Originally Posted by
paleologos
Did you study how these things are animated in R:BI?
Checking back with BI, these carts were basically modified chariots, with no defined skeleton besides the parametres set in descr_mount.txt. It was also split into three models, one for the wheeled carriage, one for the stand (the turret), and the last for the artillery piece itself.
Unfortunately, like chariots, the required mount class "scorpion_cart" was removed in M2TW, so we could no longer get the exact unit back. The closest approximation to a rotating turret would be to make the turret and artillery a part of the soldier model, and then applying the appropriate animation set. Still, the lack of skirmish mode make them extremely weak for the stock AI as it has a tendency of charging them into melee.
Hopefully someone with more experience with elephant classes could shine some light on these issues.
BTW, I have tinkered with some of the chariot codes to make their behaviour a little bit more believable (altered attack animation in melee so the horses do not jump three metres into the air, and collision box for clipping issues):
For descr_skeleton.txt:
Code:
anim attack_mid_low_1 data/animations/fs_chariot/med_elephant_run.CAS -fr -if:12, -evt:data/animations/fs_horse/fs_horse_run.evt
anim attack_mid_centre_1 data/animations/fs_chariot/med_elephant_run.CAS -fr -if:12, -evt:data/animations/fs_horse/fs_horse_run.evt
anim attack_mid_high_1 data/animations/fs_chariot/med_elephant_run.CAS -fr -if:12, -evt:data/animations/fs_horse/fs_horse_run.evt
For descr_mount.
Code:
radius 3.08 ; 3 ; was 5.5
x_radius 1.8 ; 1.3
y_offset 1.0 ; 0
height 2.5
mass 20
banner_height 1
bouyancy_offset 3
water_trail_effect elephant_water_trail
root_node_height 1.0 ;was 2.84
attack_delay 1
dead_radius 2.5
tusk_z 3.5 ; 3.0
tusk_radius 2.0