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  1. #1
    Domesticus
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    Default descr_projectile_new

    Thank you!

    Please could you explain to me the value of numbers to the right of each entry of a description of the proietile?

    I know say a link where you found the tutorial file descr_projectile_new?




    projectile accurate_bullet ; * USED BY MUSKETS

    destroy_after_max_range_percent_and_variation 30 90
    effect firearms
    damage 0
    damage_to_troops 200
    radius 0.1
    accuracy_vs_units 0.2
    min_angle -60
    max_angle 40
    velocity 200
    bounce 0.001 1.0 1.0 0.1
    display
    model napoleonic/data/models_missile/bullet.cas, max
    ;effect_only



    projectile cannon_ball ; * USED BY 12 POUNDERS

    destroy_after_max_range_percent_and_variation 120 20
    effect cannon_effect
    end_effect cannon_end_effect
    damage 20
    damage_to_troops 200 ; * DISABLED TO AVOID KILLING GENERALS WITH LUCKY SHOTS
    radius 0.1
    accuracy_vs_units 0.02 ; * NEEDS TO BE REASONABLY ACCURATE
    min_angle -20
    max_angle 20
    velocity 300 ; * NEEDS TO BE HIGH FOR FLAT TRAJECTORY. NOT TOO HIGH AS IT SEEMS TO CAUSE COLLISION PROBLEMS
    ;bounce 0.001 1.0 0.5 0.1
    bounce 0.001 1.0 1.0 0.1
    display
    model napoleonic/data/models_missile/cannonball.cas, max
    ;effect_only









    projectile accurate_bullet ; * USED BY MUSKETS

    destroy_after_max_range_percent_and_variation 30 90
    effect firearms
    damage 0
    damage_to_troops 200
    radius 0.1
    accuracy_vs_units 0.2
    min_angle -60
    max_angle 40
    velocity 200
    bounce 0.001 1.0 1.0 0.1
    display
    model napoleonic/data/models_missile/bullet.cas, max
    ;effect_only



    projectile cannon_ball ; * USED BY 12 POUNDERS

    destroy_after_max_range_percent_and_variation 120 20
    effect cannon_effect
    end_effect cannon_end_effect
    damage 20
    damage_to_troops 200 ; * DISABLED TO AVOID KILLING GENERALS WITH LUCKY SHOTS
    radius 0.1
    accuracy_vs_units 0.02 ; * NEEDS TO BE REASONABLY ACCURATE
    min_angle -20
    max_angle 20
    velocity 300 ; * NEEDS TO BE HIGH FOR FLAT TRAJECTORY. NOT TOO HIGH AS IT SEEMS TO CAUSE COLLISION PROBLEMS
    ;bounce 0.001 1.0 0.5 0.1
    bounce 0.001 1.0 1.0 0.1
    display
    model napoleonic/data/models_missile/cannonball.cas, max
    ;effect_only









    projectile accurate_bullet ; * USED BY MUSKETS

    destroy_after_max_range_percent_and_variation 30 90
    effect firearms
    damage 0
    damage_to_troops 200
    radius 0.1
    accuracy_vs_units 0.2
    min_angle -60
    max_angle 40
    velocity 200
    bounce 0.001 1.0 1.0 0.1
    display
    model napoleonic/data/models_missile/bullet.cas, max
    ;effect_only



    projectile cannon_ball ; * USED BY 12 POUNDERS

    destroy_after_max_range_percent_and_variation 120 20
    effect cannon_effect
    end_effect cannon_end_effect
    damage 20
    damage_to_troops 200 ; * DISABLED TO AVOID KILLING GENERALS WITH LUCKY SHOTS
    radius 0.1
    accuracy_vs_units 0.02 ; * NEEDS TO BE REASONABLY ACCURATE
    min_angle -20
    max_angle 20
    velocity 300 ; * NEEDS TO BE HIGH FOR FLAT TRAJECTORY. NOT TOO HIGH AS IT SEEMS TO CAUSE COLLISION PROBLEMS
    ;bounce 0.001 1.0 0.5 0.1
    bounce 0.001 1.0 1.0 0.1
    display
    model napoleonic/data/models_missile/cannonball.cas, max
    ;effect_only

  2. #2
    Domesticus
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    Default Re: descr_projectile_new

    Who can help me?

  3. #3

    Default Re: descr_projectile_new

    Most of the attributes' names do a pretty good job of describing what they do, eg "damage" or "accuracy" (though accuracy actually works in reverse, the smaller the value, the more accurate the projectile).

    Which are the ones you have trouble understanding?

  4. #4
    Domesticus
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    Default Re: descr_projectile_new

    The difficulty would be their units.

    I do not understand the entries and their values.

