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Thread: A Guide on the Descr_Projectile.txt

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    Polycarpe's Avatar Back into action!
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    Default A Guide on the Descr_Projectile.txt

    Good day to all, here's my second tutorial on another file that nobodies have done yet but can affect drastically your ranged units. This guide will explain what are the values, their effects and how to create a new projectile (coding speaking). All the information resulted from personal tests and I want to share my results.

    What is the Descr_Projectile.txt file (DP)?
    This file is the coding parts and all information related to game's projectiles. This file is located into your Data Folder.

    Now onto the basic, let's take an entry and I'll explain you what each lines do.

    The following spoiler is a sample of an entry, I've take the first and most basic one, the "arrow" projectile.
    Spoiler Alert, click show to read: 
    projectile arrow

    effect arrows_new_set
    end_effect arrow_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect arrow_impact_wall_set
    end_shatter_effect arrow_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect arrow_broken_impact_wall_set

    effect_offset -1.5
    damage 0
    radius 0.1
    mass 0.05
    accuracy_vs_units 0.05
    affected_by_rain
    min_angle -75
    max_angle 65
    velocity 20 48
    display aimed
    effect_only


    projectile arrow
    This is the name of the projectile and it is linked to your Export_Descr_Unit.txt. file.

    effect arrows_new_set
    end_effect arrow_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect arrow_impact_wall_set
    end_shatter_effect arrow_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect arrow_broken_impact_wall_set

    The above entries are about the animation and the model of the projectile, unless you want to integrate a totally new projectile models, I strongly suggest to not play with this. Those mesh and animations are located into Data/Models_effects and Data/Models_Missiles and all of them are in the Vanilla Medieval 2 Total War Data Folder.

    effect_offset -1.5

    From my tests, this is mostly linked to animations, a high value in either way (+ or -) can simply make the projectile disappear. So this entry doesn't really need to be changed. Use the standard vanilla values.

    damage 0

    This line is different from the others. Basically, it's the line for building damage such as trebuchet. But there's another thing I've also notice when I change it on an arrow projectile. The higher the value is, the less effective the projectiles are in term of casualties. The "trebuchet" projectile has another entry related to damage and it's the damage_to_troops 10(which is placed under the "damage" line) which it's specifically designed against units, not buildings. That is the reason why sometimes, after several units has been shot, maybe a man or two get up.

    radius 0.1

    From the tests, the higher the value is, the more "bigger" the projectile's effect is. Not graphically speaking but the projectile is more widen in a way. From the test, a single arrow could kills 3 men. It also affects the effectiveness of the projectile in term of casualties.

    mass 0.05

    From the tests, the higher the value is, the more the units are dampered, fall on the ground, being pushed back, crippling on themselves. But the casualities are much lower.

    area 2.0

    It's the area width, the higher the value is, the more widen the projectile's effect is.

    accuracy_vs_units 0.075
    accuracy_vs_buildings 0.05
    accuracy_vs_towers 0.0305

    It's the accuracy, the lower the value is, the more accurate the projectiles are. The "buildings" and "towers" is for siege weapons only. A very high value will make the unit to shoot like a stormtrooper like this video:



    fiery

    Add this line under "Accuracy" to make the projectile fiery.

    affected_by_rain

    If you add this line (under "Mass") the projectile will be affected by the weather such as rain or snow. Their effects will make the projectile being less accurate and a lower velocity.

    min_angle -75
    max_angle 65

    First value the angle below horizon, the the secont above horizon. Sets the angle range for projectiles.

    velocity 20 48
    This affect the speed of the projectile, the higher the value ,the faster and flatten the projectiles go. The first value is the minimum velocity and the second is the max. You can also put a single value so all your projectiles will go to that velocity.

    display aimed
    It's the trigger for shooting a projectile, just don't bother with it. Some projectiles haven't his line like javelins of ballista.

