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Mortar Troops?
Posted: Tue Aug 16, 2022 9:29 am
by FidoV
Hey everyone!
I've been tinkering a bit with the Units.csv to do some accurate tweaks or add some accurate extras for my runs.
But what I'm missing is some kind of mortar troops - for example Germany had paratrooper mortar batallions; so did other nations as well. Mortar troops were using Granatwerfer 34, 36 or 42 short, Nebelwerfer 35 etc.
Has anyone managed to add some kind of believable mortar units?
If i go to PanzerCorps2->Content->Editor->Graphics->Units then there is a infantry picture of a unit called "45mmBrixiaMortar", likely referring to the italian Brixia Model 35 light mortar. There is also a british "42inchmortar" unit.
But I can't find the units in the Units.csv or scrolling in the Editor.
When I go to PanzerCorps2->Content->Graphics->Data then there is a UnitModels.csv. There the 45mmBrixiaMortar and 42inchmortar are listed, but no effects are added - so as this at one point might have been planned but they didn't finish the visuals and sound effects.
If I add unit-strings to the Units.csv and choose 45mmbrixiamortar or 42inchmortar to be the model, then ingame you have these out of proportion mortar-models of a padded tripod-light mortar and a towed 2-wheel mortar.
But while you can move them, they then have no effects, no boom, no sound - according to the missing effects in the UnitModels.csv.
In the Weapons.csv all Firing-Effects are listet, categorized in things like GunTiny, GunBig, InfantryFlamethrower, ankFlamethrower etc. There is an HeavyMortar effect, so perhaps one could add a unit to UnitModels.csv and add and adjust the HeavyMortar effects to it, that it might fit (using x-y-z coordinates).
But then the models still would be out of proportion. And they aren't what I was looking for in the first place.
So my method propably would be to add a string to UnitModels.csv using the volkssturm model with the one soldier carrying that Panzerfaust and add a smoke effect as some kind of shooting effect and then grenade or BazookaHit effects for the mortar impact.
These are listet in ParticleFX in Particles and Textures etc.
Wouldn't be perfect, but a start.
Has anyone managed to work out a better solution for mortar troop units?
Greetings
Re: Mortar Troops?
Posted: Tue Aug 16, 2022 7:27 pm
by Retributarr
"SCALE!-SCALE'-SCALE'":
This 'Game'... is not depicted on a 'Squad-Level-Setting'. Therefore!... as an example... your not going to show or depict an infantryman throwing a 'Hand-Grenade'. We are dealing with much larger masses of troops and equipment... not a squad of 12 troopers.
That's why 'Mortars' and "such-like" cannot be depicted in this 'Game'.
Re: Mortar Troops?
Posted: Tue Aug 16, 2022 8:31 pm
by jeannot le lapin
There were
heavy mortars pulling up to 5.900m in this case:

- 2nd-world-war-120mm.jpg (256.45 KiB) Viewed 1340 times
Re: Mortar Troops?
Posted: Tue Aug 16, 2022 9:02 pm
by Sequester Grundleplith, MD
One of the mods (Unit Toolbox) has added an artillery mode that grenadier infantry can switch to, which you can imagine as sort of a mortar fire mode. Because of how the AI behavior works, it loves to use it against you, so it definitely changes how you play a little
Re: Mortar Troops?
Posted: Wed Aug 17, 2022 5:44 pm
by FidoV
Retributarr wrote: ↑Tue Aug 16, 2022 7:27 pm
That's why 'Mortars' and "such-like" cannot be depicted in this 'Game'.
When I get a Pioneer Unit with three figures with one of them using a flamethrower and the other two shooting rifles, then there should be no problem with three figures and at least one of them having a gun/smoke etc. effect indicating a firing mortar. There are units in game with one figure shoothing a bazooka/rocket launcher, which is no different from the mortar approach.
I don't expect animated units throwing grenades or scrambling together to put up a mortar, but at least some kind of believable visuals.
And while I can define explosions or splashing dirt as an hit/miss-animation for my "mortar troops", all I need is a fitting base-unit and shooting-effect to place upon this unit.
Re: Mortar Troops?
Posted: Wed Aug 17, 2022 5:52 pm
by FidoV
Sequester Grundleplith, MD wrote: ↑Tue Aug 16, 2022 9:02 pm
One of the mods (Unit Toolbox) has added an artillery mode that grenadier infantry can switch to, which you can imagine as sort of a mortar fire mode. Because of how the AI behavior works, it loves to use it against you, so it definitely changes how you play a little
I kinda tried something like this using Alt-Mode with a Bridge Engineer model (and their trailer) to change into a Nebelwerfer41 to indicate some mountain troops towing their launcher equipment in the trailer up the mountains to set up the battery for shooting. Making the Nebelwerfer unable to move, so that the unit had to kinda dismantle the launcher and pack it into the trailer to further pull through the mountain region.
