Men that War: assault Squad 2 features brand-new single player style skirmish modes that take it players from too much tank combat come deadly sniper stealth missions. Commanders can currently faceoff against opponents on various new multiplayer 1v1 – 4v4 maps. Come truly bring the war to life though there is the brand-new 8v8 game mode design for huge battles on spectacular maps.This new Assault Squad video game brings far-ranging game engine and visual enhancements as well, with special attention paid come ones that were very requested by the players.

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Post tutorial Report RSSAir and also Para manuscript - Beta

A straightforward and straightforward to understand script, come return the Airplanes and Helicopters to men of War with paratrooper function, together its really unrealistic to have actually planes there is no para fall option, by this every one can prolong their mod capabilities to make them more relevant compare to reality that MOW 2 have actually no manuscript for airborne entities, it also adds fighters and also transport planes of each faction indigenous base video game assets because that demonstration.

Posted through GameJoJo ~ above Apr 3rd, 2019 - intermediate Installers


Requirements:

Air and also Para script - Beta - 1.6 - Google Drive

Air and Para script - Beta - 1.6 - Dropbox

Steam Workshop Link

Details:

Well its really simple to install yet need to understand that what this manuscript does, together it spawn your airborne reality elevated over in sky and also that entity start hovering prefer it walk on call to Arms, you don"t have to manually takeoff them and also make your pilot or paratroops drop with parachute, for better understanding I encompass base video game airborne entities and also make castle sync v this script for understanding that how any airborne entity have the right to be provided with this script, So just extract following point out files from detailed mod to her mod and merge/add detailed codes in your mod files.

Example Pictures:

*

*

Step One:

- Copy/Extract parachute_new and parachute_vehicle folder native "resourceentity-vehicle" provided document to very same folder to her mod.

- Copy / change / unify (depend on mode structure) "common_mp_scripts.inc" file to "map" folder together with map records in "multi" folder.

- i already included script to all base video game maps yet to include and activate script in practice maps include following line appropriate after:

{missionCode:

==========================================================(include "/map/common_mp_scripts.inc")==========================================================- In following documents of map(s):

battle_zones.mi

captureflag.mi

combat.mi

In each newly added maps folder(s).

Step 2 (Optional):

- go to localization folder of mode or develop one if your mode don"t have and also copy the documents from base video game localization.pak file, open up it through winrar, together this action for those mode whom don"t have actually airborne entities in mod or have however didn"t occupational properly.

- To add separate button in game menu for plane or any other entity add following heat in "#dlg_mp.lng" right in between following category, find:

{"hint_Add code:

========================================================== "hint_v6" "Aircraft"==========================================================Explanation: note is once you took mouse over button it explains that what group of reality does this button contain.

-Add complying with lines in "desc.lng" record right after:

{"entity"Code:

========================================================== "Airborne reality Name from Entity an interpretation .def paper in reality folder (must be same)" "Entity Name appear in game (of your choice)"==========================================================- include following present in "info.lng" file right after:

{"entity"- Code:

=========================================================="Airborne reality Name from Entity an interpretation .def document in entity folder (must it is in same)" "Description of your choice""==========================================================

Step Three:

- go to nature folder and add following lines in "airborne.ext"

- uncover and add line after:

collider "airborne"Code:

==========================================================(mod "mp" props "cw_autotakeoff" )props "able_paradrop"==========================================================- discover and include line after:

{Chassis "airborne" ("chassis_defaults") locomotion Maxspeed 95 ; kmph turnRadius 40 ; m StartTime 6 ; ¢à¥¬ï à §£®­ ¤® ¬ ªá. ᪮à®á⨠á 0, seconds BrakeTime 4 ; ¢à¥¬ï â®à¬®¦¥­¨ï á ¬ ªá. ᪮à®á⨠¤® 0, secs StopTime 7 ; ¢à¥¬ï ®áâ ­®¢ª¨ ¯®á«¥ ®âª«î祭¨ï ¤¢¨£ ⥫ï á ¬ ªá. ᪮à®á⨠¤® 0, secs dontUseSlope ignorePatherBounds disableBackwardCode:

========================================================== altitude 20==========================================================- readjust it follow to her mod.