    bounce 0.5 0.6 0.5 0.4

    If you add this line, your projectile will bounce. You must add this entry under the "Velocity" line. From the DP:
    Spoiler Alert, click show to read: 
    bounce Will bounce when hits ground. Parameters are threshold velocity and normal
    ; component, and multipliers. When it's movement falls below threshold projectile
    ; will stick, shatter or vanish depending on other flags.
    ; 1st param: velocity threshold (will only bounce if velocity is above this % of the original)
    ; 2nd param: up vector threshold (will only bounce if up vector is above this % of the original)
    ; 3rd param: velocity dampener (% of velocity retained after bounce)
    ; 4th param: up vector dampener (% of up vector retained after bounce - ie get flatter with every bounce)


    ground_shatter

    This will make the ground to shatter when the projectile hits. Think of trebuchet rocks that hits the ground. You must add this entry under the "Velocity" line. From the DP:
    Spoiler Alert, click show to read: 
    ground_shatter Projectile shatters when it hits ground, package or soldiers (if not body_piercing)
    ; This flag is required for the area_effect tag.


    Body_Piercing

    This will make the projectiles to pierce units. You must add this entry under the "Velocity" line. From the DP:
    Spoiler Alert, click show to read: 
    body_piercing Indicates this projectile can hit several soldiers in a single tick (ie not
    ; stopped by soldiers). Will bounce, shatter or vanish when it hits the ground
    ; depending on other flags. There is also a bp flag in descr_engines.txt. This flag
    ; tells the AI the engine is capable of body piercing attacks. These two flags may
    ; be merged in a future release but for now the engine flag should be set if it is
    ; capable of firing a "body_piercing" projectile.


    effect_only

    This line is unknown for me, all projectiles has this, so I suggest to let this entry be as it is.

    How to create a new projectile?

    There's a simple and dirty way to create a new projectile.

    Take an entry and copy it like this:

    Spoiler Alert, click show to read: 
    projectile arrow

    effect arrows_new_set
    end_effect arrow_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect arrow_impact_wall_set
    end_shatter_effect arrow_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect arrow_broken_impact_wall_set

    effect_offset -1.5
    damage 0
    radius 0.1
    mass 0.05
    accuracy_vs_units 0.05
    affected_by_rain
    min_angle -75
    max_angle 65
    velocity 20 48
    display aimed
    effect_only


    Then paste it in your file and you must change the projectile name like this:

    Spoiler Alert, click show to read: 
    polycarpe_arrow_of_death

    effect arrows_new_set
    end_effect arrow_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect arrow_impact_wall_set
    end_shatter_effect arrow_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect arrow_broken_impact_wall_set

    effect_offset -1.5
    damage 0
    radius 0.1
    mass 0.05
    accuracy_vs_units 0.05
    affected_by_rain
    min_angle -75
    max_angle 65
    velocity 20 48
    display aimed
    effect_only


    Then you change your values as you wish.

    Lastly, you have to integrate your projectile. Now go into your Export_Descr_Unit (Located into your Data Folder) and find your unit entry. I'll use the Yeomen archers.

    Spoiler Alert, click show to read: 
    type Yeoman Archers
    dictionary Yeoman_Archers ; Yeoman Archers, Outstanding Men-at-Arm.
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Yeoman_Archers, 60, 0, 0.8
    officer Dismounted_Feudal_Knights
    attributes sea_faring, hide_forest, can_withdraw, stakes, stakes, start_not_skirmishing
    move_speed_mod 1.05
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 7, 2, arrow, 200, 30, missile, missile_mechanical, piercing, none, 0, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr area
    stat_sec 5, 3, no, 0, 0, melee, melee_blade, slashing, sword, 50, 1 ;medium combination
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 8, 0, flesh ;coat of plate.
    ;stat_armour_ex 0, 2, 3, 0, 2, 5, 5, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, -1, 3, 1
    stat_mental 11, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1210, 825, 50, 115, 640, 4, 190
    armour_ug_levels 2, 3, 4
    armour_ug_models Yeoman_Archers, Yeoman_Archers_ug1, Yeoman_Archers_ug2,
    ownership england, barons_alliance
    era 1 england, barons_alliance
    era 2 england, barons_alliance
    ;unit_info 7, 8, 7
    recruit_priority_offset 35


