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Tym's Crazy Tank Crew Mod
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Topic: Tym's Crazy Tank Crew Mod (Read 19875 times)
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Tymathee
Donator
Posts: 9741
Tym's Crazy Tank Crew Mod
«
on:
June 03, 2011, 02:58:02 pm »
Okay, so im going to make this mod and it's in the design stages, it's sort of a thing to see if it can be done.
Goal - Put crews in tanks (gunner, loader, driver, commander) that would make it so tanks can't move without them and you're able to retain vet on the crew.
Realistic Tank Crews
Shermans - Commander, gunner, loader, driver, co-driver
M-10 - Commander, (3×) gun crew, driver
M-18 - Commander, gunner, loader, driver, co-driver
Pershing - Commander, Gunner, loader, driver, co-driver
Churchill - commander, gunner, loader/radio operator, driver, co-driver/hull gunner)
Cromwell - Commander, gunner, loader, driver, front gunner
Panzer IV - commander, gunner, loader, driver, radio operator/bow machine-gunner (includes Ostwind)
Stug IV - Commander, Gunner, Loader, Driver
Tiger - commander, gunner, loader, radio operator, driver
Tiger II - commander, gunner, loader, radio operator, driver
Panther - Driver, radio-operator/hull machine gunner, commander, gunner, loader
Hetzer - Commander, Gunner, Loader, Driver
Jagdpanther - Driver, radio-operator/hull machine gunner, commander, gunner, loader
How to do it - Tanks should be made into "team weapons" much like at guns, hmgs, mortars, etc each tank will require at least 2-3 in order to operate, a gunner and driver is most needed but will make reload very slow. add in loader to make reloading faster, commander to make better accuracy and for tanks with a top gunner, a gunner, if no top gunner a 5th isn't needed but can be installed for better sight range (radio operator, top commander)
Ideas I have for now -
Tank crews can be killed from inside tanks.
If crew is killed, opposing team can take over that tank with infantry on field
If taken over by regular infantry, it wont operate at full capacity but if a crew from another takes over that tank it will. (best way i can think this is possible is that crews will give boni that only effect the tank)
The way to be able to make tank crew killable is because it's a team weapon they can be given cover like green, trench, garrison etc. May have to edit things to make it so HE tanks and certain weapons aren't as good at taking out infantry inside tank. May make it so tank crew can be killed by infantry "throwing grenade into hatch" like IRL, just a thought.
In game Tanks come automatically with a gunner, loader and driver. Tank commander is added separately and makes the tank better (sight range, faster, improved penetration, accuracy etc.)
So basically, it's a way to make it so if u dont seriously baby a tank you can lose it to the other side but you can also bail out a crew that is gaining vet and give it to another tank much like in blitzkrieg but more immersive.
------
So, thoughts? Ideas? Anyone see anything that's not doable?
«
Last Edit: December 21, 2012, 11:09:30 am by EliteGren
»
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Tym's Tank Crew Mod
«
Reply #1 on:
June 03, 2011, 03:00:49 pm »
You realise to do this what you actually have to do is take a weapon team, change ALL of the stats, modify the number of members in it, change the model, and animate it. That's... tough.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Tym's Tank Crew Mod
«
Reply #2 on:
June 03, 2011, 03:01:55 pm »
I wish you the best of luck sir.
When we threw around the idea of crew bailing from tanks, the thing that sunk it(at least temporarily) was:
- Not having animations of guys bailing the Tank
- Not having time to make said animations.
Everything else you've listed there looks good from a realism standpoint and we'll see if you can make it happen.
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Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
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Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #3 on:
June 03, 2011, 03:05:53 pm »
Yeah i know it'll be rough but fun.
Meh, I dont too much care about the animation they can just pop out for all i care.
Quote from: Mister Schmidt on June 03, 2011, 03:00:49 pm
You realize to do this what you actually have to do is take a weapon team, change ALL of the stats, modify the number of members in it, change the model, and animate it. That's... tough.
shouldn't be too hard right...and i dont know if i really need to change the model and animate it, but we'll see. I should be able to use a normal tank as the base of the weapon team and make it so just like a normal weapon team, it's available to all, can be destroyed if uncrewed and needs a certain amount of men to man it.
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Tym's Tank Crew Mod
«
Reply #4 on:
June 03, 2011, 03:10:27 pm »
good luck, mate!
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Tym's Tank Crew Mod
«
Reply #5 on:
June 03, 2011, 03:13:25 pm »
I'm pretty sure you can't do that, but, well, good luck regardless, but it will still be hella hard.
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NightRain
EIR Veteran
Posts: 3908
Re: Tym's Tank Crew Mod
«
Reply #6 on:
June 03, 2011, 03:16:55 pm »
He is actually going to do what I planned long time ago but my suggestion failed hard when I tried to offer it to salan for FoF. Though I don't like some of the ideas he planted on those things i.e infantry capping tanks.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
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LeoPhone
Honoured Member
Posts: 0
Re: Tym's Tank Crew Mod
«
Reply #7 on:
June 03, 2011, 03:22:38 pm »
Even if you manage to make tanks crew weapons. how would you load multiple squads in it? once it's crewed no other squads can man it.
One idea I have how to do it is have the commander be the unit who crews the "weapon" and then other crewmembers can be loaded in it like a halftrack aka BKmod style.
This is pushing coh to the very limits. Would be amazing if you could get this to work.
Is it gonna be tank only games? calling them on like in men of war?
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: Tym's Tank Crew Mod
«
Reply #8 on:
June 03, 2011, 03:24:26 pm »
Quote from: LeoPhone on June 03, 2011, 03:22:38 pm
Even if you manage to make tanks crew weapons. how would you load multiple squads in it? once it's crewed no other squads can man it.
