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  1. #1

    Default Modding meee attack interl

    Hey everyone.

    Just a quick question.

    Under kv rule table, we have this. Melee_attack_interval. As I take it, that should mean the time between attacks? I notice it's set at 3.8.
    So my question is about how it works.
    Is melee_attack_interval just the numbers behind the swing, or does it link with the animation of the swing of the attack.
    As in, no matter what I set it to, the animation of your troops will still play the same, but the damage numbers behind them change.

    Reason I'm asking, I've been changing the numbers around and haven't seen anything really change.

    I've tried 0, 3.8 (normal) 5.8 10 even 99.9 . Doesn't seem to change the animation, so I'm taking a guess on this that it doesn't and that means it is a number crunching stat behind the animation.

    So if anyone has some insight as to what melee_attack_interval does, I'd really appreciate the info.

    Thanks for any help .

  2. #2

    Default Re: Modding meee attack interl

    In M2TW there was a stat like that which was used to control how often a single soldier in the unit could attack, IE how long the cooldown between attacking is. It's possibly similar in TW:WH.

  3. #3

    Default Re: Modding meee attack interl

    I think I found it, in melee_weapons_table the last column which reads 3.8 for most units.

  4. #4
    'Gunny's Avatar Überrock über alles
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    Default Re: Modding meee attack interl

    Yes. The Melee_weapons table has the melee_attack_interval as the last column. It is quite possibly the kv_rules entry is defunct.

  5. #5

    Default Re: Modding meee attack interl

    I changed the attack speed of a unit in melee_weapons and it looked like it worked. Maybe you can test it yourself also to confirm?

  6. #6

    Default Re: Modding meee attack interl

    Aaaaah. Okay, so the one under kv rule table is just taking up space. Would explain why no matter what I changed it to, I didn't see anything change. Thanks everyone for your input. I'll grab the melee weapon and give it a try. I'll post back Tarsus with a test. I'll make some off the wall crazy number just to see if it works. LOL

    Thanks again all.

  7. #7

    Default Re: Modding meee attack interl

    Well that didn't take long to test. Tried 0 then tried 20.8

    Oh yeah, that's the file for sure. db/melee_weapon_tables. Very last one. Unknown 19.
    Was funny watching two units go at one another set on 20.8... LOL just standing there looking at one another, then someone would hit somebody.

    Thanks again for the help guys.

  8. #8

    Default Re: Modding meee attack interl

    Pay no mind to the Unknown 19 thing. I was looking at it again and saw that it does have melee_attack_interval at the top. I'm not sure what I was naming off when talking about it.

    Sorry for the post after post. Wish I could just edit my first post. Anyways, been playing around with numbers and.... Don't hit me! I went up by .1 so far. 3.9 LOL
    Don't want to go too high as that just looks weird. Might just end up going back to 3.8 and work on different things to make fighting last longer.

    I just love how the fighting looks and want it to last longer. It's Warhammer! Bloody messy warhammer! Who doesn't like a good long knock out fight!

  9. #9
    'Gunny's Avatar Überrock über alles
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    Default Re: Modding meee attack interl

    Haha Daniu updated the schema between your posts, so it went from unknown19 to interval

    I've been working on getting things to last a bit longer too, so if you want to try out what I have, let me know.

  10. #10

    Default Re: Modding meee attack interl

    TRIED TO SEND PRIVATE MESSAGE BUT CAN'T FOR SOME REASON, SORRY FOR NECROMANCY

    Hello Gunny, I was trawling through looking for advice on making combat longer and saw you'd had some progress and asked anyone interested to ask you about your findings!

    I'm making a mod to make combat between two average units with 999 leadership fight to the death for around 30 mins, but I also want the unit stats to be much lower (30 max, more for Lords and Large units) and easier to read at a glance, distinguishing between the nightmare swamp of information and ridiculously high stats is just not fun

    I'm also hoping to do away with AP entirely

    If you have any advice or pointers, I'd love to hear them. I've gone through the databases extensively, and know my way around PFM.

    Best regards, Wadey

    EDIT: Also, I've just noticed you were part of the DEI modding team, in my opinion, DEI and Ancient Empires are the two best mods for battle length, and I've looked around the pack files for them both looking for useful bits, but it's hard when I don't always know how some particular db values affect play.

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