Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Editing guns and "Projectile Damage Threshold"
Ive been working on my own mod to improve the overall feel of tank combat and in doing so, have been spending alot of time with the guns and stuff. However, in doing some testing today, I discovered that I am able to penetrate tanks even when the pen marker is giving "red" pen indications.

In editing Men of War, it seemed "ProjectileDamageThreshold" was basically "normalization" as you know it in WoT, where its basically degrees off the vehicle's slope, making armor weaker or stronger. In Men of War I went with 1.15, basically meaning 15 degrees of normalization, and it worked well.

In modding the same line in this game, it seems a lower number is more normalization? Ive got the number at 1.05 at this moment and my tanks became more green to the pen indicator....

Soooo, what does this number actually mean in this game?
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Showing 1-15 of 19 comments
†NokaS-RUS† 27 Sep, 2020 @ 8:13am 
Perhaps this is the angle of inclination of the armored surface? The larger the angle, the more likely the shell will ricochet. But I'm not sure about that.
Originally posted by †NokaS-RUS†:
Perhaps this is the angle of inclination of the armored surface? The larger the angle, the more likely the shell will ricochet. But I'm not sure about that.

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....
Yup, Idk what the deal is. The 120mm guns can penetrate the 650mm front hull down around 600mm, but the 105mm cant do the same.
†NokaS-RUS† 27 Sep, 2020 @ 11:51am 
What I noticed is I was trying to tweak the thickness of the Panther's armor. Well, I made 75 mm for the case. And heavy tanks punched him from a distance of 30 meters :) Well, what kind of nonsense. It seems to me that the calculation of damage and armor penetration is calculated not in whole numbers, but as a percentage. And perhaps it does not add up, but multiplies. Which in turn makes setting parameters for individual units a difficult task. And the devil knows what to do with it.:steammocking:
Originally posted by †NokaS-RUS†:
What I noticed is I was trying to tweak the thickness of the Panther's armor. Well, I made 75 mm for the case. And heavy tanks punched him from a distance of 30 meters :) Well, what kind of nonsense. It seems to me that the calculation of damage and armor penetration is calculated not in whole numbers, but as a percentage. And perhaps it does not add up, but multiplies. Which in turn makes setting parameters for individual units a difficult task. And the devil knows what to do with it.:steammocking:

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.
†NokaS-RUS† 27 Sep, 2020 @ 4:04pm 
And in the Call to Arms, I still didn't understand how penetration works. For example, it doesn't seem to affect tankers in a tank. They almost never die from any type of damage.
Originally posted by †NokaS-RUS†:
And in the Call to Arms, I still didn't understand how penetration works. For example, it doesn't seem to affect tankers in a tank. They almost never die from any type of damage.

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
†NokaS-RUS† 27 Sep, 2020 @ 4:40pm 
Tell me how to make a separate code for a motorcycle, otherwise they don't go fast.
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.
Delta6NKVD 27 Sep, 2020 @ 10:29pm 
Originally posted by Lord-Knight Fandragon:
Ive been working on my own mod to improve the overall feel of tank combat and in doing so, have been spending alot of time with the guns and stuff. However, in doing some testing today, I discovered that I am able to penetrate tanks even when the pen marker is giving "red" pen indications.

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.
Originally posted by Delta6NKVD:
Originally posted by Lord-Knight Fandragon:
Ive been working on my own mod to improve the overall feel of tank combat and in doing so, have been spending alot of time with the guns and stuff. However, in doing some testing today, I discovered that I am able to penetrate tanks even when the pen marker is giving "red" pen indications.

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.....
Last edited by Lord-Knight Fandragon; 27 Sep, 2020 @ 10:35pm
Delta6NKVD 27 Sep, 2020 @ 10:40pm 
Well, I mean you were able to make some changes. You are just having trouble with the penetration aspect of it.

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.
Originally posted by Delta6NKVD:
Well, I mean you were able to make some changes. You are just having trouble with the penetration aspect of it.

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.
Last edited by Lord-Knight Fandragon; 27 Sep, 2020 @ 11:06pm
Delta6NKVD 27 Sep, 2020 @ 11:31pm 
Honestly, I don't know how to mod this game at all. I tried some time ago and could not find any tutorials so I thought I would wait a little bit. I am literally just coming back to this game - right this minute.

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.
Last edited by Delta6NKVD; 27 Sep, 2020 @ 11:54pm
Originally posted by Delta6NKVD:
Honestly, I don't know how to mod this game at all. I tried some time ago and could not find any tutorials so I thought I would wait a little bit. I am literally just coming back to this game - right this minute.

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.

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
Last edited by Lord-Knight Fandragon; 28 Sep, 2020 @ 12:45am
Delta6NKVD 28 Sep, 2020 @ 1:22am 
Thanks, I appreciate this. I am on my way to modding right now. I reckon it will take me a few days to get caught up and then I will start messing around with the weapon stats to find out what I can.
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