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  1. #1

    Default Adding Greek Fire

    Byzantine Greek Fire Unit tutorial
    This Tutorial will assist in adding the byzantine greek firethower unit into the game as i have not seen
    any tutorial on this i have decided to write one.

    what your going to need: I) MEII and Kingdoms Crusader Campaign unpacked
    II) not necessary but will make your life easier. battle_models syntax checker script
    Click here

    Depending on how you have set your mod folder up will depend on where you need to copy these files if your using barebones (like myself) copy to the main directory after making back ups of the files listed below(because we always make back-ups don't we?) as i had a few problem adding these to a my- mod folder.

    note: The EDU AND EDB entries must be in the mod folder

    note: there maybe better ways of doing this but this my way.

    open your unpacked crusader campaign folder and copy these file to your main directory
    (once you have made back-ups)

    found: Data Folder
    descr_effect_impacts.txt
    descr_event_effects.txt
    descr_flaming_projectiles.txt
    descr_projectile.txt
    descr_skeleton.txt
    descr_ik_controller_db.txt
    descr_area_effects.xml

    found: Sounds folder
    flamethrower_firing.evt
    flamethrower_remains.evt
    flamethrower_start.evt

    found: Animations folder
    pack
    pack.dat
    skeletons
    skeletons

    (make backs-up i cannot stress enough!)

    copy (over writing) these into your main Medieval II Total War data/sound directory

    flamethrower_firing.evt
    flamethrower_remains.evt
    flamethrower_start.evt

    and copy(overwrite) these into your main Medieval II Total War data/animations directory

    pack
    pack.dat
    skeletons
    skeletons

    O.K how the messy part the battle_models open the crusader battle_models if you do not know where to find this then look inside the spoiler

    Spoiler Alert, click show to read: 

    The battle_models file can be found inside of here



    The Battle_models file should be here:




    how it in a text editor i always use notepad and if you can select wordwarp
    (it will makes things easier) normally found under format (see picture below)
    Spoiler Alert, click show to read: 



    how type into your search box 17 greek_fire
    if you get this your doing good!
    Spoiler Alert, click show to read: 



    how high light everything from the 17 Greek_fire(including the space before the number 17) all the way upto 8 alamanoi(but don't copy that as this is a completely different unit) see below to avoid confusion.
    Spoiler Alert, click show to read: 



    for any reason you cannot do this i have already coped the unit below
    (just remember to copy the space before the number 17 or else)
    Spoiler Alert, click show to read: 


    17 greek_firethrower 1 4 54 unit_models/_Units/ES_Mail/greek_firethrower_lod0.mesh 121 54 unit_models/_Units/ES_Mail/greek_firethrower_lod1.mesh 900 54 unit_models/_Units/ES_Mail/greek_firethrower_lod2.mesh 2500 54 unit_models/_Units/ES_Mail/greek_firethrower_lod3.mesh 6400 2 9 byzantium 66 unit_models/_Units/ES_Mail/textures/mtw2_ES_Mail_byzantium.texture 63 unit_models/_Units/ES_Mail/textures/mtw2_ES_Mail_normal.texture 51 unit_sprites/byzantium_Greek_Firethrower_sprite.spr 4 merc 66 unit_models/_Units/ES_Mail/textures/mtw2_ES_Mail_byzantium.texture 63 unit_models/_Units/ES_Mail/textures/mtw2_ES_Mail_normal.texture 51 unit_sprites/byzantium_Greek_Firethrower_sprite.spr 2 9 byzantium 61 unit_models/AttachmentSets/Final Greek_byzantium_diff.texture 61 unit_models/AttachmentSets/Final Greek_byzantium_norm.texture 0 4 merc 56 unit_models/AttachmentSets/Final Greek_merc_diff.texture 56 unit_models/AttachmentSets/Final Greek_merc_norm.texture 0 1 4 None 17 MTW2_Flamethrower 14 MTW2_Swordsman 1 21 MTW2_Arquebus_Primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 21 greek_firethrower_ug1 1 3 71 unit_models/_Units/ES_Greek_Greek_Heavy/greek_firethrower_ug1_lod0.mesh 121 71 unit_models/_Units/ES_Greek_Greek_Heavy/greek_firethrower_ug1_lod1.mesh 1225 71 unit_models/_Units/ES_Greek_Greek_Heavy/greek_firethrower_ug1_lod2.mesh 6400 2 9 byzantium 80 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_byzantium.texture 77 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_normal.texture 55 unit_sprites/byzantium_Greek_Firethrower_ug1_sprite.spr 4 merc 80 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_byzantium.texture 77 unit_models/_Units/ES_Greek_Greek_Heavy/textures/mtw2_es_greek_normal.texture 55 unit_sprites/byzantium_Greek_Firethrower_ug1_sprite.spr 2 9 byzantium 61 unit_models/AttachmentSets/Final Greek_byzantium_diff.texture 61 unit_models/AttachmentSets/Final Greek_byzantium_norm.texture 0 4 merc 56 unit_models/AttachmentSets/Final Greek_merc_diff.texture 56 unit_models/AttachmentSets/Final Greek_merc_norm.texture 0 1 4 None 17 MTW2_Flamethrower 14 MTW2_Swordsman 1 21 MTW2_Arquebus_Primary 1 18 MTW2_Sword_Primary 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    now open your battle_models file in your main MEII directory
    and set the wordwarp now paste the greek_fire unit at the bottom making sure there is one character space between your new entire and the last entire in this file (see below)



