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Thread: Creating a World - Functional Grape Shot

  1. #21
    Razor's Avatar Licenced to insult
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    Default Re: Creating a World - Functional Grape Shot

    I was wondering. Is the AI capable of using this feature?

  2. #22
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    Haven't tested it.










  3. #23

    Default Re: Creating a World - Functional Grape Shot

    Hi Gigantus,

    Have you tried to implement this into MED2 yet? (without kingdoms)..Does it work? I'd be really interested if it does...Could you make another tutorial about that?

    Thx in advance!

  4. #24
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    It should work the same in Med2 - the files are present if I am not mistaken.










  5. #25

    Default Re: Creating a World - Functional Grape Shot

    Quote Originally Posted by Gigantus View Post
    It should work the same in Med2 - the files are present if I am not mistaken.
    Thx..I'll try to add the missing files one by one..cause last time I've tried I had CTD on startup..I think I just messed up something in a hurry.

  6. #26
    Polycarpe's Avatar Back into action!
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    Default Re: Creating a World - Functional Grape Shot

    Very interesting, I would like to create a new type of catapult using the grape shot as base ammunition. I'm sure it won't be a problem doing that but what I'm wondering is about the sound when the catapult fires. Does the sound will be for a catapult or a cannon?

  7. #27
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    It should be the one for the engine you are using - the sound for the grape particles should be just some whistling sound like for the musket shots.










  8. #28
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    Default Re: Creating a World - Functional Grape Shot

    Quote Originally Posted by Gigantus View Post
    It should be the one for the engine you are using - the sound for the grape particles should be just some whistling sound like for the musket shots.
    Thanks to confirm that's possible to do that. Time to mod! Thanks great Gigantus.

  9. #29
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    Default Re: Creating a World - Functional Grape Shot

    One is glad to be of service










  10. #30
    Polycarpe's Avatar Back into action!
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    Default Re: Creating a World - Functional Grape Shot

    I succeed to add the grape shot with your files (but I think you got something with the cav_javelin projectile).
    The type of ammunitions is not as yours, they looks like bullets while yours looks like rocks. Here's a picture


    As you can see, it's not the same. Three questions
    • Do you still have the files for your rocks? If not, how to create new graphical rocks like this?
    • How t ocreate a new projectile? Let's take an example, bodkin arrows. I would like to create one projectile bodkin_arrow and another projectile called superior_bodkin_arrow with better velocity and accuracy.
      How to make the grapeshot more spreaded? They look compact in my testing.


    Regards.

  11. #31
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    Default Re: Creating a World - Functional Grape Shot

    The rocks were the initial (wrong) projectiles for the grapeshot, but if you wish you should be able to assign any projectile to the grapeshot.
    I won't be at my machine for a while, so I cannot have a look into the files, but I would assume that you can easily create a projectile - simply check the descr_projectile file.
    The spread effect will be most likely in descr_area_effect










  12. #32
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    Default Re: Creating a World - Functional Grape Shot

    Quote Originally Posted by Gigantus View Post
    The rocks were the initial (wrong) projectiles for the grapeshot, but if you wish you should be able to assign any projectile to the grapeshot.
    I won't be at my machine for a while, so I cannot have a look into the files, but I would assume that you can easily create a projectile - simply check the descr_projectile file.
    The spread effect will be most likely in descr_area_effect
    Hmm.. Let see, I took both entry, the first one is grapeshot, the other is catapult. What I need to change in these coding to make the grapeshot rocks?


    projectile grape_shot

    ;effect bombard_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 120
    damage_to_troops 100
    radius 0.3
    mass 1.0
    area 2.0
    accuracy_vs_units 0.0725
    accuracy_vs_buildings 0.0455
    accuracy_vs_towers 0.025
    min_angle -15
    max_angle 25
    velocity 20 50
    bounce 0.01 0.01 0.93 0.5
    grapeshot
    ; self_explode <prob> <min sec> <max sec> [<area effect>]
    self_explode 1.0 0.1 0.1 grape_shot
    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

    projectile catapult

    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 30
    damage_to_troops 30
    radius 0.3
    mass 2.4
    area 2.0
    accuracy_vs_units 0.0625
    accuracy_vs_buildings 0.0500
    accuracy_vs_towers 0.0325
    min_angle -15
    max_angle 70
    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

  13. #33
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    I believe it is this line and the min and max sec (time to explode) that define the "splatter" (time in flight until explosion):

    ; self_explode <prob> <min sec> <max sec> [<area effect>]
    self_explode 1.0 0.1 0.1 grape_shot

    The projectile that is used for the grapeshot is defined in the grapeshot's entry in the descr_area_effects file (xml file - open with notepad). Descr_projectile is a bit misleading here as grapeshot isn't really a projectile but the effect of a projectile.










  14. #34
    Polycarpe's Avatar Back into action!
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    Default Re: Creating a World - Functional Grape Shot

    At least I succeed to change the projectile of the grapeshot. I gave it the "catapult" ammunition type. It works but it's not the good type since well..it's a catapult rocks. Where I can find smaller rocks like yours?

    EDIT: Succeed to do my thing, thanks to RTW fragment I have used slinger stone as ammunition type, it looks like this :


    The only thing is the stone are black, like no texture, it is normal or I need something else?
    Last edited by Polycarpe; June 06, 2011 at 11:30 AM.

  15. #35
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    The texture might be in the wrong format. Create a new graphic would be my suggestion. Open the CAS file with notepad and in the bottom line you find should the path, format and name of the required texture.










  16. #36
    Polycarpe's Avatar Back into action!
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    Default Re: Creating a World - Functional Grape Shot

    It seems that's the proper texture for stone. I won't change it cuz past experience screwd the game for a moment.

    I succeed to change the sounds when the catapult shoot, but when the grapeshot is landing, the sound is for a cannon shot. What I need to change.

  17. #37
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Creating a World - Functional Grape Shot

    I've contacted Polycarpe. He is active on the forums. Lets see if he can just sned me the files or if I will need to to it all again by myself.

  18. #38
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    Which files do you need? The basic ones are included in the link from the OP:

    Quote Originally Posted by the OP
    Download Link, contains the following:
    - GrapeShot = files discussed in this article
    - Creating a World - Functional Grape Shot = this article










  19. #39
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Creating a World - Functional Grape Shot

    Quote Originally Posted by Gigantus View Post
    Which files do you need? The basic ones are included in the link from the OP:
    All I want is a catapult exactly like he did. So I think it is simplier to take it from him.

  20. #40
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Functional Grape Shot

    I reckon he used the regular grape shot set up and then change the projectile in the area_effect file to the slinger projectile model from RTW.

    Code:
       <area_effect>    
             <name>grape_shot</name>
             <type>projectile</type>
             <projectile_type>musket_bullet</projectile_type>
             <explosion_force_min>0.5</explosion_force_min>
             <explosion_force_max>1.5</explosion_force_max>
             <preserve_momentum>true</preserve_momentum>
             <direction>horizontal</direction>
             <scatter_angle>45</scatter_angle>         
             <projectile_number>60</projectile_number>
          </area_effect>
    You could use one of the cannon shot projectiles and reduce the number, 4-6 would seem good (and should be devastating).










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