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I've been following you and the mod for a long time because it seemed technically the most advanced compared to everything else and wanted to ask if you'd be interested in perhaps helping someone like me bring it over to CoH3 instead.
- missing Flex SDK in options
- out-of-date Java folder in options
- missing game/tools paths
You could also use the wizard to create a default faceplate and go from there: https://www.youtube.com/watch?v=35HX8KxjHMU
If you could, I'd like to talk more about how you got the Pak 40 model to be "towed" behind the 251, since I've seen some attempts at this, but none that looked as good as it did in your video.
https://www.coh2.org/topic/107045/coh1-working-custom-coh-model-links
https://www.coh2.org/topic/105580/coh-1-how-do-i-edit-relic-models-using-object-editor/page/1#post_id822671
Post your questions here: https://www.coh2.org/forum/43/modding-and-tools
@TheVolskinator Have you looked through relicnews archives?
http://web.archive.org/web/20141031054323/http://forums.relicnews.com/showthread.php?242020-Company-of-Heroes-Modding-Tools
Second question: i want to create and action where conscripts spawn automatically and for free each 5 seconds.
Thanks
https://www.coh2.org/topic/96669/java-exe-failed-with-exit-code-1
I think that this has something to to with the commonmeshes.abp right? but I have no idea what I should add in this file?
Could you please help me with a modding problem? I am trying to get custom infantry weapons (with new models and sounds) to work in coh 1 but I cannot get it to work.
I have basic modding skills and tried a few things out but they didnt work so please help.
Which files must be edited in order to get custom made weapons to work? I know that you have to edit the soldiers abp file but that is obviously not enough.
I heard that it has something to do with the commonmeshes.abp and the completemotiontree.abp but I have no idea what i must edit/add in this files and how they are linked together.
Please I think without help I cannot figure it out.
Thanks in advance.
greetings
2. I'm not sure how BG:E did it, you'd have to ask MirageKnight.
1. Panzerfaust on non-german soldiers. It used to be usable on Soviets with proper animations even without a need to edit *.abp files. It's not the case now, however - my Broneboyshckiki (AT squad), ShISBr (assault engineers) and on kind of AT Partisans still use it (as "Panzerfaust volley" ability), but the animation is gone. And *.abp editing doesn't help now (or I do something wrong). How can I restore the proper animation of Panzerfaust usage on my Soviet troops (saw it properly done in "Battleground: Europe" mod)?
2. Infantry ("Tankodesantniki") riding tanks in the same mod - how this is in general possible. Is it very complicated matter?
Thanks in advance.
Thank you for your time
Regards, Olhausen
Im wondering if you still had the files from the COHSpeechmanager tool?
So is there is anyway I can force use this stale_veriable which is set in animator_stale_veriable to affect death animation.