    Then you change what's in red

    Spoiler Alert, click show to read: 
    type Yeoman Archers
    dictionary Yeoman_Archers ; Yeoman Archers, Outstanding Men-at-Arm.
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Yeoman_Archers, 60, 0, 0.8
    officer Dismounted_Feudal_Knights
    attributes sea_faring, hide_forest, can_withdraw, stakes, stakes, start_not_skirmishing
    move_speed_mod 1.05
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 7, 2, polycarpe_arrow_of_death, 200, 30, missile, missile_mechanical, piercing, none, 0, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr area
    stat_sec 5, 3, no, 0, 0, melee, melee_blade, slashing, sword, 50, 1 ;medium combination
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 8, 0, flesh ;coat of plate.
    ;stat_armour_ex 0, 2, 3, 0, 2, 5, 5, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, -1, 3, 1
    stat_mental 11, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1210, 825, 50, 115, 640, 4, 190
    armour_ug_levels 2, 3, 4
    armour_ug_models Yeoman_Archers, Yeoman_Archers_ug1, Yeoman_Archers_ug2,
    ownership england, barons_alliance
    era 1 england, barons_alliance
    era 2 england, barons_alliance
    ;unit_info 7, 8, 7
    recruit_priority_offset 35


    How to create a Flaming Projectile?
    Here's the steps to create a projectile with the option to make the unit either to shoot normal projectiles or fiery projectiles by clicking on the special ability in the Battle Phase of the game. I want to give credit to Briarius for pointing this out.

    Here's what you need

    This is the normal version
    Spoiler Alert, click show to read: 
    projectile polycarpe_arrow_of_death

    effect arrows_new_set
    end_effect arrow_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect arrow_impact_wall_set
    end_shatter_effect arrow_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect arrow_broken_impact_wall_set

    effect_offset -1.5
    damage 0
    radius 0.1
    mass 0.05
    accuracy_vs_units 0.05
    affected_by_rain
    min_angle -75
    max_angle 65
    velocity 20 48
    display aimed
    effect_only

    And the fiery version of the projectile
    Spoiler Alert, click show to read: 

    projectile polycarpe_arrow_of_death_fiery

    flaming polycarpe_arrow_of_death
    effect arrows_fire_new_set
    end_effect arrow_flaming_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect arrow_flaming_impact_wall_set
    end_shatter_effect arrow_flaming_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect arrow_flaming_broken_impact_wall_set

    effect_offset -0.85
    damage 0
    radius 0.1
    mass 0.05
    accuracy_vs_units 0.07
    affected_by_rain
    fiery
    min_angle -60
    max_angle 65
    velocity 20 48
    display aimed
    effect_only


    I'll go back on the steps to create a new projectile. So copy your new projectile entry and paste it under that projectile. What's in Blue is what you need to add. The Red name is your projectile that you want to make fiery. What's in Green is what you need to add also to these lines.

    That's it, you now understand more clearly the Descr_Projecile file. If you have question, comments, just ask. Happy Coding.
    Last edited by Polycarpe; July 22, 2011 at 07:27 AM.

  2. #2
    Finlander's Avatar ★Absolutely Fin-bulous★
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    Default Re: Descr_Projectile-The Guide

    Good stuff, thanks for sharing mate!

  3. #3
    SonofPeverel's Avatar GLORY TOTHE BROTHERHOOD
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    Default Re: A Guide on the Descr_Projectile.txt

    great job. +rep

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  4. #4

    Default Re: A Guide on the Descr_Projectile.txt

    great, even though i would like a part about the animations, and so on, to expand the knowledge
    but still + rep
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    Default Re: A Guide on the Descr_Projectile.txt

    looks good...

  6. #6

    Default Re: A Guide on the Descr_Projectile.txt

    Nice guide mate
    Last edited by David93; August 31, 2011 at 07:40 AM.

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    Default Re: A Guide on the Descr_Projectile.txt

    Javelins are thrown in a limited "box window" out side of it (nearer of in longer distance or even in the sides of that "window" javelin men do not throw their javelins.
    How can we make that window larger and how can we make our javelinmen to shot in closer distance?
    For future info about TGC mod visit us in Total War.prg TGC page or in our page in MODDB .
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    Default Re: A Guide on the Descr_Projectile.txt

    I wonder what the "damage" attribute does and more importantly "damage_to_troops". I tried giving arrows "damage_to_troops 100", but it doesn't seem to increase the casaulties. In fact I have an impression that my archers did worse.

