Is it possible to make gunpowder infantry explode occasionally like cannon do?
Thanks for any help with this!
Is it possible to make gunpowder infantry explode occasionally like cannon do?
Thanks for any help with this!
This is something that would be handled by descr_projectiles.txt, a file which I've never worked with or looked at much as of this juncture. This is the entry for "Exploding Cannon":
and this one if for "Musket Bullet":Code:projectile exploding_cannon_shot exploding cannon_shot effect cannon_ball_medium_set end_effect ground_impact_explosion_culvern_set end_man_effect man_impact_catapult_set end_package_effect ground_impact_wall_explosion_culvern_set end_shatter_effect ground_impact_explosion_culvern_set end_shatter_man_effect man_impact_catapult_set end_shatter_package_effect ground_impact_wall_explosion_culvern_set area_effect ae_cannon_shot_large damage 250 damage_to_troops 30 radius 0.3 mass 4.5 area 15.0 accuracy_vs_units 0.065 accuracy_vs_buildings 0.0375 accuracy_vs_towers 0.025 min_angle -15 max_angle 30 velocity 90 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 effect_only
In red in the top entry I highlighted the lines which seem to point to the projectile exploding and the effect of the explosion. Those aren't in the musket entry. It might be as easy as adding them there. Might want to lessen the "area" line some since if you had exploding musket shot it wouldn't have as big of an area. Also, might want to make a new projectile with the copied musket entry and those changes, callit exploding_musket_bullet, and give that to some units, so that not all units have it.Code:projectile musket_bullet effect bullet_model_set end_effect bullet_impact_ground_set end_man_effect man_impact_tiny_set end_package_effect bullet_impact_wall_set end_shatter_effect bullet_impact_ground_set end_shatter_man_effect man_impact_tiny_set end_shatter_package_effect bullet_impact_wall_set damage 0 radius 0 mass 0.05 accuracy_vs_units 0.03 min_angle -60 max_angle 70 velocity 60 85 display aimed effect_only
Cheers,
Augustus
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Thanks very much for your reply it was very interesting, however I don't want them to fire an exploding shot I want them to explode themselves.
When you're using cannon they occasionally explode, killing the crew. I want a toned down version of this for gunpowder handweapons.
I suspect this might be hardcoded or only available to siege weapons, but it would be really cool so I had to ask!
Well this is the EDU entry, they have the explode attribute, not sure how good it would look on a musketeer though, or if it would even work for that matter. The explode attribute isn't defined in the EDU at the top. EDU = export_descr_units.txt by the way. Try adding it to the attributes of the musketeer and see what happens is all I can say.Code:type NE Cannon dictionary NE_Cannon ; Cannon category siege class missile voice_type Heavy banner faction main_missile banner holy crusade soldier NE_Cannon_Crew, 16, 2, 1 engine cannon attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, explode formation 1.5, 1.5, 3, 3, 3, square stat_health 1, 0 stat_pri 6, 3, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1.8 ;stat_pri_ex 0, 0, 0 stat_pri_attr no stat_sec 65, 3, cannon_shot, 380, 30, siege_missile, artillery_gunpowder, blunt, none, 25, 1 ;stat_sec_ex 0, 0, 0 stat_sec_attr ap, bp, area, launching stat_pri_armour 4, 4, 0, leather ;stat_armour_ex 4, 0, 0, 0, 4, 0, 0, leather stat_sec_armour 0, 0, flesh stat_heat 1 stat_ground 0, 0, 0, 0 stat_mental 9, disciplined, highly_trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 870, 250, 90, 70, 870, 4, 210 armour_ug_levels 1 armour_ug_models NE_Cannon_Crew ownership hre, sicily,denmark era 2 hre, sicily, denmark ;unit_info 6, 0, 8
Cheers,
Augustus
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
thanks!!! I'm on it!
EDIT: I found that that attribute is what gives cannon exploding shot. thanks for your help anyway!
Last edited by Taiji; October 03, 2008 at 04:20 AM.
The last area it could probably be in is the descr_engines.txt, this is the entry for the cannon engine:
All of the areas in red seem curious, but I know next to nothing about the engine file largely because you have to view files I can't open to get the full gist of it.Code:type cannon culture all class cannon pathfinding_data none reference_points siege_engines/siege_cannon.modelReferencePoints engine_model_group normal engine_skeleton cannon engine_bone_map siege_engines/BoneMaps/culverin.xml engine_collision siege_engines/collision_models/siege_cannon_collision.CAS engine_mesh siege_engines/siege_cannon.mesh, 40.0 engine_mesh siege_engines/lods/siege_cannon_med.mesh, 80.0 engine_mesh siege_engines/lods/siege_cannon_low.mesh, max engine_model_group dying engine_skeleton cannon_dying engine_bone_map siege_engines/BoneMaps/cannon_die.xml engine_collision siege_engines/collision_models/siege_cannon_collision.CAS engine_mesh siege_engines/destroyed/artillery_destruction.mesh, max engine_model_group dead engine_collision siege_engines/collision_models/siege_cannon_collision.CAS engine_mesh siege_engines/destroyed/artillery_destroyed.mesh, max engine_shadow none engine_radius 1.8 engine_visual_radius 2.0 engine_length 2.0 engine_width 1.4 engine_height 1.3 engine_mass 5 engine_dock_dist 1.5 engine_mob_dist 4 engine_flammable true engine_ignition 2.5 fire_effect engine_fire_small_set obstacle_shape drop obstacle_x_radius 0.5 obstacle_y_radius 1.0 engine_spo physical_obstacle engine_push_point dummy 0.0 -1.85 engine_station dummy 0.0 -1.93 engine_health 10 missile_pos 0.0 1.0 0.0 crew_animations crank Left_Stoke, crew_left_stoke_1,crew_left_stoke_2, crew_left_stoke_3cycle, crew_left_stoke_4, crew_left crank_attachment Left_Stoke, ramrod crank Right_Load, crew_right_load_1, crew_right_load_2, crew_right_load_3, crew_right_load_4cycle, crew_right_load_5, crew_right crank_attachment Right_Load, unarmed, load, unarmed crank Crew_Rear, crew_rear crank_attachment Crew_Rear, unarmed fire Left_Stoke, crew_left_cover, crew_left fire Right_Load, crew_right_cover, crew_right fire Crew_Rear, crew_rear_fire_idle, crew_rear end shot_pfx_front cannon_shot_medium_muzzle_flash_set
As well, the attribute "cannon" or "artillery" in the EDU may cause it, neither are explained at the top. I think the top was from CA UK though and CA AU didn't update it with new attributes info and such.
Cheers,
Augustus
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
I'd imagine that when it happens it's associated with an animation for the siege engine exploding. Not being a siege engine I'd imagine that nothing happens to a trooper even if he is flagged with the ability to explode.
You've really helped me think about this, augustus.
Thankyou very much for your help!![]()