RS Possibility: Drivable Ha-Go

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nymets1104

Active member
Dec 18, 2012
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Lol XD. Good news on the models and bad news. We can use and modify them to our hearts content. Bad news they aren't all entirely accuracte. They're used for reference

Reminds me of my favorite quote when I was in the Army...

"Good enough for Government Work"
 

Beskar Mando

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Dec 13, 2014
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Raven was working on Festung Europa, working a project or two, including a tiger tank. However he left. He seems to be quite interested in progress, so I'll keep him updated. We can for non-profit purposes (ie we're not selling them!) put these in game as is. However it isn't complete. Finishing them, and coding needs to be done.
 
Sep 28, 2014
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Awesome. But wait, what exactly are we talking about, the halftracks or the tanks?
Because the tanks don't have interiors and none of them have textures.

No matter what we do we still need a texture artist.
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
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I...On topic, anyone know how to manually set a tank path? I think it's possible to set specific positions for it to go to, because right now it thinks it's a person and keeps trying to go through doors.

Tanks have their own AI. I would imagine it's a flag in the default properties at the end of the UC file. I think in the beta, the Ha-Go was limited to players only, which avoided the issue.
 
Sep 28, 2014
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Yeah that's probably what I'll end up doing as well.

Even though the tank itself handles tight quarters very well, the AI doesn't know what to do half the time.
 
Sep 28, 2014
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Alright, so I'm thinking this. For Japanese Attack maps I'll have an AT squad: a bazooka, an engineer and a squad leader.


53f138c2ee.png



For Japanese Defense maps I'll replace the flamethrower in Squad 1 with an engineer.
 
Sep 28, 2014
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Alright, it's done! After almost a month delay the Type 95 Ha-Go alpha test is ready!

I added it to two maps: Hanto and Saipan. Also, the flamethrower is replaced with an Anti-Tank class due to the game crashing.

Unfortunately said class has nothing but an M1 Carbine, so I added an Engineer as well.

I don't know what else to do with it, so just download this and place the folders in "...\Documents\My Games\RedOrchestra2\ROGame\Published\CookedPC\RSGame\Maps\".
 

PoisonStrudel

FNG / Fresh Meat
Mar 17, 2013
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By any chance, when it comes to the bazooka would it be possible to have someone assist the reload for the bazooka like in Darkest Hour to make it faster?
 

Beskar Mando

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Dec 13, 2014
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Alright, it's done! After almost a month delay the Type 95 Ha-Go alpha test is ready!

I added it to two maps: Hanto and Saipan. Also, the flamethrower is replaced with an Anti-Tank class due to the game crashing.

Unfortunately said class has nothing but an M1 Carbine, so I added an Engineer as well.

I don't know what else to do with it, so just download this and place the folders in "...\Documents\My Games\RedOrchestra2\ROGame\Published\CookedPC\RSGame\Maps\".

-.- should have told me, I would have made the custom role for you.
 
Sep 28, 2014
756
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What do you mean? I said it multiple times.

And besides, I was thinking we could get the bazooka up and running before messing with the role.
 

Beskar Mando

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Dec 13, 2014
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By any chance, when it comes to the bazooka would it be possible to have someone assist the reload for the bazooka like in Darkest Hour to make it faster?

Errm, it's possible. DH used UE 2.5 while RS/RO2 uses 3.0 both use unreal script, so yes. Although that would mean it be a two man team, I honestly don't feel like coding something that complicated in. But if people really want it I could give it a try. Though it be a lot of work, mainly animations, we still need to find someone who is solely an animator, I'm not even sure if HotW, or IOM has a dedicated one who just specializes in animation.
 

Beskar Mando

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Dec 13, 2014
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What do you mean? I said it multiple times.

And besides, I was thinking we could get the bazooka up and running before messing with the role.

The bazooka still needs all it's animations done, the only one we have so far is the 1st person reload animation, courtesy of AAZ.
That means, like 10-30 individual animations, mainly because of the uniqueness of this weapon other animations cannot be recycled.
Honestly I'm waiting on that to be done before I go into turbo mode and start fully coding the damn thing.
 
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