I was wondering. Is the AI capable of using this feature?
I was wondering. Is the AI capable of using this feature?
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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!
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?
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.
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
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.
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?
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.
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.
You could use one of the cannon shot projectiles and reduce the number, 4-6 would seem good (and should be devastating).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>