OK I will try that.
By the way let me show how things are in text files:
descr_projectile.txt. Here I added a new catapult entry:
Code:
projectile tcatapult
effect boulder_medium_set
end_effect ground_impact_medium_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_medium_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set
area_effect ae_mortar_shot
damage 110
damage_to_troops 30
radius 0.3
mass 2.4
area 2.0
accuracy_vs_units 0.03
accuracy_vs_buildings 0.04
accuracy_vs_towers 0.025
min_angle -15
max_angle 60
;prefer_high
velocity 75 ;61
ground_shatter
body_piercing
;bounce 0.5 0.6 0.5 0.4
display aimed
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
In export_descr_unit.txt I used the entry I just created in descr_projectile.txt and have everything else ready.
Code:
type Cave Trolls
dictionary Cave_Trolls ; Cave Trolls
category infantry
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier mountain_trolls, 5, 0, 70.0
mount_effect elephant -2
attributes sea_faring, can_withdraw, hardy, frighten_foot, free_upkeep_unit
move_speed_mod 0.9
formation 4.0, 4.0, 7.0, 7.0, 1, horde
stat_health 5, 3
stat_pri 60, 3, tcatapult, 250, 2, siege_missile, artillery_mechanical, blunt, none, 25, 1
stat_pri_attr ap, bp, area, thrown
stat_sec 32, 12, no, 0, 0, melee, melee_blade, blunt, mace, 0, 1
stat_sec_attr area, launching
stat_pri_armour 7, 24, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, -2, -1
stat_mental 18, impetuous, trained, lock_morale
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1300, 550, 100, 100, 1300, 1, 400
armour_ug_levels 1, 2
armour_ug_models cave_trolls, cave_trolls_upg
ownership hre, portugal
era 0 hre, portugal
era 1 hre, portugal
era 2 hre, portugal
recruit_priority_offset 10
In descr_skeleton.txt I created a new entry, which is a copy of MTW2_Legion_Pilum.
Code:
type MTW2_troll_Pilum
scale 2.0
reference_points siege_engines/UnitModelsRefPoints/Javelin_Ref_Point.modelReferencePoints
parent MTW2_Legion_Javelin
locomotion_table soldier
anim default data/animations/MTW2_Spear/MTW2_Spear_basepose.cas
anim ready data/animations/MTW2_Legion/MTW2_Javelin_ready_fast_modified.cas -fr
anim attack_missile_ready data/animations/MTW2_Legion/MTW2_Javelin_ready_fast_modified.cas -fr
anim attack_missile_hold data/animations/MTW2_Legion/MTW2_Javelin_ready_fast_modified.cas -fr
;anim attack_missile_release data/animations/MTW2_Legion/MTW2_Javelin_attack_missile_release_fast_modified.cas -fr -id:0.0, 1.5, 1.0, -if:25 -evt:data/animations/MTW2_Javelin/MTW2_Javelin_attack_missile_release.evt
anim attack_missile_release data/animations/MTW2_Legion/MTW2_Javelin_attack_missile_release_modified.cas -fr -id:0.0, 1.5, 1.0, -if:34
In battle_models.modeldb the entry is like this:
Code:
1
4 None
16 MTW2_troll_Pilum
20 MTW2_Troll_Slow_Mace 2
20 MTW2_Javelin_primary
14 fs_test_shield 2
23 MTW2_Troll_Mace_Primary
14 fs_test_shield
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Now I will try the animation packs thing.