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  1. #1
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    Default Exploding Musketeers

    Is it possible to make gunpowder infantry explode occasionally like cannon do?

    Thanks for any help with this!

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Exploding Musketeers

    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":

    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
    and this one if for "Musket Bullet":

    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
    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.

    Cheers,
    Augustus

  3. #3
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    Default Re: Exploding Musketeers

    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!

  4. #4
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Exploding Musketeers

    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
    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.

    Cheers,
    Augustus

  5. #5
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    Default Re: Exploding Musketeers

    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.

  6. #6
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Exploding Musketeers

    The last area it could probably be in is the descr_engines.txt, this is the entry for the cannon engine:

    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
    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.

    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

  7. #7
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    Default Re: Exploding Musketeers

    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!

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