    now go to the top of the file and change this number(see below) (this number is the amount of units in this file increase it by one) mine where 701 so now its 702 save and close the file. now i mentioned battle_models syntax checker, once you have finished editing your battle_models file you can click on this to check for errors, if you have any the script will pick it
    up.
    Spoiler Alert, click show to read: 



    so now we need an entry for the EDU (export_descr_unit.txt)
    copy the following into your EDU

    Spoiler Alert, click show to read: 


    type Greek Firethrower
    dictionary Greek_Firethrower ; Greek Firethrower
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier Greek_Firethrower, 16, 0, 1
    attributes sea_faring, hide_forest, hardy, can_withdraw, cannot_skirmish, mercenary_unit
    formation 1.2, 1.2, 2.4, 2.4, 2, square
    stat_health 1, 0
    stat_pri 18, 3, greek_fire, 30, 2, missile, missile_gunpowder, slashing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, bp
    stat_sec 9, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 3, 4, 5, metal
    ;stat_armour_ex 3, 5, 0, 0, 4, 5, 3, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, 0, 2, -2
    stat_mental 9, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 800, 150, 30, 75, 800, 2, 240
    armour_ug_levels 2, 3
    armour_ug_models Greek_Firethrower, Greek_Firethrower_ug1
    ownership byzantium, slave
    era 0 byzantium
    era 1 byzantium
    ;unit_info 9, 18, 12
    recruit_priority_offset 0



    now close and save.

    only one thing left to do that is try it...

    Spoiler Alert, click show to read: 






    to be able to recruit our new unit we will need to add it to the EDB(export_descr_buildings)


    if the game does not boot up check your Battle_models file there is a 90% chance thats the problem or unless you missed a file out.

    now have fun with your new unit
    Last edited by Lifthrasir; March 28, 2022 at 02:33 PM. Reason: Spoilers added


  2. #2
    The Count(er)'s Avatar Protector Domesticus
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    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by J@mes View Post
    what your going to need: I) MEII and Kingdoms Crusader Campaign unpacked
    II) not necessary but will make your life easier. battle_models syntax checker script
    Click Here
    the tutorial looks pretty useful in all but that link doesn't work because it's trying to bring me to this as a website address
    http ://www.[ url]http.com//www.twcenter.net/forums/downloads.php?do=file&id=1180[ /URL]
    and not the more useful http://www.twcenter.net/forums/downl...o=file&id=1180 so you may want to fix that(I added in a few spaces so the quote wouldn't become a link) I could of course guess the place it's trying to bring me to but it's more convenient if it just brings me to that page instead
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  3. #3

    Default Re: Tutorial: Greek Fire

    Thanks counter i have fixed the link you mentioned where very tired when updating this .
    Last edited by J@mes; June 24, 2008 at 05:39 AM.


