Results 1 to 6 of 6

Thread: Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

  1. #1
    Thoragoros's Avatar Citizen
    Join Date
    Jan 2006
    Location
    New York
    Posts
    4,822

    Default Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

    Tutorial Purpose – Projectile Basics.

    Effecting projectiles, such as musket lethality, is something that has alluded and confounded many new modders since ETW was introduced, and this is perhaps because projectile, especially in regard to lethality, is effected by values in several different files.

    First and foremost, before we begin, you are going need at least a basic grasp of the PFM, and how to create a mod. Please refer to this excellent tutorial for guidance.

    Now, the files you are going to be changing are kv_rules_tables, unit_stats_land_tables, and projectiles_tables.

    In kv_rules_tables, the primary value for effecting the lethality of musket fire is projectile_damage_distance_multiplier. The higher this number, the lower the casualties muskets will inflict at range. The lower the value, the more casualties muskets will inflict at range.

    What the value does is effect the damage reduction of projectile fire over the distance it flies. So a value of 0 will result in no damage reduction over distance.

    You can also take a look at projectile_calibration_target_area, which effects the spread of projectiles over the course of their flight, increasing the value will effect the 'dispersal area' of the projectile, reducing the chance that it will make contact with its target.

    You can also take a look at missile_distance_for_half_chance_hit. It is at this range that a projectile's chance for hitting its target is cut in half, regardless of the units accuracy.

    In unit_stats_land there are several ways to effect the damage of musket fire. First, and most obviously, you can change the accuracy of any given unit, effect the change that they will actually hit what they are aiming at, again, this only effect distance. You can also change the reload skill of a unit, meaning they will get to fire more shots, thereby inflicting more casualties.

    Finally, projectile_tables. The simplest way, in this file, to effect the damage of projectiles is to scroll over to the value ‘damage.’ This, quite obviously, effects the damage done by a projectile thereby increasing the chance that it will kill its target. You can also tweak things such as ‘base reload time’ which determines (in seconds) how long a given projectile type takes to reload. You can also set a projectiles 'range' from this file.

    There are the basics on effect projectiles.
    Last edited by Thoragoros; April 15, 2010 at 03:00 PM.
    Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat

    Where Gods Walk Among Men
    The Line of Thor
    Patron of: Bethencourt, Hip63, m_1512

    Under the Patronage of Captain Blackadder, Member of the Legion of Rahl.

  2. #2
    Over the hills...
    Join Date
    May 2010
    Location
    Melbourne, Australia
    Posts
    1,204

    Default Re: Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

    Thanks for the tutorial
    +rep

  3. #3

    Default Re: Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

    Thanks a lot this is a very helpful

  4. #4
    Montebello's Avatar Civis
    Join Date
    Feb 2011
    Location
    Victoria BC
    Posts
    143

    Default Re: Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

    Thanks, really helpful, but one problem, whenever I try to open units_stats_land_tables or the projectile_tables PFM says it gets an unhandled exception. Do you know why? And how I can fix it?
    Thanks

  5. #5
    Nyxos's Avatar when in doubt, doubt.
    Join Date
    Oct 2009
    Location
    Somewhere over the rainbow (aka France)
    Posts
    4,227

    Default Re: Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

    do you have the latest version ? that might be the issue. Or I might be completely wrong.
    Patronized by Hader.


  6. #6
    Montebello's Avatar Civis
    Join Date
    Feb 2011
    Location
    Victoria BC
    Posts
    143

    Default Re: Projectile Basics. (Reload Times, Ranges, Lethality, and shot dispersal)

    Quote Originally Posted by Nyxos View Post
    do you have the latest version ? that might be the issue. Or I might be completely wrong.
    Thanks, you were right, it works now.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •