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Thread: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

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  1. #1

    Default [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Hello, so what I am doing right now is trying to make the repeater gun fire a burst of 6 shots then have a 10 second re lode and so far have been able to achieve this with the Volley attribute (which displays the changes in stats but dose not change the amount of shots fired). While i am looking at projectile number, I am not looking to fire 6 shots at once but in rapid succession, and I dont think this variable can handle that. My gut is telling me that the burst fire of the volley gun and the pistolier is tied either in another attribute or the animation, if so which file is it located in so i can attempt to make the edits.

    Secondly i am attempting to make a bayonet like function for the repeater gun, while the animation for the spear dose work, i have yet to find a way to link that with the animation for firing. Any assistance on this secondary issue would be appreciated.

    Lastly i am looking into maybe implementing a fire by rank feature, would it be possible to port said function from say shogun 2 or Napoleon? If not o well, this one is a long shot at best.

    Currently I have an armored hand-gunner unit which uses the repeater rifle and i am looking for ways to spike it up and give it a unique niche.

  2. #2
    Mooncabbage's Avatar Ducenarius
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    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    I'm not 100% sure how weapon mods are implemented, but I am pretty sure the behavior of weapons is seperate to the units. Odds are pretty good that in setting the repeater to behave like a spear, you have overwritten the firearm behavior. You might need to create a new weapon entirely, and try to tie in the appropriate animations and effects that way.

    With regards to fire by rank, it's unbelievable it's not in the game honestly. Especially since rank type behavior is fundamental to how the tabletop game works. Practically though, unless their is a vestigial behavior left over in the engine from Shogun 2 or Napoleon, you probably can't do anything about it. Have a look at how it's implemented in shogun if you can, and try to see if the same lines/columns occur in the Warhammer tables. If they do, you have a shot, but otherwise you might be out of luck.
    Not actually on the moon.

    Empire: Tactical Warfare Mod v1.0

  3. #3

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Well the weapon attributes are tied to the weapon, the animations are tied exclusively to the unit. I.e Hu1_empire_rifle_and_sword. The only issue is i cant find that file. I can only locate the rifle reference file Hu1_empire_rifle. I am expermenting at the moment with editing said file to produce various effects. But i am at a impasse as on how to link the spear file to the rifle file.

  4. #4
    Mooncabbage's Avatar Ducenarius
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    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    It'd be nice to have an easier way to search through the DB for the references we need. I am trying to work out how to change the banner template for the faction colors, for the empire, from Empire to Marienburg (so it has a border instead of quarters). I know where the texture file is, but I don't know where it's set in the DB. Tearing my hair out right now ><

    PS. To clarify, I'm talking about working out how to set what mask is used for what faction banner.

    PPS. I think I worked it out... seems to be linked to Faction Skin?
    Last edited by Mooncabbage; June 04, 2016 at 02:18 AM.
    Not actually on the moon.

    Empire: Tactical Warfare Mod v1.0

  5. #5
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Quote Originally Posted by Mooncabbage View Post
    It'd be nice to have an easier way to search through the DB for the references we need. I am trying to work out how to change the banner template for the faction colors, for the empire, from Empire to Marienburg (so it has a border instead of quarters). I know where the texture file is, but I don't know where it's set in the DB. Tearing my hair out right now ><
    Go to the Assembly Kit and click the "Search All" button and search for a keyword. If you can't work out the keyword, work out a unit/faction that has the thing you're looking for then go from there.

    Also, I had a look at the animations and they seem to be .animpacks and .meta files whatever they are and have lua scripting or something in them.
    I couldn't work out how it works, but what you'd try to do is get the unit and if they use a gun for ranged and then a sword for combat, change the sword_fragment into a spear_fragment and then change their sword in the variantmeshdefinition to the gun and change it to weapon bone 1 instead of 2 (assuming its like Attila) so they'd so they use the gun as a spear. But idk how to do that since there are random script things like [NUL] and stuff all over the files.



  6. #6
    Mooncabbage's Avatar Ducenarius
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    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    If I recall correctly from when I used to mod ETW, units had a ranged weapon and a melee weapon entry in the units_tables. Possibly you just need to change them to your two different kinds of gun, the melee version and the ranged version?

    Problem was Caligula, the phrase I was looking for was used like a million times in all the files, so I was getting a lot of references that weren't useful. Ended up I was staring right at it anyway.
    Not actually on the moon.

    Empire: Tactical Warfare Mod v1.0

  7. #7

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Thanks y'all, ill give that a look. If i can just change that animation fragment then we got bayonets (albeit slightly janky ones) in game! Still struggling with the volley fire though...

  8. #8

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Hey Apollo, you end up figuring out how to get Volley Fire working?

    I attempted to do the same thing as I though it'd be cool for the Nuln Engineers but I've run into the same sort of problem; the unit card reckons that they should be firing volley's of six rounds but they still only do single shot.

  9. #9

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    I have 6 round firing repeaters. Though its a bit finicky in game, i think this is what your are trying to achieve no?

    The rank fire is sadly not implemented in the game. Very tragic. However i was also able to stop the entire unit firing. So now only the two front rows fire.

  10. #10
    Lord Firkraag's Avatar Tiro
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    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Quote Originally Posted by WakelessREX View Post
    However i was also able to stop the entire unit firing. So now only the two front rows fire.
    How did you do it?

  11. #11

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    No progress yet, @wakelessRE what method did you use to accomplish all that? I can make the rifles fire 6 projectiles at once but i haven't got them to fire them in succession. My aim is to have a 6 shot burst with a long relode time between bursts. Also thats sad to hear about the volley fire. Still would like to take a look at your method for limmiting fire by rank.


  12. #12

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Just download my .pack and have a look. Cant remember the specifics right now to be honest. I believe in either missle_weapons or projectiles there is literally a setting called volley. This tell the game how many shots are in one reload, or how many shots to fire every time the gun goes off. Ive set my outriders for 6 shots. You do have to change the amount of ammuntition. For instance outriders now have 3 ammunition but really that means 3 reloads or 18 shots each.

    As for only allowing the front two ranks to fire its in KV_rules. I forget the entry name but it has to do with ranged weaponry and line of sight.


    I will list the exact entries later, 'dont remember off hand' but my descriptions should be good enough, no?

  13. #13

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Where is your .pack? I have tried messing with the volley fire stat and for hand gunners it simply wont work, the info graphic reads out correctly but in battle the unit only fires a single shot with standard relode time.

  14. #14

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    http://steamcommunity.com/sharedfile.../?id=691253752

    also here is a video going over how they work in game
    https://youtu.be/2_4jfrYcg1M


    taking a look, both entries you want to change are in projectiles table.

    You want to change burst_size, in the repeater case to 6 and base reload time. mine is at 180 (seconds)
    If you do these two things and the unit is using this projectile it should be working.

    to get only the front to ranks firing for firearms or other ranged units with a strait firing weapon you'll need to change this value in Kv_rules




    missile_ignore_own_unit_for_friendly_fire (this needs to be changed to 0)
    Last edited by WakelessREX; July 02, 2016 at 08:41 PM.

  15. #15

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Quote Originally Posted by WakelessREX View Post
    taking a look, both entries you want to change are in projectiles table.

    You want to change burst_size, in the repeater case to 6 and base reload time. mine is at 180 (seconds)
    If you do these two things and the unit is using this projectile it should be working.
    Aha; see, i was trying to change the shots_per_volley and it wasn't working. Well now this is much closer to what I've been looking for than I was before, although it's still off from what I'm trying to do. Currently they visually fire once and six bullets come out, but what I'm hoping to figure out is how to get them to fire 6 times with like a .5 sec delay and then reload for about 25 seconds or so; i fear this is going to be outside of what we can achieve with just db editing correct?

  16. #16

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Thanks i figured it out yesterday, your right the effect is janky. Sound files wont work properly and the animations are off. I think i am going to drop this concept for now. Btw do you know anyway to make range units ignore melee, or at least all but the first rank? I like the idea of units using there guns at point blank during a brawl. Looks cool when it happens in vanilla, just cant seem to make it consitant.

  17. #17

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Keep them on guard mode and dont give them orders. The men who are not directly engaged will fire.

  18. #18

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Thanks haha

  19. #19

    Default Re: [Help] Burst/Volley Fire, Bayonets, and Fire by Rank

    Looks like it...

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