- discover and add line after:

component "retract_wheelL" RepairTime 15 tags "mover"- Code:

==========================================================================================================================================================================================================(define "chassis_defaults" FuelBag volume 200 rate 20 remain 150 fuel "fuel" speed Slow 5 Normal 15 Fast 30 )Chassis "wheel" ("chassis_defaults") locomotion MaxSpeed 30 StartTime 4 BrakeTime 1 StopTime 2 (mod "mp" FuelBag volume 2200 rate 320 remain 2000 fuel "fuel" )Chassis "airborne" ("chassis_defaults") locomotion Maxspeed 95 turnRadius 40 StartTime 4 BrakeTime 6 StopTime 10 (mod "mp" FuelBag volume 500 rate 1 remain 495 fuel "fuel" ) dontUseSlope ignorePatherBounds disableBackward sideSlopeSpeed 25 maxSideSlope 15 maxElevationSpeed 5 elevationAcceleration 2 chassisManager current "wheel" simulatorId "airborne"(define "locomotion" StartTime 5 BrakeTime 2 StopTime 4 SteerOn 15 SteerOff 15 SplineRadius 5)(define "Chassis_parameters" Chassis "wheel" ("chassis_defaults") locomotion MaxSpeed 50 StartTime 100 BrakeTime 2 StopTime 4 maxSpeedAtMaxTurn 15 TurnRadius 15 Gears 0.2 0.3 0.5 0.8 1.0 RearGears 0.05 disableBackward Chassis "airborne" FuelBag volume %Fuel rate %Fuel_rate (mod "mp" rate 1 ) remain %Fuel_remain fuel "fuel" locomotion Maxspeed %Speed turnRadius %TurnRadius StartTime (* %Speed 0.15) BrakeTime (* %Speed 0.05) StopTime (* %Speed 0.08) StartTime (* %Speed 0.03) BrakeTime (* %Speed 0.08) StopTime (* %Speed 0.12) dontUseSlope ignorePatherBounds disableBackward sideSlopeSpeed (* �c_hor 5) maxSideSlope (* %Maneuvrability_hor 7.5) maxElevationSpeed (* �c_ver 1.5) elevationAcceleration (* %Maneuvrability_ver 0.8) chassisManager current "wheel" simulatorId "airborne")==========================================================================================================================================================================================================

Step Four:

- include following lines in "entitymanager.set" in set folder after

{entitymanager- Code:

========================================================================group "parashute" stuffremove dissolve(mod "mp"limit 12)(mod not "mp" limit 18)entity "parachute_new_ground"entity "parachute_veh_ground"========================================================================- go to "resourcesetmultiplayergames" and also Replace adhering to line in

presets_all.inc

presets_competitive.inc

presets_competitive_8x8.inc

presets_test.inc

presets_user.inc

buttons "squad1 squad2 v1 v2 v3 v4 v5"Code:

buttons "squad1 squad2 v1 v2 v3 v4 v5 v6"- go to "resourcesetmultiplayerunits" and also find adhering to line to add code later on in "vehicles.set":

generic_vCode:

==============================================================================================================================================================================================; 1 Aircraft with Tankmen and Elite(define "vse" ("generic_v" c(%c) sc(%sc) t(%t %s) g(%g) b(%b) cw(%cw) cp(%cp)) content "* ( mp/%s/tankman:%n1 mp/%s/tankman2:%n2 mp/%s/Elite4:%n3)")==============================================================================================================================================================================================Explanation: You can replace Tankmen through pilots rely on the model available in your mod, for that check soldiers.set file, wherein n1, n2, n3 is number of sequence through which they took place in vehicle.

- walk to "resourcesetmultiplayerunits" and include following password in faction particular .set files (depend on mode it can be US army Vehicles .set or vehicles_eng .set and so on etc)

==============================================================================;°°°Button 6 (Depend ~ above your mode sequence it can be 7 or 8 or 9 and also so on)°°°"Airborne reality Name indigenous Entity definition .def file in entity folder (must it is in same)" ("vse" c(60) t(all) s(eng) n1(1) n2(1) n3(0) sc(5) b(v6) cw(0) cp(0)) level 1 cost 300 fore 0.5==============================================================================- Explanation: reality name at start same as the .def surname from reality folder s = faction brief name remainder is self explanatory.