  4. #4

    Default Re: Tutorial: Greek Fire

    Good tutorial but may I ask you why you use the standard modelsdb format? It's really hard to work efficiently with.
    Artifex
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    Proud patron of y2day and yelowdogg23

  5. #5
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Tutorial: Greek Fire

    Extrimly usefull as we(CBUR)going to have Sifonatores(the original unit name)in our roster too...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  6. #6

    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by AnthoniusII View Post
    Extrimly usefull as we(CBUR)going to have Sifonatores(the original unit name)in our roster too...
    yes i had this saved a while and have only had time to upload last night i will make changes to this and use the formatted battle_models.


  7. #7

    Default Re: Tutorial: Greek Fire

    I copied every file mentioned but the game crashes and I get the following message in the system.log.txt:

    14:09:54.184 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 16150, column 25
    stat_pri statistic refers to non-existant projectile type 'greek_fire'
    14:09:54.184 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 16150, column 25
    failed to read statistic for unit type 'Greek Firethrower'
    14:09:54.184 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.

    You mentioned barebones files.Where can I get them?

  8. #8

    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by JStavCR View Post
    I copied every file mentioned but the game crashes and I get the following message in the system.log.txt:

    14:09:54.184 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 16150, column 25
    stat_pri statistic refers to non-existant projectile type 'greek_fire'
    14:09:54.184 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 16150, column 25
    failed to read statistic for unit type 'Greek Firethrower'
    14:09:54.184 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.

    You mentioned barebones files.Where can I get them?
    check you have copied the projectile files listed over from crusade.


  9. #9

    Default Re: Tutorial: Greek Fire

    Complicated stuff =p
    Dvor Cavalry
    The best cavalry in the game.

  10. #10

    Default Re: Tutorial: Greek Fire

    I have extracted and copied the files exactly.Problem is, that the unpacker somehow does not unpack the correct files.For example, the descr_skeleton file does not have the MTW2_Flamethrower entry.And I have used the unpacker correctly-I have unpacked from the crusades folder.Can you upload these files?

  11. #11

    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by JStavCR View Post
    I have extracted and copied the files exactly.Problem is, that the unpacker somehow does not unpack the correct files.For example, the descr_skeleton file does not have the MTW2_Flamethrower entry.And I have used the unpacker correctly-I have unpacked from the crusades folder.Can you upload these files?
    When you start the game you get a black screen and the mod CTDs? or does The game starts to load, then CTD?


  12. #12

    Default Re: Tutorial: Greek Fire

    Black screen.According to the system.log file there is a problem in the animation(I don't remember exactly).I searched the descr_skeleton.txt -the one I exported from the crusades pack files and there is no entry for the m2tw_flamethrower.It seems that the unpacker extracts the original files not the ones from the crusades campaign.

  13. #13

    Default Re: Tutorial: Greek Fire

    This method forces us to use the Crusade campaign animation files while CA has not released the animation source files. What if I need to edit some animations? Is it possible to add firethrower's animation into vanilla animation files?

  14. #14

    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by JStavCR View Post
    Black screen.According to the system.log file there is a problem in the animation(I don't remember exactly).I searched the descr_skeleton.txt -the one I exported from the crusades pack files and there is no entry for the m2tw_flamethrower.It seems that the unpacker extracts the original files not the ones from the crusades campaign.
    The Firethrower does have its own animation

    from the crusader descr_skeleton
    Spoiler Alert, click show to read: 


    type MTW2_Flamethrower
    reference_points siege_engines/UnitModelsRefPoints/Flamethrower_Ref_Point.modelReferencePoints
    parent MTW2_Musket
    ;locomotion_table soldier
    anim default data/animations/MTW2_Musket/MTW2_Musket_basepose.cas

