Company of Heroes

Company of Heroes

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UE4: The Climb (8)
   
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22 dec, 2018 @ 14:01
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UE4: The Climb (8)

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Peeedaaah's Unfair Enemies Maps
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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 kommentarer
ShadowRunner 14 sep @ 1:53 
Nice work, love your maps!
Peeedaaah  [skapare] 12 sep @ 19:18 
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 @ 9:17 
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  [skapare] 28 aug @ 1:32 
You could try and look into BK mod files for a unit list.
Peeedaaah  [skapare] 28 aug @ 1:32 
Sorry, I don't know. I never play BK mod.
Nosferatu_ITA_06 18 aug @ 2:19 
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 @ 20:01 
thank you very much
Peeedaaah  [skapare] 31 jul @ 6:39 
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 @ 0:11 
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  [skapare] 9 apr, 2024 @ 16:16 
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.