense.
Well, I can help you with the very basics. Where are you in your modding so far?
Yeah, I did make a mod for CoH as well, it is quite derpy in it's own way.
So, if you new the very basics of which file to open and what to edit to do the following:
1. increase/decrease weapon infantry weapon range.
2. Increase/decrease the speed of infantry movement.
3. How to make a new squad
Well, you don't necessary need to explain anyone of those three things, I literally just need a few basic pointers and I should be able to figure things out for my self after that.
I mean with CoH, the main files were ebps, sbps, abilities, weapons, and the data folder. Once you knew those you could figure most things out.
I just don't see a lot of explanations on how to mod Call to Arms. Though I have only done a cursory look just in the last 10 minutes.
If you can get me off with the basics, I am more than happy to do experimental stuff like I would do with CoH OF - change one unknown field and then go ingame to see what it does. Then do the same thing with the next field. Eventually you learn a whole lot of stuff about how the game works.
Ultimately my first ever mod would be a new squad that can walk (not run) around the map on patrol.
EDIT: My bad, it looks like the game now has tutorials. You can hold of giving me any advice. If I can figure it out from the tutorials, I will start work on looking at penetration for you.
You first start by making a mod folder in Steam/steamapps/common/Call to Arms/mods folder. There is a template mod folder in there. I just used that and changed it accordingly. Changed the mod.info folder as I needed to, removed the 1.pat and readme.
From there, the things you want to mess with is in gamelogic.pak.
Just extract those things to your mods folder. Make sure you keep the file order, like resource/set/stuff/smallarms/ stuff like that.
From there, modding this game is actually quite easy.
Creating a new squad is pretty simple to. I did it in my mod. It requires a bit of fiddling around in multiple files, but its easy enough.
For editing weapons, you look in set/stuff/smallarms, all the infantry weapons are in there, and each gun has it's own range value.
Slowing or speeding up infantry im pretty sure would be done in properties/human.ext or its interaction_entity/human...one of those.
Making a squad will require me to write a book of its own