question on mods

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Ursulet
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question on mods

Post by Ursulet »

hi there,

i have been playing around with the eqp file, icons, big units icons, i have all figured out, i can now transform any aa unit to have an extra AT mode, associate an AT icon, etc. however when in AT , they have weird naimation and make no sound. like if i change the unit icon for a bf-109, it no longer makes the fighternose attack sound. and i dont know how to assign it back? how to mod the animation and the sound of modified units?

thx

ursulet
lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Fri Apr 23, 2021 6:53 pm hi there,

i have been playing around with the eqp file, icons, big units icons, i have all figured out, i can now transform any aa unit to have an extra AT mode, associate an AT icon, etc. however when in AT , they have weird naimation and make no sound. like if i change the unit icon for a bf-109, it no longer makes the fighternose attack sound. and i dont know how to assign it back? how to mod the animation and the sound of modified units?

thx

ursulet
Greetings Ursulet, to create your own mod you must take many factors into account.
For example:
- # ID: Numbers here cannot be repeated.
- Add Traits: in this part if you are going to use a unit with double function as you expressed in the post, the main unit must put (primary) and the other unit, for example the AT, you must put (nopurchase).
Note: you can look for the Flak 88, StuH 42 and the StuG IV that do double duty and take them as an example.
- Multipurpose: Here you must put the #ID that corresponds to the units you want to link.
- For example: you have a Flak 88 [#ID 01] and an AT mode (FlaK88-AT) [#ID 02], because in (Multipurpose) you put the 01 to the Flak88 AT and to the Flak 88 you put the #ID 02 .for the change to be effective between both units.
- Regarding the sound and animation, this must be worked in the EFX file that is in the [Graphics] folder, look for the unit with the name of the assigned image, for example (8.8_cm_Pak_36.png
), (StuH42_AT.png), inside the EFX file, you will be able to see the assignments of the position of the animation and the sounds.
- I hope I can help with this explanation or at least provide an idea of ​​how to solve your problem.
- you can create a .RAR file of your Equipment and share it here, we can help you find the error.
- GerMOD
- VolksMOD
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Ursulet
Staff Sergeant - Kavallerie
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Re: question on mods

Post by Ursulet »

Hi lennis, for the #id, not all is clear, in the std eqp file that i backed up, the 8.8 flak appears several times. At the beginning on the file and the end of it. Is that for the AK there or somehing else i dunno. Otherwise the add traits like reconmove, the icon, the multipurpose, nopurchase and so on, it is quite clear. I will check your efx file.


By the way, lt_joker uses a specific mode with a cool design for the planes (his videos are on youtube), i cant find where it comes from. I have dl 3/4 mods here and couldnt find them.

Do you have any idea what icons are these?
Many thx.
lennis29
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Re: question on mods

Post by lennis29 »

You must take into account not to repeat the #ID because it is the identity number of each unit.
for example:
Wehrmacht infantry [#ID 2] only that unit must have 02, you cannot assign that ID to another unit, because the game engine will get confused.
With respect to the Flak 88 you can create several units, placing a different ID on each unit.
If you want a variety of icons, then I recommend:
-Guille's PzCorps Support Base - Multipurpose Icons and more.
-PakMOD
-Battlefield Europe

[ lt_joker ] --> Look for that MOD: panzer_corps_dmp_ostfront_add_on_4.12
- GerMOD
- VolksMOD
- XXIX Le PzKorps
Ursulet
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Re: question on mods

Post by Ursulet »

lennis29 wrote: Sat Apr 24, 2021 4:10 am You must take into account not to repeat the #ID because it is the identity number of each unit.
for example:
Wehrmacht infantry [#ID 2] only that unit must have 02, you cannot assign that ID to another unit, because the game engine will get confused.
With respect to the Flak 88 you can create several units, placing a different ID on each unit.
If you want a variety of icons, then I recommend:
-Guille's PzCorps Support Base - Multipurpose Icons and more.
-PakMOD
-Battlefield Europe