    Could you describe each line and tell me what kind of value is?

    projectile accurate_bullet ; * USED BY MUSKETS

    destroy_after_max_range_percent_and_variation 30 90 (30 and 90 refer to what?)
    effect firearms
    damage 0 (0 What are you referring to? why is it 0?)
    damage_to_troops 200 (200 refers to what?)
    radius 0.1 (What kind of radius is it? 0.1 of what?)
    accuracy_vs_units 0.2 (We have said that is closest to 0 and the shot is more accurate.)
    min_angle -60 (Minimum angle in degrees? The minimum angle of the shot of musket? In which direction?)
    max_angle 40 (Maximum angle in degrees? The maximum angle of the shot of musket? In which direction?)
    velocity 200 (Maximum speed of a rifle shot fired?)
    bounce 0.001 1.0 1.0 0.1 (Bounce when hitting a shot soldier? The 4 values indicate what?) (There are two lines in the cannon to bounce like that? Can jump to the ground the bullet?)
    display
    model napoleonic/data/models_missile/bullet.cas, max
    ;effect_only

  5. #5

    Default Re: descr_projectile_new

    I am not perfectly sure about every one of these, but I think it goes like this:

    destroy_after_max_range_percent_and_variation 30 90 (30 and 90 refer to what?)
    If the projectile travels 100 + 30 = 130% of its regular range, it will 'disappear'. However that 130% can go up to 130 + 90 = 220% of the regular range.

    damage 0 (0 What are you referring to? why is it 0?)
    Damage to buildings.

    damage_to_troops 200 (200 refers to what?)
    Damage to troops (obviously), but I'm not sure it is used. The damage vs troops for a missile unit seems to be given by the EDU entry.

    radius 0.1 (What kind of radius is it? 0.1 of what?)
    The area of effect around the point the projectile hits.
    accuracy_vs_units 0.2 (We have said that is closest to 0 and the shot is more accurate.)

    min_angle -60 (Minimum angle in degrees? The minimum angle of the shot of musket? In which direction?)
    max_angle 40 (Maximum angle in degrees? The maximum angle of the shot of musket? In which direction?)
    The minimum and maximum angle the projectile can be fired at, relative to the ground. So a 90 angle is firing straight to the sky, while -90 is straight into the ground. The negative values are useful for when your soldiers are on higher ground than the enemy, I suppose, and fire straight at them.

    velocity 200 (Maximum speed of a rifle shot fired?)
    Yes, that's the projectile's speed. It affects the weapon's mx range (in export_descr_unit).

    bounce 0.001 1.0 1.0 0.1 (Bounce when hitting a shot soldier? The 4 values indicate what?) (There are two lines in the cannon to bounce like that? Can jump to the ground the bullet?)
    No idea what exactly these do actually. You could play with them and test (using catapults or sth else in vanilla RTW, where you can see the bouncing).

  6. #6
    Domesticus
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    Default Re: descr_projectile_new

    Quote Originally Posted by Aradan View Post
    I am not perfectly sure about every one of these, but I think it goes like this:

    If the projectile travels 100 + 30 = 130% of its regular range, it will 'disappear'. However that 130% can go up to 130 + 90 = 220% of the regular range.
    Why is this 30% more? and the other 90%?

  7. #7

    Default Re: descr_projectile_new

    Code:
    destroy_after_max_range_percent_and_variation 30 90


    Because that's what the above line says. if it said "destroy_after_max_range_percent_and_variation 20 50" then it would be 20 and 50.

  8. #8
    wlesmana's Avatar ILIKE2MOVEITMOVEIT
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    Default Re: descr_projectile_new

    "bounce" is an effect where after the projectile hitting the ground, it would bounce and cause more damage to surrounding soldiers. How "erratic" the bounce is defined by the value although I have never tested how much things would change. It's mostly used for throwing axes. It's a variant of the onager boulder where its "bounce" is only in a straight line.

  9. #9
    Kylan271's Avatar Domesticus
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    Default Re: descr_projectile_new

    Croc.78,I will jump on here rather than make a seperate post as it is a similar topic.

    Re:Missile Accuracy.

    I am working on PI Mod,where they have altered missile accuracy for slingers to seperate baelics from normal slingers,akin to siege engines(accuracy vs troops). However what I am confused about is,what is the base accuracy for slingers anyway? Or any other non siege missile troop? We were trying to work out how to make the Baelic Slingers more accurate without having to give a generic +Chevron upgrade in EDU,which affects morale,defence etc. In light of the PI team concept to alter accuracy,I was thinking how to alter Scythia archers and Thracian peltasts to be more accurate than other units via descr_projectile_new????


  10. #10

    Default Re: descr_projectile_new

    Quote Originally Posted by Kylan271 View Post
    Croc.78,I will jump on here rather than make a seperate post as it is a similar topic.

    Re:Missile Accuracy.

    I am working on PI Mod,where they have altered missile accuracy for slingers to seperate baelics from normal slingers,akin to siege engines(accuracy vs troops). However what I am confused about is,what is the base accuracy for slingers anyway? Or any other non siege missile troop? We were trying to work out how to make the Baelic Slingers more accurate without having to give a generic +Chevron upgrade in EDU,which affects morale,defence etc. In light of the PI team concept to alter accuracy,I was thinking how to alter Scythia archers and Thracian peltasts to be more accurate than other units via descr_projectile_new????
    To boiul it all down, just create a new projectle. Include the accuracy vs unit line. Equip your elte unit with it. Very quick and easy.

  11. #11
    Domesticus
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    Default Re: descr_projectile_new

    For the precision you need to change the line accuracy_vs_units, towards 0 plus the shot is accurate.

    Example: accuracy_vs_units 0.3 for it to become more accurate you have to lower the number, type 0.1 or 0.09 and so on.

    Good luck for your mod.

    I'm changing some files of Napoleonic Total War mod 2, now I understand how to increase the perimeter of the field of battle to remove more than the 2 hosts.

  12. #12
    Kylan271's Avatar Domesticus
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    Default Re: descr_projectile_new

    Can't as in RTW.exe etc,the normal missiles have no such listing,only for siege weapons,as such:

    Spoiler Alert, click show to read: 
    projectile arrow

    ;effect default_arrow_trail_set
    effect_offset -1.5
    damage 0
    radius 0.1
    affected_by_rain
    min_angle -60
    max_angle 60
    velocity 48
    display particle_trail
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end


    And if I do alter it,what is the base accuracy for an arrow vs units,as example?


  13. #13
    Domesticus
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    Default Re: descr_projectile_new

    If it is absent, it means that it is very accurate.

    Try adding the line below the row accuracy_vs_units, and have a radius value to its right.

    Example:

    projectile arrow

    ;effect default_arrow_trail_set
    effect_offset -1.5
    damage 0
    radius 0.1
    accuracy_vs_units 0.3
    affected_by_rain
    min_angle -60
    max_angle 60
    velocity 48
    display particle_trail
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end


    To be "fronbolieri" I think they are less precise of "arceri", then depends on the type of units and their radius of launch.

    You know how to extend the perimeter of the battlefield while doing a battle?
    Last edited by Crociato78; February 20, 2011 at 06:54 AM.

  14. #14

    Default Re: descr_projectile_new

    Are you sure regular missiles are affected by the accuracy setting?

  15. #15
    Kylan271's Avatar Domesticus
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    Default Re: descr_projectile_new

    That is what I am trying to find out?

    PI mod has them altered akin to siege values,but the catch is,what is the original base accuracy of regular missile? I give a sample which was done to make Baelic slingers 'more accurate' than other slingers.

    As I lost my PC from a flood here(Australia)I am behind in my work for the mod,so just got some data today to show,via a friend's computer. I can't play the game at home to check the values used. Any ideas on accuracy and regular missiles would be helpful.^_*

    Spoiler Alert, click show to read: 
    projectile stone

    effect small_arrow_trail_set
    damage 0
    radius 0.1
    mass 0.05
    accuracy_vs_units 0.20
    accuracy_vs_buildings 0.20
    min_angle -60
    max_angle 70
    velocity 60
    display
    model data/models_missile/sling_stone.cas, max

    projectile bullet

    damage 0
    radius 0.1
    mass 0.07
    accuracy_vs_units 0.15
    accuracy_vs_buildings 0.15
    min_angle -60
    max_angle 70
    velocity 60
    display
    model data/models_missile/sling_stone.cas, max


  16. #16
    Kylan271's Avatar Domesticus
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    Default Re: descr_projectile_new

    Updating the findings on missile accuracy.

    I learnt XGM has made the regular missile deliberately less accurate by adding the accuracy_vs_units line to each missile,the default value being 0 to them. So Aradan,if 0 is the base accuracy of regular missiles,then one can only conclude a - value(ie -.02) makes them more accurate?


  17. #17

    Default Re: descr_projectile_new

    I would first like to see the tests that confirm that adding that line actually had an effect... I doubt it does.

  18. #18
    Kylan271's Avatar Domesticus
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    Default Re: descr_projectile_new

    Aradan I did testing and it does affect regular missile. I used a XC mod sample( they have 0 radius for their arrow) and accuracy vs units and buildings on a regular missile(arrow). I used a Greek archer and using a - value,the arrows looked OK,but rarely killed anything-against carthage militia(weak armour). Altering to a large positive,ie 1.90 vs units,the archers where shooting trees,birds...^_* ,well anything but the enemy,lol. Like it was multi ballista shots,but all directions. Using vanilla base dpn,I altered a normal arrow and got an error message each time I tried to place the accuracy vs... anywhere,but the 0 radius arrow from XC worked. So somehow placing it is not parsed correctly,unless radius is altered???? It needs more testing.

    I see a problem in that,if a positive value makes accuracy less,why is it my negative values did not work better than the default 0 value??? So how can we alter a missile to make it more accurate than default 0???? The only options we are limited to currently are giving units like Baelic slingers higher attack values or +1 xp value than regular slingers. I have informed the PI team about a problem with their data. Hopefully a solution can be found?


  19. #19
    wlesmana's Avatar ILIKE2MOVEITMOVEIT
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    Default Re: descr_projectile_new

    Radius 0 means your arrow collision will not hit anything.

  20. #20
    Kylan271's Avatar Domesticus
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    Default Re: descr_projectile_new

    Hmmm,that's a wierd thing,I had a 0 radius arrow and Ok,only went crazy when I used a - accuracy value and large +,ie 1.90. I tried to include with a normal radius arrow,and got error messages. I wil try the croc78 arrow sample above and see???


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