    ;;;Reaction

    anim knockback_from_front data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_from_front.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_from_front.evt
    anim knockback_from_back data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_from_back.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_from_back.evt
    anim knockback_from_right data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_from_right.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_from_right.evt
    anim knockback_from_left data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_from_left.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_from_left.evt

    anim knockback_move_from_front data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_move_from_front.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_move_from_front.evt
    anim knockback_move_from_right data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_move_from_right.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_move_from_right.evt
    anim knockback_move_from_back data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_move_from_back.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_move_from_back.evt
    anim knockback_move_from_left data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockback_move_from_left.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockback_move_from_left.evt

    anim knockdown_forward_launch data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockdown_forward_launch.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockdown_forward_launch.evt
    anim knockdown_forward_lying data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockdown_forward_lying.cas -fr
    anim knockdown_forward_recover data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockdown_forward_recover.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockdown_forward_recover.evt

    anim knockdown_launch data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockdown_launch.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockdown_launch.evt
    anim knockdown_recover data/animations/MTW2_Flamethrower/MTW2_Flamethrower_knockdown_recover.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_knockdown_recover.evt


    ;;;Death

    anim die_forward_1 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_die_forward_1.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_die_forward_1.evt
    anim die_forward_2 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_die_forward_2.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_die_forward_2.evt
    anim die_backward_1 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_die_backward_1.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_die_backward_1.evt
    anim die_backward_2 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_die_backward_2.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_die_backward_2.evt
    anim die_falling_cycle data/animations/MTW2_Flamethrower/MTW2_Flamethrower_die_to_back_left_1.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_die_flailing_cycle.evt
    anim die_falling_end data/animations/MTW2_Flamethrower/MTW2_Flamethrower_die_to_back_right_1.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_die_flailing_cycle_end.evt



    ;;;Non-Combat

    anim stand_a_to_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_stand_A_to_ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_stand_A_to_ready.evt
    anim stand_b_to_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_stand_B_to_ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_stand_B_to_ready.evt
    anim stand_c_to_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_stand_C_to_ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_stand_C_to_ready.evt

    ;;;combat

    anim ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready.cas -fr ;-evt:data/animations/MTW2_Musket/MTW2_Musket_ready.evt
    anim ready_hf_idle_1 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_hf_idle_1.cas -fr ;-evt:data/animations/MTW2_Musket/MTW2_Musket_ready_hf_idle_1.evt
    anim ready_hf_idle_2 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_hf_idle_2.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_hf_idle_2.evt
    anim ready_hf_idle_3 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_hf_idle_3.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_hf_idle_3.evt

    anim ready_to_stand_a data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_to_stand_A.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_to_stand_A.evt
    anim ready_to_advance data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_to_advance.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_to_advance.evt
    anim ready_to_retreat data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_to_retreat.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_to_retreat.evt
    anim ready_to_combat_jog data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_to_combat_jog.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_to_combat_jog.evt

    anim ready_turn_cw_15 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_15_cw.cas -mintd:5 -maxtd:30 ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_15_cw.evt
    anim ready_turn_ccw_15 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_15_ccw.cas -mintd:5 -maxtd:30 ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_15_ccw.evt
    anim ready_turn_cw_45 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_45_cw.cas -mintd:29 -maxtd:68 ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_45_cw.evt
    anim ready_turn_ccw_45 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_45_ccw.cas -mintd:29 -maxtd:68 ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_45_ccw.evt
    anim ready_turn_cw_90 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_90_ccw.cas -mintd:67 -maxtd:115 ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_90_cw.evt
    anim ready_turn_ccw_90 data/animations/MTW2_Flamethrower/MTW2_Flamethrower_ready_90_cw.cas -mintd:67 -maxtd:115 ; -evt:data/animations/MTW2_Musket/MTW2_Musket_ready_90_ccw.evt

    anim shuffle_forward data/animations/MTW2_Flamethrower/MTW2_Flamethrower_shuffle_forward.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_shuffle_forward.evt
    anim shuffle_backward data/animations/MTW2_Flamethrower/MTW2_Flamethrower_shuffle_backwards.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_shuffle_backward.evt
    anim shuffle_left data/animations/MTW2_Flamethrower/MTW2_Flamethrower_shuffle_left.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_shuffle_left.evt
    anim shuffle_right data/animations/MTW2_Flamethrower/MTW2_Flamethrower_shuffle_right.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_shuffle_right.evt

    anim combat_jog_to_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_combat_jog_to_ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_combat_jog_to_ready.evt

    anim advance_to_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_advance_to_ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_advance_to_ready.evt

    anim retreat_to_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_retreat_to_ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_retreat_to_ready.evt