Step Five:

- go to "resourcesetinteraction_entity" and add following codes in airborne.inc:

- uncover and include code after:

on fire "zenite" (define "fire_barrel" name "%0" view start "flashbarrel%0" delay 0.42 view pause "flashbarrel%0" ) if ("fire_barrel" args 00) rather ("fire_barrel" args 01) rather ("fire_barrel" args 02) rather ("fire_barrel" args 03) else ("fire_barrel" args 04) Code:

========================================================================================================================================================================================== on "cwsh_switch_hatch" overload if chassis "airborne" if tagged "heli_in_flight" if tagged "cwhs_hovering" tags include "cwhs_accelerate_me" components "zpu_indicator" repair tags eliminate "cwhs_hovering" tags eliminate "cwhs_deccelerate_me" else tagged "cwhs_deccelerate_me" tags include "cwhs_accelerate_me" components "zpu_indicator" repair tags eliminate "cwhs_deccelerate_me" else tags include "cwhs_deccelerate_me" components "zpu_indicator" break tags remove "cwhs_accelerate_me" call "cwhs_change_speed" else if tagged "cwhs_hovering" tags remove "cwhs_hovering" else tags add "cwhs_hovering" else chassis "helicopter" call "paradrop" ==========================================================================================================================================================================================- find and add code before:

{"bomber"- Code:

==========================================================================================================================================================================================(define "paradrop_crew_member_with_alt" if edge 0.5 if rand 0.5 if rand 0.5 ("paradrop_crew_member_with_alt_r" args %0 0) else ("paradrop_crew_member_with_alt_r" args %0 1) rather if rand 0.5 ("paradrop_crew_member_with_alt_r" args %0 2) rather ("paradrop_crew_member_with_alt_r" args %0 3) rather if rand 0.5 if edge 0.5 ("paradrop_crew_member_with_alt_r" args %0 4) rather ("paradrop_crew_member_with_alt_r" args %0 5) else if edge 0.5 ("paradrop_crew_member_with_alt_r" args %0 6) rather ("paradrop_crew_member_with_alt_r" args %0 7) )(define "paradrop_crew_member_with_alt_r" tags add "heli_paradrop%1" spawn "parachute_new" "basis" x no_position tags add "heli_parashute%1" call "start_alt_%0" )(define "eject_crewman" delay 0.3 if no tagged "destroyed" link_sound "eject" "vehicle/airborne/eject/eject" play_sound "eject" ani_play "%fx_bone_name" callback add_view "eject" "fx_%fx_bone_name" "fx_%fx_bone_name" add_view "proj_smoke" "fx_%fx_bone_name" "fx_%fx_bone_name" view begin "fx_%fx_bone_name" delay 0.3 view stop "fx_%fx_bone_name" )(define "update_hatch" if not operatable if %wind ani_wind "open" end else ani_play "open" +1.0 resume else if crew_in_place "driver" call "fonar_open" rather if %wind ani_wind "open" begin else ani_play "open" -1.0 resume )"parashute_torch" on spawn impulse up 0.1 com gravity 0.3 delay 0.1 volumes "body" permit contact constrain_velocity 1.5 call "loop_detect" on "loop_detect" impulse increase -0.5 com delay 1 call "loop_detect" if no altitude 1 call "self_destruct" constrain_velocity 5 on ground_hit call "self_destruct" on contact call "self_destruct" on blast call "self_destruct" on "self_destruct" delete "paratorch" on generate add_view "signal_rocket_big" "flare" "body" view begin "flare" delay 60 call "self_destruct" "paratorch_small" on generate add_view "signal_rocket" "flare" "body" view begin "flare" delay 30 call "self_destruct" ==========================================================================================================================================================================================- walk to dummy.inc and add following codes:

- uncover and include code before:

{"random_animation"Code:

=========================================================================================================================================================================================="stuff no_blast_physics" on "blast_physics" overload"paratrooper" on spawn tags include "paratrooper_air" view hide "parachute_x" on "start" ani_play "flight" callback on animation_end "flight" tags include "paratrooper" ani_play "landing" callback on animation_end "landing" view display "parachute_x" "paratrooper_attach" on "start" animate_place "attach" "paratruper_flight" on animation_end "flight" with_linked_entity "attach" get_off "parachute_new" on generate bone hide "para" link_sound "ParachuteOpen" "vehicle/shot/airborne/ParachuteOpen" (define "para_tags_remove" tags eliminate "heli_parashute0" tags eliminate "heli_parashute1" tags eliminate "heli_parashute2" tags eliminate "heli_parashute3" tags remove "heli_parashute4" tags remove "heli_parashute5" tags remove "heli_parashute6" tags eliminate "heli_parashute7" tags remove "heli_parashute8" ) (define "crew_tags_remove") (define "altitude_step" on "start_alt_%0" play_sound "ParachuteOpen" 1 ani_play "altitude%0" callback ani_play "open" delay 0.2 animate_place "attach" "paratruper_flight" on animation_end "altitude%0" ("para_tags_remove") ani_stop "open" ani_play "landing" callback with_linked_entity "attach" get_off delay 3 bone reduced "attach" ) ("altitude_step" args 1) ("altitude_step" args 2) ("altitude_step" args 3) ("altitude_step" args 4) ("altitude_step" args 5) ("altitude_step" args 6) ("altitude_step" args 7) on crew in ("spawn") ("para_tags_remove") bone present "para" with_linked_entity "attach" tags remove "heli_paradrop0" tags eliminate "heli_paradrop1" tags eliminate "heli_paradrop2" tags eliminate "heli_paradrop3" tags remove "heli_paradrop4" tags remove "heli_paradrop5" tags remove "heli_paradrop6" tags eliminate "heli_paradrop7" on animation_end "landing" spawn "parachute_new_ground" "root" x hide 5 "parachute_veh" on generate link_sound "ParachuteOpen" "vehicle/shot/airborne/ParachuteOpen" volumes "body" disable call bullet blast volumes "body1" disable contact bullet blast (define "para_tags_remove" tags remove "heli_parashute0" tags remove "heli_parashute1" tags remove "heli_parashute2" tags eliminate "heli_parashute3" tags eliminate "heli_parashute4" tags eliminate "heli_parashute5" tags remove "heli_parashute6" tags remove "heli_parashute7" tags eliminate "heli_parashute8" with_linked_entity "attach" tags eliminate "heli_paradrop0" tags remove "heli_paradrop1" tags remove "heli_paradrop2" tags remove "heli_paradrop3" tags remove "heli_paradrop4" tags eliminate "heli_paradrop5" tags eliminate "heli_paradrop6" tags remove "heli_paradrop7" ) on "start" play_sound "ParachuteOpen" 1 ani_play "start" callback ani_play "open" ani_play "bags_open" impulse front 50 com delay 0.01 gravity 1 constrain_velocity 50 delay 2 call "loop_detect" constrain_velocity 40 delay 7 constrain_velocity 30 on "loop_detect" if no altitude 2 call "collide" else delay 0.2 call "loop_detect" on animation_end "start" ("para_tags_remove") ani_play "swing" on "collide" impulse up -0.01 com ani_stop "open" ani_stop "start" ani_stop "bags_open" ani_stop "swing" ani_play "land" callback ani_play "bags_close" volumes "bags" disable contact_ground spawn "dust_shot_big_2" with_linked_entity "attach" delay 0.85 constrain_velocity 1 delay 0.05 impulse increase -0.01 com delay 0.1 constrain_velocity 1 delay 0.9 bone reduced "attach" on call call "collide" on animation_end "land" spawn "parachute_veh_ground" "basis" x hide 15 tear "piece_medium_steel" bone "Para_platform" impulse up 0.2 0.1 dir 2 1 volumes "body1" permit contact cartridge blast hide 5 ==========================================================================================================================================================================================- walk to human.inc uncover and include following codes:

- uncover and include code before:

{on "die_with_blood"- Code:

==========================================================================================================================================================================================on "linker_simulation" if effector "airborne" rather effector "cannon" rather altitude 3 throw_off up 1 front 2 die force on "knock_down" if no water_level -0.1 knockdown 8 3 on "die" if no dead spawn "bloodsparks_small" if linked if linked "shipflak" call "throw_off_from_ship" else connected "doublecolt" call "throw_off_from_ship" else linked "car" if location "driver" throw_off up 1.6 front 2 revolve -90 die pressure rotate_to_dir else ar "commander" throw_off up 1.6 forward 2 rotate +90 die pressure rotate_to_dir else call "die_with_blood" rather altitude 2 if boarding call "throw_off_from_ladder" else call "throw_off_from_tower" else connected "cannon" call "die_with_blood" else linked "airborne" call "throw_off_from_ship" else linked "vehicle" call "throw_off_from_vehicle" else call "die_with_blood" rather call "die_with_blood" ==========================================================================================================================================================================================- discover and include code after following lines:

{on board the end if effector "mtb_d3" if name "emit1" "emit2" "emit3" "emit4" delay 0.7 spawn "spherewater_big" Code:

==========================================================================================================================================================================================(define "paradrop_crew_member_with_alt_" if linked "Vehicle name 1" if surname "emit1" "emit2" delay 1.2 ("paradrop_crew_member_with_alt" args %0) else name "ropel_node5" "roper_node5" delay 0.1 ("paradrop_crew_member_with_alt" args %0) else connected "Vehicle surname 2" delay 2.8 ("paradrop_crew_member_with_alt" args %0) else attached "Vehicle surname 3" delay 2.8 ("paradrop_crew_member_with_alt" args %0) else linked "Vehicle surname 4" delay 2.8 ("paradrop_crew_member_with_alt" args %0) else connected "Vehicle name 5" if surname "emit1" "emit2" delay 2.5 ("paradrop_crew_member_with_alt" args %0) else surname "emit3" "emit4" delay 1.2 ("paradrop_crew_member_with_alt" args %0) else surname "ropel_node5" "roper_node5" delay 0.1 ("paradrop_crew_member_with_alt" args %0) else linked "Vehicle name 6" delay 0.5 ("paradrop_crew_member_with_alt" args %0) else attached "Vehicle name 7" delay 0.5 ("paradrop_crew_member_with_alt" args %0) else linked "Vehicle name 8" if surname "emit0" delay 2.8 ("paradrop_crew_member_with_alt" args %0) else surname "emit1" delay 2.8 ("paradrop_crew_member_with_alt" args %0) else name "emit2" "emit3" delay 1.2 ("paradrop_crew_member_with_alt" args %0) else linked "Vehicle name 8" if surname "emit1" "emit2" delay 2.0 ("paradrop_crew_member_with_alt" args %0) else name "emit3" "emit4" "emit5" "emit6" "emit7" "emit8" delay 2.0 ("paradrop_crew_member_with_alt" args %0) else connected "Vehicle surname 9" if surname "emit1" "emit2" delay 2.8 ("paradrop_crew_member_with_alt" args %0) else surname "emit3" "emit4" delay 1.2 ("paradrop_crew_member_with_alt" args %0) else linked "Vehicle name 10" delay 1 ("paradrop_crew_member_with_alt" args %0) else delay 2.8 ("paradrop_crew_member_with_alt" args %0) )(define "paradrop_crew_member_with_alt" if edge 0.5 if edge 0.5 if edge 0.5 ("paradrop_crew_member_with_alt_r" args %0 0) else ("paradrop_crew_member_with_alt_r" args %0 1) else if rand 0.5 ("paradrop_crew_member_with_alt_r" args %0 2) rather ("paradrop_crew_member_with_alt_r" args %0 3) else if rand 0.5 if edge 0.5 ("paradrop_crew_member_with_alt_r" args %0 4) else ("paradrop_crew_member_with_alt_r" args %0 5) rather if rand 0.5 ("paradrop_crew_member_with_alt_r" args %0 6) else ("paradrop_crew_member_with_alt_r" args %0 7) )(define "paradrop_crew_member_with_alt_r" if not altitude 2 tags add "heli_paradrop%1" delay 5 tags remove "heli_paradrop%1" spawn "parachute_new" "basis" x no_position tags add "heli_parashute%1" call "start_alt_%0" )if attached "able_paradrop" if altitude 40 ("paradrop_crew_member_with_alt_" args 7) rather altitude 35 ("paradrop_crew_member_with_alt_" args 6) rather altitude 30 ("paradrop_crew_member_with_alt_" args 5) rather altitude 25 ("paradrop_crew_member_with_alt_" args 4) rather altitude 20 ("paradrop_crew_member_with_alt_" args 3) rather altitude 12 ("paradrop_crew_member_with_alt_" args 2) rather altitude 8 ("paradrop_crew_member_with_alt_" args 1) else altitude 3 if connected "Vehicle surname 1" delay 2.0 throw_off up 1 front 2 else linked "Vehicle surname 2" delay 2.5 throw_off increase 1 front 2 else connected "Vehicle surname 3" delay 2.5 throw_off increase 1 front 2 else linked "Vehicle name 4" delay 2.5 throw_off up 1 front 2 else linked "Vehicle surname 5" if surname "emit1" "emit2" delay 2.0 throw_off up 1 front 2 else name "emit3" "emit4" delay 1.0 throw_off increase 1 front 2 else connected "Vehicle name 6" delay 3.0 if linked "airborne" throw_off increase 1 front 2 else connected "Vehicle name 7" delay 3.0 if attached "airborne"throw_off increase 1 front 2 else delay 2.5 throw_off up 1 forward 2 rather ==========================================================================================================================================================================================- go to vehicle.inc and include following codes:

- find and include code after following lines:

on "link_weapon" if surname "mgun" add_view "flash_gun_big_vehicle" "flashbarrel3" "Foresight3" add_view "shell_mgun" "shell" "fxshell" rather view hide "flashbarrel3" view stop "flashbarrel3" view pause "shell" Code:

========================================================================================================================================================================================== on "gunner_hatch_open" ani_wind "open" end on "gunner_hatch_close" ani_wind "open" begin on "gunner_hatch_opening" ani_play "open" resume on "gunner_hatch_closing" ani_play "open" -1 resume on "sight_open" ani_wind "sight_open" end ani_wind "open_sight" end on "sight_close" ani_wind "sight_open" begin ani_wind "open_sight" begin on "sight_opening" ani_play "sight_open" resume ani_play "open_sight" resume on "sight_closing" ani_play "sight_open" -1 resume ani_play "open_sight" -1 resume on "zpu_gunner2_hatch_close" call "gunner_hatch_close" on "zpu_gunner2_hatch_closing" call "gunner_hatch_closing" (define "update_hatch" if not operatable if %wind call "gunner_hatch_open" call "sight_open" else call "gunner_hatch_opening" call "sight_opening" rather if crew_in_place "%place" if %wind if tagged "cwsh_zpu_off" call "zpu_%place_hatch_close" rather call "zpu_%place_hatch_open" rather if tagged "cwsh_zpu_off" call "zpu_%place_hatch_closing" else call "zpu_%place_hatch_opening" rather if %wind call "zpu_%place_hatch_close" rather call "zpu_%place_hatch_closing" if %wind call "sight_close" else call "sight_closing" ) on "update_hatch_on_spawn" ("update_hatch" wind(true) place(gunner2)) tags eliminate "cw_panorama_work" call "update_cw_panorama" on "cwsh_update_hatch" ("update_hatch" wind(false) place(gunner2)) ==========================================================================================================================================================================================- walk to entity.set and add following code after:

{entitiesCode:

================================================================================================================================================================================================================================================================ (define "spawn")================================================================================================================================================================================================================================================================

Step Six:

- go to reality folder then walk to the particular entity folder and add following password in that entity .def paper which you want to apply this script, for far better understanding use detailed mod files and go come resourceentity-vehicleairborneju-52:

- add code after:

{actoror

{game_entity- Code:

===================================================================================== props "transport_plane" "airborne" =====================================================================================- discover and add code after:

{Chassis {Locomotion ("locomotion") - Code

========================================================================================================================================================================== turnRadius 50==========================================================================================================================================================================- adjust it according to your entity and also mod

- find and include code after complying with line, these lines cloud it is in in very same .def document or it might be in separate paper as crew.ext.

{boarder- Code:

============================================================================================================================================================================================================================================================ door "emit1" auto_release_time 1.5 anm "ladder" forward speed 1.2 loop "stand_upstairs" fix_orientation reverse speed 1.2 loop "stand_upstairs" -1 fix_orientation anm "walk" forward speed 3 reverse speed 3 anm "seat" forward end "seat_driver_car" ============================================================================================================================================================================================================================================================- thats it folks, hope you guyz done it right, if no then girlfriend are free to ask here and also include any suggestions and also feedback to enhance it further.

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