[ lt_joker ] --> Look for that MOD: panzer_corps_dmp_ostfront_add_on_4.12

hi lennis, i downloaded the mod, but it is not the look i wanted even though some of them are cool.


i opened the efx file and copied existing features and that worked. i am just copying the existing ones, not trying to invent new effects or sounds. i just need to make sure i back up everything first :mrgreen:

many thanks for your help :)
lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Sat Apr 24, 2021 5:09 am
lennis29 wrote: Sat Apr 24, 2021 4:10 am You must take into account not to repeat the #ID because it is the identity number of each unit.
for example:
Wehrmacht infantry [#ID 2] only that unit must have 02, you cannot assign that ID to another unit, because the game engine will get confused.
With respect to the Flak 88 you can create several units, placing a different ID on each unit.
If you want a variety of icons, then I recommend:
-Guille's PzCorps Support Base - Multipurpose Icons and more.
-PakMOD
-Battlefield Europe

[ lt_joker ] --> Look for that MOD: panzer_corps_dmp_ostfront_add_on_4.12

hi lennis, i downloaded the mod, but it is not the look i wanted even though some of them are cool.


i opened the efx file and copied existing features and that worked. i am just copying the existing ones, not trying to invent new effects or sounds. i just need to make sure i back up everything first :mrgreen:

many thanks for your help :)
Understand.
The thing is, a lot of MODs use work from other mods, as a mix, they take a bit of each.
For example, I am the creator of VolksMod, but my mod is structured with parts of PakMOD, Guille icons, parts of Battlefield Europe and many more MODs, so I combine all those small parts in my mod, we collaborate here and put at the disposal of the public our work to help improve the experience of each user.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
Ursulet
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Re: question on mods

Post by Ursulet »

I have two goals:

Renew the graphics. I might add the SS with a +1 initiative, +5 fuel & + 10/20% price increase. They would count for the softcap. But apart from that, i dont intend to modify stats.

Correct an historical mistake.. AA not shooting against ground units. I wanna change it for all AA units in game.

Not a revolution :D
Ursulet
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Re: question on mods

Post by Ursulet »

I am testing my modifications and noticed a bug. My AA units do never get retaliation fire. I suppose there is a trait to add/modify or another parameter to change ?
Ursulet
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Re: question on mods

Post by Ursulet »

Thats the range i forgot to put to 0.
lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Mon Apr 26, 2021 1:16 pm I am testing my modifications and noticed a bug. My AA units do never get retaliation fire. I suppose there is a trait to add/modify or another parameter to change ?
If that's okay with you, I can share with you my latest update of my Equipment file so that you can see many modifications, changes and functions that you can give to the units.
then you can create your own ideas.
Let me know.
- GerMOD
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Ursulet
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Re: question on mods

Post by Ursulet »

lennis29 wrote: Mon Apr 26, 2021 5:41 pm
Ursulet wrote: Mon Apr 26, 2021 1:16 pm I am testing my modifications and noticed a bug. My AA units do never get retaliation fire. I suppose there is a trait to add/modify or another parameter to change ?
If that's okay with you, I can share with you my latest update of my Equipment file so that you can see many modifications, changes and functions that you can give to the units.
then you can create your own ideas.
Let me know.
Yeah i wld appreciate that. Especially for the values i should give to the AA units in at mode.
lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Mon Apr 26, 2021 6:20 pm
lennis29 wrote: Mon Apr 26, 2021 5:41 pm
Ursulet wrote: Mon Apr 26, 2021 1:16 pm I am testing my modifications and noticed a bug. My AA units do never get retaliation fire. I suppose there is a trait to add/modify or another parameter to change ?
If that's okay with you, I can share with you my latest update of my Equipment file so that you can see many modifications, changes and functions that you can give to the units.
then you can create your own ideas.
Let me know.
Yeah i wld appreciate that. Especially for the values i should give to the AA units in at mode.
I share the equipment.
the last update as of today.
something you should know, the values is a mix of [Battlefield Europe / Pak-Mod and VolksMod], designed and created to play DLC GC and vanilla campaigns.
I hope you find it useful.
Attachments
equipment.rar
(50.23 KiB) Downloaded 47 times
- GerMOD
- VolksMOD
- XXIX Le PzKorps
Ursulet
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Re: question on mods

Post by Ursulet »

Thx lennis,

I am a bit confused by all the lines, with multipurpose, where the name of the unit is replaced, such as [support] [assault], [ambush] Overwatch or Defensive.