    "Damage" is even weirder. It gives damage against buildings, but it decreases damage against troops.

    Just why did CA make such a complicated and strange file.


    Please if anyone knows, post what you know - especially about these two attributes.

    Thank you

  9. #9
    Polycarpe's Avatar Back into action!
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    Default Re: A Guide on the Descr_Projectile.txt

    Quote Originally Posted by danio 43 us 67 View Post
    I wonder what the "damage" attribute does and more importantly "damage_to_troops". I tried giving arrows "damage_to_troops 100", but it doesn't seem to increase the casaulties. In fact I have an impression that my archers did worse.

    "Damage" is even weirder. It gives damage against buildings, but it decreases damage against troops.

    Just why did CA make such a complicated and strange file.


    Please if anyone knows, post what you know - especially about these two attributes.

    Thank you
    To make things simple, you don,t have to bother with those attributes unless you plan to do siege weapon's projectiles in which case those ones are very important. If you want to play with ranged unit projectile (archer, crossbowmen notably), just ignore these lines and tweak the values in the Export_Descr_Unit.

  10. #10

    Default Re: A Guide on the Descr_Projectile.txt

    I still don't see why it doesn't work for arrows and such. The game engine doesn't even see you're using them. After all you might as well have a catapult firing arrows. They are not models or anything.

    And we can only assume what they do, but we'll never know for sure.


    One more thing - accuracy. So very hard to mod. I mean come on...

  11. #11

    Default Re: A Guide on the Descr_Projectile.txt

    can you tell us what are the maximums and the minimums for accuracy? its kind of hard to tell what is balanced and what is not. thanks.

  12. #12
    Polycarpe's Avatar Back into action!
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    Default Re: A Guide on the Descr_Projectile.txt

    Quote Originally Posted by Toho View Post
    can you tell us what are the maximums and the minimums for accuracy? its kind of hard to tell what is balanced and what is not. thanks.
    There is no limit really, your values will range between 0 (which is 100% accurate shots) to more, however, more than 2, the accuracy will be very poor, therefore you will require several testing but let's go with a range between 0 (100 %) to 1 (0%) as base value.

    Regards.

  13. #13
    Kylan271's Avatar Domesticus
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    Default Re: A Guide on the Descr_Projectile.txt

    Appreciate this data,rep for you. Do you know this though????

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; projectile descriptions text file
    ;
    ; to calculate projectile parameters take
    ; d = shot distance from export_unit_descr.txt
    ; d = v^2 / g (at 45 deg) -> v = sqrt(d*9.81)
    ; check weapon ranges with angle ranges using
    ; d = v^2 * sin(2*a) / g
    ;
    I am not sure how to calculate this data? As in what range requires what velocity?


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; Projectile Delays
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    delay standard 0.0
    delay flaming 15.0
    delay gunpowder 0.0

    How does this impact on projectiles? Is it animation time or what?
    Last edited by Kylan271; September 04, 2012 at 07:40 AM.
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    Squeaks's Avatar More full of whinging
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    Default Re: A Guide on the Descr_Projectile.txt

    Quote Originally Posted by AnthoniusII View Post
    Javelins are thrown in a limited "box window" out side of it (nearer of in longer distance or even in the sides of that "window" javelin men do not throw their javelins.
    How can we make that window larger and how can we make our javelinmen to shot in closer distance?
    Hi. I never come here, but I was chasing up something...the range of a missile is set in the edu. There is a minimum range, so you'd have to be within that. I haven't got my pc side switched on, so I can't tell you right now (think it's 15 or so) without a lot of effort....see the top waffle of the edu...the wall of text up the top.

    Quote Originally Posted by danio 43 us 67 View Post
    I still don't see why it doesn't work for arrows and such. The game engine doesn't even see you're using them. After all you might as well have a catapult firing arrows. They are not models or anything.
    There are models. If you wish to give a unit a throwing axe or whatever type you'd like, then you need a new model for it, and a texture. If you use an effects only 'new' projectile that is not linked into a model elsewhere, it will simply show the effect, not the model. I had a unit that screamed...mixed in a load of effects, but no model. The reason you can't see them is that your mod folder defaults to the main medII versions when the mod folder holds no unique entry for the bit you haven't changed; so you only see arrow models etc when you have changed anything yourself.

