For a 19th century mod I want my units to fire (quite) simultaneously but I don't want the ranks to rotate.
I dunno if it's hardcoded but it would be great if it could be changed like with the weapons animation sets.
any ideas?
For a 19th century mod I want my units to fire (quite) simultaneously but I don't want the ranks to rotate.
I dunno if it's hardcoded but it would be great if it could be changed like with the weapons animation sets.
any ideas?
Creator of Isandlwana 1879 - The Thin Red Line for M2TW (Kingdoms) & Contributor to African Conquest:Total War
Remove this , fire_by_rank in the export_descr_unit.
You misunderstood me. I need the units to fire volleys and this can only be achieved by writing "fire_by_rank" in the EDU. What I don't want is the ranks rotating.
Creator of Isandlwana 1879 - The Thin Red Line for M2TW (Kingdoms) & Contributor to African Conquest:Total War
Maybe try removing these entires from descr_skeleton;
Code:;;;;;;;;;;;;;;;;;; Weapon type MTW2_Musket_Primary suppress_refpoints_warning anim default data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim stand_a_idle data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim stand_a_to_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim stand_b_to_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim stand_c_to_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim ready_to_stand_a data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim attack_missile_ready data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim attack_missile_hold data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim attack_missile_release data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas anim attack_missile_reload data/animations/MTW2_Musket/weapon/w_MTW2_Musket_default.cas
If that doesn't work I don't think it is possible without actually editing the animations themselves, which is a lot of work that has nothing to do with coding.
Last edited by alreadyded; November 03, 2011 at 09:43 PM.
There i was thinking i was being smart and you went all technical on me,i'm sure there must be a way to do what you want, but alas i know not.
@alreadyded
thnx, are u sure these anims are the ones used and not otherwise referred to, also? Whatever ... I'll give it a try. And changing the anims shouldn't be such a problem, either, I think. Just taking an idle anim and renaming then.
@Moon
no prob mate... my first topic line was a bit misleading, I guess. thnx anyways ...
Creator of Isandlwana 1879 - The Thin Red Line for M2TW (Kingdoms) & Contributor to African Conquest:Total War
I am not sure, I don't even know if those are the animations that cause the rotation. I just saw your question and spent 30 seconds checking it out, and those look like they could be it (I didn't see anything else that could be). If they are then deleting or renaming an idle animation is all you need to do, if they aren't then it will be more complicated than that. It is worth a try though, just make sure you repack your animations every time after editing descr_skeleton.
Last edited by alreadyded; November 06, 2011 at 09:02 PM.
Ah, ok, then. I just hoped you might know for sure. The reason why I'm sceptical is that there are way more specialised movement sequences used in the game than these three entries could be sufficient for.
Creator of Isandlwana 1879 - The Thin Red Line for M2TW (Kingdoms) & Contributor to African Conquest:Total War
Ask Point Blank - he has excellent animations that solve this problem without the use of fire_by_rank.