    ;;;Attack

    anim attack_missile_ready data/animations/MTW2_Flamethrower/MTW2_Flamethrower_attack_Ready.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_attack_missile_ready.evt
    anim attack_missile_hold data/animations/MTW2_Flamethrower/MTW2_Flamethrower_attack_Hold.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_attack_missile_hold.evt
    anim attack_missile_release data/animations/MTW2_Flamethrower/MTW2_Flamethrower_attack_Release.cas -fr -id:0.0, 1.5, 1.0 -if:3, ; -evt:data/animations/MTW2_Musket/MTW2_Musket_attack_missile_release.evt

    anim attack_missile_reload data/animations/MTW2_Flamethrower/MTW2_Flamethrower_attack_Reload.cas -fr ; -evt:data/animations/MTW2_Musket/MTW2_Musket_attack_missile_reload.evt


    ;;;;;;;;;;;;;;;;;; Weapon


    type MTW2_Flamethrower_Primary
    suppress_refpoints_warning

    anim default data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
    anim stand_a_idle data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    Quote Originally Posted by zxiang1983 View Post
    This method forces us to use the Crusade campaign animation files while CA has not released the animation source files. What if I need to edit some animations? Is it possible to add firethrower's animation into vanilla animation files?
    animations is not my specialty this tutorial will show the user how to get this unit into that grand campaign in its original form.
    Last edited by J@mes; June 25, 2008 at 05:07 AM.


  15. #15

    Default Re: Tutorial: Greek Fire

    16:18:20.484 [script.err] [error] Script Error in data/descr_projectile.txt, at line 2909, column 1
    Expected 'display'
    Now there is problem in the projectiles.Can you post the files?The unpacker extracts the files of the original m2tw as it seems.

  16. #16

    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by JStavCR View Post
    16:18:20.484 [script.err] [error] Script Error in data/descr_projectile.txt, at line 2909, column 1
    Expected 'display'
    Now there is problem in the projectiles.Can you post the files?The unpacker extracts the files of the original m2tw as it seems.
    I'm working on this right now
    Last edited by J@mes; June 25, 2008 at 09:27 AM.


  17. #17

    Default Re: Tutorial: Greek Fire

    Short question, I tried changing the greek fire in a way that allows a unit to burn units on the walls from the inside of a settlement, aka +45 degrees upwards, but it simply didn't work. Do you think that's an animation issue? Like , the greek firethrowers can't raise their sticks? Any ideas how I could achieve this goal?

    Under the benevolent guidance of jimkatalanos

  18. #18
    The Count(er)'s Avatar Protector Domesticus
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    Default Re: Tutorial: Greek Fire

    Quote Originally Posted by Furin View Post
    Short question, I tried changing the greek fire in a way that allows a unit to burn units on the walls from the inside of a settlement, aka +45 degrees upwards, but it simply didn't work. Do you think that's an animation issue? Like , the greek firethrowers can't raise their sticks? Any ideas how I could achieve this goal?
    well I doubt that's a animation issue just because it doesn't show them raising their weapons doesn't mean they can't shoot up maybe you can tell us exactly what it is you did so we can figure out the problem
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  19. #19

    Default Re: Tutorial: Greek Fire

    Is there a way to do this in RTW?

  20. #20

    Default Re: Tutorial: Greek Fire

    you want them to shoot from settlement walls? you may to edit the projectiles text file to archive this you if i have time i may have a look into this later today, and as for uploading files its a no go at the moment as it breaks the TOS.


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