    I'm no genius with this, but there's a few linked files, not just this projectile one, and the model is assigned elsewhere.

    Poly - the effect_only attribute is there because it's telling to JUST add the effects you choose here to your new attack using no new model.

    Sorry if I'm brief or seem like a numpty; I have to answer this quickly, as I'm on small child duty atm, and said child is trying to eat my printer.....

    Poly...do you still need that cow? PM me

  15. #15
    Polycarpe's Avatar Back into action!
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    Default Re: A Guide on the Descr_Projectile.txt

    Appreciate this data,rep for you. Do you know this though????

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; projectile descriptions text file
    ;
    ; to calculate projectile parameters take
    ; d = shot distance from export_unit_descr.txt
    ; d = v^2 / g (at 45 deg) -> v = sqrt(d*9.81)
    ; check weapon ranges with angle ranges using
    ; d = v^2 * sin(2*a) / g
    ;
    I am not sure how to calculate this data? As in what range requires what velocity?
    I would suggest to not bother but instead do your own change with other references or personal testings. Regarding the velocity, at that line, if there is two values, that mean there will be projectiles that will go with a velocity between x value (slowest) to y value (fastest). One value will make all projectiles to go at the same velocity (speed).

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; Projectile Delays
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    delay standard 0.0
    delay flaming 15.0
    delay gunpowder 0.0

    How does this impact on projectiles? Is it animation time or what?
    Partially, animation yes but as you can see the value 15.0 is for flaming projectiles, which mean it will take slightly more time to shoot flaming projectiles. (which is represented but extra time for aiming + making the projectile ignited).

    Quote Originally Posted by Squeaks View Post
    Hi. I never come here, but I was chasing up something...the range of a missile is set in the edu. There is a minimum range, so you'd have to be within that. I haven't got my pc side switched on, so I can't tell you right now (think it's 15 or so) without a lot of effort....see the top waffle of the edu...the wall of text up the top.
    Correct, there is a minimum range for each type of projectiles but also a maximum range. For example, you will see an error in the log that said the range exceed the limit for that projectile. I do not know how to increase that maximum (especially for new custom projectiles) but that error is more or less benign, the game will simply put that range to his maximum range (for example, lets say the range of an arrow is set to 450, the game will set it to 240 (game maximum range).


    There are models. If you wish to give a unit a throwing axe or whatever type you'd like, then you need a new model for it, and a texture. If you use an effects only 'new' projectile that is not linked into a model elsewhere, it will simply show the effect, not the model. I had a unit that screamed...mixed in a load of effects, but no model. The reason you can't see them is that your mod folder defaults to the main medII versions when the mod folder holds no unique entry for the bit you haven't changed; so you only see arrow models etc when you have changed anything yourself.

    I'm no genius with this, but there's a few linked files, not just this projectile one, and the model is assigned elsewhere.
    You are correct but for now I am not at my modding computer but I know where we have to put it but need to refresh my memory by searching a bit but it will not be an issue.

    Poly - the effect_only attribute is there because it's telling to JUST add the effects you choose here to your new attack using no new model.
    That is my guess because all projectiles must have this line in order to fully fonction but I did not go that far to remove and do extra texting, especially with new custom projectiles (such as lightning bolts).

    Sorry if I'm brief or seem like a numpty; I have to answer this quickly, as I'm on small child duty atm, and said child is trying to eat my printer.....
    Quite hard to digest, by experience

    Poly...do you still need that cow? PM me
    Do not worry, I will answer to this soon, its just I did not mod the whole summer and was very busy

  16. #16

    Default Re: A Guide on the Descr_Projectile.txt

    hi, i was looking in my descr_projectile from third age total war and was wondering what's the difference between "projectile elite_bodkin_arrow" and "projectile elite_mass_bodkin_arrow" besides the accuracy, and if that's the only difference what's the purpose?

    thx
    Last edited by LethaL; February 15, 2013 at 02:56 PM.

