So, to avoid the weird shield orientation using your method. I did things a little differently. I found the easiest way to make missiles toggleable instead of charge weapons was to go into the missile_weapons table and change any of the weapons I didn't want to be "precursors" to False. This enabled the fire-at-will, or course without the animation data the game couldn't fire, just what happened to you as well.
So I opened up the man_sword_shield_fragment.txt and added these lines to the very bottom:
Code:
AIM filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missile_ready.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missile_ready.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on, FIRE filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_001.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_001.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
FIRE filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_002.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_002.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
FIRE filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_003.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_003.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
RELOAD_1 filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missile_ready.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missile_ready.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
RELOAD_2 filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missile_ready.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missile_ready.meta" blend_in_time = 0.20, selection_weight = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
MOVING_FIRE_FORWARD filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_moving_fwd_001.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_javelin_throw_moving_fwd_001.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
MOVING_FIRE_LEFT_90 filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missle_mov_left_90.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missle_mov_left_90.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
MOVING_FIRE_RIGHT_90 filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missle_mov_right_90.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_missle_mov_right_90.meta" blend_in_time = 0.20, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
replacing:
Code:
THROW_PILUM filename = "animations/rome2/human/battle/sword_and_shield/javelin/sws_charge_javelin_throw_001.anim" metadata = "animations/rome2/human/battle/sword_and_shield/javelin/sws_charge_javelin_throw_001.meta" blend_in_time = 0.10, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_5 = on,
This gets rid of the strange shield orientation, and maintains the rest of the animation fragment for the man_sword_shield entity, and makes the Javelins able to be thrown.
Still yet to see how this effects the AI. They stop out of range of the throw, so, we will see through testing what happens.