I meant if I'll compose an effect set.
I'm talking about this one. Don't remember now where I took it from.
Code:<area_effect> <name>aeset_cannon_shot_large_fiery</name> <type>area_effect_set</type> <effect delay="1">ae_medium_fire</effect> </area_effect> <area_effect> <name>aeset_greek_fire</name> <type>area_effect_set</type> <effect delay="0.2">ae_greek_fire</effect> <effect delay="0.2">ae_greek_fire_fear</effect> <effect delay="0.4">ae_greek_fire_burn</effect> <effect delay="0.6">ae_greek_fire_burn</effect> <effect delay="0.8">ae_greek_fire_burn</effect> <effect delay="1.0">ae_greek_fire_burn</effect> <effect delay="1.2">ae_greek_fire_burn</effect> <effect delay="1.4">ae_greek_fire_burn</effect> <effect delay="1.6">ae_greek_fire_burn</effect> <effect delay="1.8">ae_greek_fire_burn</effect> <effect delay="2.0">ae_greek_fire_burn</effect> <effect delay="2.2">ae_greek_fire_burn</effect> <effect delay="2.4">ae_greek_fire_burn</effect> <effect delay="2.6">ae_greek_fire_burn</effect> <effect delay="2.8">ae_greek_fire_burn</effect> <effect delay="3.0">ae_greek_fire_burn</effect> <effect delay="3.2">ae_greek_fire_burn</effect> <effect delay="3.4">ae_greek_fire_burn</effect> <effect delay="3.6">ae_greek_fire_burn</effect> <effect delay="3.8">ae_greek_fire_burn</effect> <effect delay="4.0">ae_greek_fire_burn</effect> <effect delay="4.2">ae_greek_fire_burn</effect> <effect delay="4.4">ae_greek_fire_burn</effect> <effect delay="4.6">ae_greek_fire_burn</effect> <effect delay="4.8">ae_greek_fire_burn</effect> <effect delay="5.0">ae_greek_fire_burn</effect> <effect delay="5.2">ae_greek_fire_burn</effect> <effect delay="5.4">ae_greek_fire_burn</effect> <effect delay="5.6">ae_greek_fire_burn</effect> <effect delay="5.8">ae_greek_fire_burn</effect> <effect delay="6.0">ae_greek_fire_burn</effect> <effect delay="6.2">ae_greek_fire_burn</effect> <effect delay="6.4">ae_greek_fire_burn</effect> <effect delay="6.6">ae_greek_fire_burn</effect> <effect delay="6.8">ae_greek_fire_burn</effect> <effect delay="7.0">ae_greek_fire_burn</effect> <effect delay="7.2">ae_greek_fire_burn</effect> <effect delay="7.4">ae_greek_fire_burn</effect> <effect delay="7.6">ae_greek_fire_burn</effect> <effect delay="7.8">ae_greek_fire_burn</effect> <effect delay="8.0">ae_greek_fire_burn</effect> </area_effect>
This way I could create a self-exploding creature "wight" effect for Myth TW mod, when primary weapons projectile self-explode immediately after being launched with custom aeset added.
And I got another question, my findings are to create Westeros wildfire effect, when large area covered by fire and still do damage for units who pass through it. No idea at the moment how to do it. After mangonel shot I could create field of fire burning for some prolonged time, but no damage effect.
Resolved "poisoned javelin" case for primary weapon adding incendiary attribute to EDU, have seen fear related trigger in log after using another incendiary unit.
Also tested cow carcass to see if banners are flashing for units affected by nausea effect - for my mod no such thing, so I think the matter is graphic parameters of banners and area effect maybe applied. OP says that ground_shatter flag needs to turn on area_effect so it seems no matter if weapon primary or secondary.
Wildfire effect solved. Truly to say stolen from Call of Warhammer mod. It's a prolonged Phoenix Fire effect.
Also dealed with poisoned arrows, they need ground_shatter line and fear area_effect.