  17. #17

    Default Re: A Guide on the Descr_Projectile.txt

    I realize that this guide thread is most officially dead, but I was just wondering if someone could give me some help with the mod I am working on.

    I'm planning to make a poison arrow projectile for an elite goblin ranger unit I'm making for TATW. I was planning to take the "stamina/morale drain" effect of the cow_carcass projectile and apply it to a composite arrow or something. But I don't even know if that is a normal effect like "bounce" or "ground shatter."

    I'm currently away from my mod computer so if anyone could post a copy of the "cow_carcass" siege projectile file it'd be greatly appreciated.

    Also, one question regarding ammo types...if your archer fires basic "arrow" projectiles, are "arrows" and "arrows_fiery" two separate weapons in the edu? Like prim being arrow and sec being the fire arrow? Or is the fire arrow option something else entirely. And if I were to make the poison arrow would I need to put it as a ter_weapon slot?

  18. #18

    Default Re: A Guide on the Descr_Projectile.txt

    ݧ ӧѧ ѧҧڧ "descr_projectile.txt" for Medieval 2: Total War Kingdoms v. 1.5 for first version Stainless Steel

  19. #19

    Default Re: A Guide on the Descr_Projectile.txt

    Please give me working "descr_projectile.txt" for Medieval 2: Total War Kingdoms v. 1.5 for first version Stainless Steel and send to my removed, please do not publish private data Thanks!
    Last edited by Gigantus; December 09, 2013 at 12:23 AM.

  20. #20
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: A Guide on the Descr_Projectile.txt

    I posted about the area effect with primary missile weapons somewhere else and can't find it - so I am going to post what I did for my unit, the principle remains the same:

    Quote Originally Posted by Gig from somewhere else
    Right now I am busy creating the multiple shot crossbow unit (Chinese Zhugenu) by using the grape shot effect. As this is the primary weapon it's in this line in the EDU:

    Code:
    stat_pri         13, 1, zhuge_shot, 90, 10, missile, missile_mechanical, piercing, none, 0, 1
    I then created that custom projectile by simply copying the standard arrow in descr_projectile and giving it that custom name and incorporate the effect lines from the grape shot projectile. This way I have detailed control over this projectile, most importantly the max and min angle. The values for cross bow arrows are way to overpowered due to the accumulated effect (one unit blew away 3/4 of infantry in the first salvo).

    Code:
    projectile zhuge_shot
     
    ; effect                    arrows_new_set
    end_effect                    arrow_impact_ground_set
    end_man_effect                man_impact_tiny_set
    end_package_effect            arrow_impact_wall_set
    end_shatter_effect            arrow_impact_ground_set
    end_shatter_man_effect        man_impact_tiny_set
    end_shatter_package_effect    arrow_broken_impact_wall_set
     
    damage                    0
    radius                    0
    mass                    0.05
    accuracy_vs_units        0.04
    affected_by_rain
    min_angle                -60
    max_angle                65
    velocity                20 800 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         zhuge_effect
    display                   aimed
    effect_only
    All that is left now is to detail the the effect in descr_area_effects:

    Code:
          <area_effect>    
             <name>zhuge_effect</name>
             <type>projectile</type>
             <projectile_type>bodkin_arrow</projectile_type>
             <explosion_force_min>0.1</explosion_force_min>
             <explosion_force_max>0.1</explosion_force_max>
             <preserve_momentum>true</preserve_momentum>
             <direction>horizontal</direction>
             <scatter_angle>30</scatter_angle>         
             <projectile_number>5</projectile_number>
          </area_effect>
    Now you need to experiment with the variables to get a balanced end result. You can obviously experiment with existing projectiles or create another custom one for use in the effects. Using the same projectile as in the EDU entry creates a loop (the reason why the original grape shot didn't work).
    I have so far drastically reduced the number spread of the projectiles (5 - 30 degrees) to mimic the multiple firing in one line. The range is reduced so that only one volley is possible on an advancing enemy unit. The min and, most prominently, max attack angle is reduced to prevent firing over the head of own units directly in front.




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