Company of Heroes

Company of Heroes

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UE4: The Climb (8)
   
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Maps: 4v4
Tags: tow
File Size
Posted
4.588 MB
22 Dec, 2018 @ 2:01pm
1 Change Note ( view )

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UE4: The Climb (8)

In 1 collection by Peeedaaah
Peeedaaah's Unfair Enemies Maps
13 items
Description
UE4 or Unfair Enemies 4 is another AI advantaged map.
Start as slots 1-4 against Expert AI.
They have defenses, 88s, mines, snipers, mortars and MGs already placed on the map.

Enjoyed the map? They take ages to make. Consider donating a bit 🤏
paypal.me/peeedaaah

-Peeedaaah
46 Comments
ShadowRunner 14 Sep @ 1:53am 
Nice work, love your maps!
Peeedaaah  [author] 12 Sep @ 7:18pm 
Hey NYKnicks33.
Not a 'glitch'.
Two of the enemies 'map entry points' were intentionally placed half way down the map, on either side to make an additional obstacle for the players during the late game stage.
NYKnicks33 12 Sep @ 9:17am 
This is a great map Peeedaah (much like all of your maps)!! Its provide a great challenge. The only issue seems to be the enemy seems come in from the "off-the-map" in the region near the town (right hand side). Is that intentional or a glitch?
Peeedaaah  [author] 28 Aug @ 1:32am 
You could try and look into BK mod files for a unit list.
Peeedaaah  [author] 28 Aug @ 1:32am 
Sorry, I don't know. I never play BK mod.
Nosferatu_ITA_06 18 Aug @ 2:19am 
Hi Peeedaaah.

I made a scar file (that works well with bK mod) with which I disabled, in all doctrines, all howitzers and units with howitzers, all rockets and units with rockets, air raids, firestorm and bombings out of area.

Two unit I can't disable:

1) nebelwerfer produced in the PE logistik companie barrack (schorced hearth doc).
I tried with these commands(together too), but they dont work:

Player_SetSquadProductionAvailability(World_GetPlayerAt(i),SBP.ELITE.NEBELWERFER, ITEM_REMOVED)

Player_SetEntityProductionAvailability(World_GetPlayerAt(i), BP_GetEntityBlueprint("ebps/races/axis_panzer_elite/vehicles/nebelwerfer"), ITEM_REMOVED)

2) the 75 mm m1a1 howitzer which is parachuted or produced in the allies motorpool barrack(airborne doc)

Any idea or solution?

thx
Nosferatu_ITA_06 3 Aug @ 8:01pm 
thank you very much
Peeedaaah  [author] 31 Jul @ 6:39am 
Hey Nos,
You would need a scar file that that looks a bit like what you see below:

function OnInitID()

for i = 1, World_GetPlayerCount() do

local player = World_GetPlayerAt(i)
--abilities
Player_SetAbilityAvailability(Game_GetLocalPlayer(), ABILITY.COMMANDER_TREE.ALLIES.STRAFE_ROCKET, ITEM_REMOVED)

Player_SetAbilityAvailability(Game_GetLocalPlayer(), ABILITY.COMMANDER_TREE.ALLIES.STRAFE_MG, ITEM_REMOVED)

Player_SetUpgradeAvailability(World_GetPlayerAt(i), UPG.COMMANDER_TREE.AXIS.FIRESTORM, ITEM_REMOVED)

--unit removal
Player_SetSquadProductionAvailability(World_GetPlayerAt(i), SBP.AXIS.NEBELWERFER, ITEM_REMOVED)

end




You can get the names of units and abilities from the luaconsts.txt file
I've also linked a bunch of other SCAR files that might be helpful.
https://drive.google.com/drive/folders/1tQs64qPFTkNE2iy7c9J9fkFGdlML-UA0?usp=sharing
Nosferatu_ITA_06 30 Jul @ 12:11am 
Hi Peeedaaah,do you know if it is possible to disable units in a map playable on Blitzkrieg mod by a file.scar as you do in CoH?
I made a map (playable on Blitzkrieg mod) where I'd like to disable the artillery (in and out-area) and air force bombings of all four factions (allies, allies-commwealth, axis, and axis-pe). Therefore I should develop a related file.scar (looking at the program attrib/files after uploading the bltzkrieg module to corsix mod studio), but i dont know if it works.
Peeedaaah  [author] 9 Apr, 2024 @ 4:16pm 
Haha. I put those there to make it annoying. They sneak in the back nicely... right after you push past them.

When I play this map myself, i just build an mg nest and leave one or two at guns pointing at the entry points.

If you are playing with a mod you need more backup...but you get the idea.