Re: Mortar Troops?
Posted: Wed Aug 17, 2022 8:11 pm
by FunPolice749
FidoV wrote: ↑Tue Aug 16, 2022 9:29 am
Hey everyone!
I've been tinkering a bit with the Units.csv to do some accurate tweaks or add some accurate extras for my runs.
But what I'm missing is some kind of mortar troops - for example Germany had paratrooper mortar batallions; so did other nations as well. Mortar troops were using Granatwerfer 34, 36 or 42 short, Nebelwerfer 35 etc.
Has anyone managed to add some kind of believable mortar units?
If i go to PanzerCorps2->Content->Editor->Graphics->Units then there is a infantry picture of a unit called "45mmBrixiaMortar", likely referring to the italian Brixia Model 35 light mortar. There is also a british "42inchmortar" unit.
But I can't find the units in the Units.csv or scrolling in the Editor.
When I go to PanzerCorps2->Content->Graphics->Data then there is a UnitModels.csv. There the 45mmBrixiaMortar and 42inchmortar are listed, but no effects are added - so as this at one point might have been planned but they didn't finish the visuals and sound effects.
If I add unit-strings to the Units.csv and choose 45mmbrixiamortar or 42inchmortar to be the model, then ingame you have these out of proportion mortar-models of a padded tripod-light mortar and a towed 2-wheel mortar.
But while you can move them, they then have no effects, no boom, no sound - according to the missing effects in the UnitModels.csv.
In the Weapons.csv all Firing-Effects are listet, categorized in things like GunTiny, GunBig, InfantryFlamethrower, ankFlamethrower etc. There is an HeavyMortar effect, so perhaps one could add a unit to UnitModels.csv and add and adjust the HeavyMortar effects to it, that it might fit (using x-y-z coordinates).
But then the models still would be out of proportion. And they aren't what I was looking for in the first place.
So my method propably would be to add a string to UnitModels.csv using the volkssturm model with the one soldier carrying that Panzerfaust and add a smoke effect as some kind of shooting effect and then grenade or BazookaHit effects for the mortar impact.
These are listet in ParticleFX in Particles and Textures etc.
Wouldn't be perfect, but a start.
Has anyone managed to work out a better solution for mortar troop units?
Greetings
Have you successfully created like a new unit with different skins or various models? Like say a unit that has the a special camo as a baseline? I've also been tinkering with making new units but the issue is that I am unable to load new models into the game and also tie new effects to it. For me I've been trying to get a KV1 to shoot flames to make a KV8 but it crashes no matter what I do.
Re: Mortar Troops?
Posted: Thu Aug 18, 2022 11:03 am
by FidoV
FunPolice749 wrote: ↑Wed Aug 17, 2022 8:11 pm
For me I've been trying to get a KV1 to shoot flames to make a KV8 but it crashes no matter what I do.
Here it does too.
In theory it appears to be straightforward:
Create a new UnitModel in UnitModels.csv (using an existing model, as I have no idea, how to create a complety new 3D-Model) with the new effects and then create a new Unit in Units.csv using the newly made UnitModel.
Possible Weapons Effects are located in Weapons.csv.
-> Game crashes.
Even if i just take the existing UnitModel (lets say KV1M1940 and just simply edit the main weapon from "GunMedium" to "FlamethrowerTank") without adding a completely new String to UnitModels or Units, then in game it still uses the old weapon.
Which means, there is at least one other file that has to be edited.
And I believe it at least has to be the UnitModels.uasset and UnitModels.uexp files, that contain all the single unit assets from Graphics-Folder etc. The uasset file contains the 3d model, skin, effects, sound etc for the model. But when loading the UnitModels.uasset in some kind of editor, then the Model-IDs are listet, but with a lot of gibberish symbols which I can't identify the purpose of.
I've read, that the existing UnitModels.asset has to be edited and a new asset for the newly created Unit has to be made from the Unreal Editor, but pfff.
Also see this:
https://www.slitherine.com/forum/viewtopic.php?t=102429
I will keep trying and researching and try to use the Unreal Editor. Perhaps that is just linking files and folders, but when I fail, I'll send a message to the creator of the Order of Battle Mod (H.Balck), who successfully created new 3D-Models and new Skins and made completely new Units, so perhaps he might be willing to share his knowledge, how to make these strings work.
Greetings