One idea I have how to do it is have the commander be the unit who crews the "weapon" and then other crewmembers can be loaded in it like a halftrack aka BKmod style.
This is pushing coh to the very limits. Would be amazing if you could get this to work.
Is it gonna be tank only games? calling them on like in men of war?
That's the other way it could be done, using a halftrack but changing the stats and model and everything... Shit though it will be tough, if you're doing this on your own it will take a while to get everything right man
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Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #9 on:
June 03, 2011, 03:28:12 pm »
Quote from: LeoPhone on June 03, 2011, 03:22:38 pm
Even if you manage to make tanks crew weapons. how would you load multiple squads in it? once it's crewed no other squads can man it.
They come automatically with the crew just like if an hmg is built, thus without the original crew it can't be operated. I"m hoping to add in an extra slot that's halftrack like that can fit a tank commander, not sure if this is possible but will try it.
Quote
One idea I have how to do it is have the commander be the unit who crews the "weapon" and then other crewmembers can be loaded in it like a halftrack aka BKmod style.
This is pushing coh to the very limits. Would be amazing if you could get this to work.
Is it gonna be tank only games? calling them on like in men of war?
that could be fun, tank only but no, it's just basically an add in, i want to see if its doable, this is usually how I mod, I try to do things that no one else has done and then pass it onto the community. In the TS mod community there are several things I pioneered but dont get credit for.
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tank130
Sugar Daddy
Posts: 8889
Re: Tym's Tank Crew Mod
«
Reply #10 on:
June 03, 2011, 03:37:34 pm »
I really hope you succeed at this.
The worst that could happen is you get really good at RGD work. I know some people who could use another good rgd guy.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Tym's Tank Crew Mod
«
Reply #11 on:
June 03, 2011, 03:39:50 pm »
Tym let me know if you need any help with the coding btw, I'd be happy to assist
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EscforrealityTLS
EIR Veteran
Posts: 593
Re: Tym's Tank Crew Mod
«
Reply #12 on:
June 03, 2011, 04:48:32 pm »
We have this working for Jeeps and the like over at Fortress Europe, but our mod isn't public yet. We don't need it for tank because you can't see the crew (Some members of the tank crew spawn when the tank takes a critical and run off the map). A lot of German recon options come with bikes etc. that are dis-mountable, it looks great too. Its tough, but you can get it working. Bailing animations aren't really an issue though, I mean we have never had one before for half tracks etc.
Hint, we work with the hold_ext, not by turning the epbs into a prop (we played with that too).
Good luck.
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Pwanawan baby!
brn4meplz
Misinformation Officer
Posts: 6952
Re: Tym's Tank Crew Mod
«
Reply #13 on:
June 03, 2011, 04:52:28 pm »
Having dudes come out of a tank is pretty straight forward. but it looks cleaner if they actually bail.Relic didn't even have you bail from a tank, they just said "Shit, new mission you start outside the tank"
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tank130
Sugar Daddy
Posts: 8889
Re: Tym's Tank Crew Mod
«
Reply #14 on:
June 03, 2011, 04:52:40 pm »
Quote from: EscforrealityTLS on June 03, 2011, 04:48:32 pm
Hint, we work with the hold_ext, not by turning the epbs into a prop (we played with that too).
Yup, that's exactly how I would have done it..........
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Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #15 on:
June 03, 2011, 05:19:37 pm »
Yeah, I think that's the direction I'm going although I was going to see if the prop angle works as well. It's possible though and if I can really make it so the crew can die could really make for some fun matches where tanks are getting disabled or you vet up your crew with say a p4 and them move it to a tiger when u get the MP to get one
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RikiRude
Donator
Posts: 4376
Re: Tym's Tank Crew Mod
«
Reply #16 on:
June 03, 2011, 05:26:30 pm »
seems silly in the fact that a regular infantry man hopping into a tank is going to have barely any idea how to operate it i imagine, unless they are familiar with tractors or heavy equipment. but doing the ammo and gun sighting/loading will be impossible for a regular dude.
but other than that, good luck, will be interesting to see what you come up with!
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Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Tym's Tank Crew Mod
«
Reply #17 on:
June 03, 2011, 05:29:12 pm »
Aiming with any sense of accuracy would be hard but loading and and to a lesser extent turret rotation would be easy. Movement would be an issue. It's pretty straight forward to find the levers that control a tanks movement and an altogether different matter to grasp the nuances of that movement and control.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Tym's Tank Crew Mod
«
Reply #18 on:
June 03, 2011, 06:04:44 pm »
From what I remember talking with EliteGren about his NIS video, there are tank bail out animations.
Cant you use those?
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Tymathee
Donator
Posts: 9741
Re: Tym's Tank Crew Mod
«
Reply #19 on:
June 03, 2011, 08:43:02 pm »
Quote from: brn4meplz on June 03, 2011, 05:29:12 pm
Aiming with any sense of accuracy would be hard but loading and and to a lesser extent turret rotation would be easy. Movement would be an issue. It's pretty straight forward to find the levers that control a tanks movement and an altogether different matter to grasp the nuances of that movement and control.
exactly the point.
basically there's a base movement. Let's use an m-10 as example.
normal speed 6.8
Normal acc .84, .92, 1.0
normal rotation 38
thats what it would be coming out of a factory with a normal tank crew who's buffing it.
so lets say they lose the crew and an engineer squad takes over it would go to like
speed 4.8
acc .64, .72, .8
rotation 28
it would still do the same damage and same range but it would be hard for them to operate it with no training and the only way you could get it to do better is by getting another crew, even a tank commander wouldn't make it back to 100% by the mere fact that they're inexperienced.
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