But i like the idea of dividing the air defense of all AA by 2 when in AT mode.
Ursulet
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Re: question on mods

Post by Ursulet »

I understand the Camo trait, inspired from mines and its ambush feature. Not sure i wanna use it. Does it only apply to small towed AT? May be it could be added to AA. Only standing next to them would reveal their position. Like for air attacks. Lot of food for thought.
Ursulet
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Re: question on mods

Post by Ursulet »

why does the pak 36 has spotting 2 and move 2? and pak 41 has only spotting 1?
Ursulet
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Re: question on mods

Post by Ursulet »

the camo trait is definitevely a game changer . wow it hurts. reco are more useful than ever. gonna give all towed AT camouflage.
lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Tue Apr 27, 2021 5:28 am Thx lennis,

I am a bit confused by all the lines, with multipurpose, where the name of the unit is replaced, such as [support] [assault], [ambush] Overwatch or Defensive.

But i like the idea of dividing the air defense of all AA by 2 when in AT mode.
Greetings.
[support] [assault], [ambush] Overwatch or Defensive. They are modalities that I use to give value and interest to the less used units.
but the best thing about creating your MOD is that you can use your imagination and creativity.
for example, the [Support] mode I turn it into (Class 4) cannot attack, but if support fire jumps and I use it with AA units, but they lose 50% effectiveness, although you can attack airplanes.
- [Ambush] mainly for AT little units and some exceptions with bigger weapons.
- [Assault] I use it for AA, it's AT mode.
- [Overwatch] For high-caliber Anti-tank units, it changes to class 4 and provides support fire, as well as AA Support, but in this case it maintains all its firepower.
- [Defensive] Rather, it was created thinking about the Marder, as they are canons mounted on a chassis, because the idea is to give it value, the [Type Targe 1 to 0] is changed from hard to soft, so that it can be positioned on more favorable terrain, I use it to defend, cover the flanks, nothing offensive.
But like I told you, use your imagination, many of these ideas come from other developers.
- GerMOD
- VolksMOD
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lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Tue Apr 27, 2021 5:40 am I understand the Camo trait, inspired from mines and its ambush feature. Not sure i wanna use it. Does it only apply to small towed AT? May be it could be added to AA. Only standing next to them would reveal their position. Like for air attacks. Lot of food for thought.
I use it in small AT units, for all nations, really what I am looking for is to hinder the rapid advance and simulate this type of situation of surprise attacks, the [CaptureFlag] is added so that it does not take the flag where it is positioned, this confuses and it is very likely to be ambushed. [idea taken from McGuba].
- GerMOD
- VolksMOD
- XXIX Le PzKorps
lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Tue Apr 27, 2021 11:04 am why does the pak 36 has spotting 2 and move 2? and pak 41 has only spotting 1?
The mod that I am working on is very large and very complex, due to the adaptations and changes that I have been making and always, always, details escape that others are the ones who warn us and then we proceed to correct.
You will see as you go forward lol, these things always happen.
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lennis29
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Re: question on mods

Post by lennis29 »

Ursulet wrote: Tue Apr 27, 2021 7:27 pm the camo trait is definitevely a game changer . wow it hurts. reco are more useful than ever. gonna give all towed AT camouflage.
Of course, it is the idea, not to launch the tanks blindly or another important unit in an Opel Blitz and that it bumps into a 76mm AT, hehehe Ploffff, then in that case it is better to send the explorers are the 222/223 etc. etc. or the Cavalry.
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