Dagoster
10-28-2004, 03:52
Hello all,
Was wondering about the possibility of adding theBloodMod "fiery" projectiles replacement mod to melee attacks. From what I understand the "fiery keyword attached to projectiles on impact to a unit changes the opacity of a unit, which calls the charring.tga which in turns calls flaming_man_effect, or falling_flaming_man_effect, which in turns calls whatever is definded within the effect_sets for the above triggers.
What might be the opacity setting for when a unit dies in battle. Char_opacity_range 0.4 - 0.6
Also under export_descr_unit.txt
stat_sec 7, 2, no, 0, 0, melee, other, fire, none, 25 ,1
stat_sec_attr fire
Was wondering about the possibility of adding theBloodMod "fiery" projectiles replacement mod to melee attacks. From what I understand the "fiery keyword attached to projectiles on impact to a unit changes the opacity of a unit, which calls the charring.tga which in turns calls flaming_man_effect, or falling_flaming_man_effect, which in turns calls whatever is definded within the effect_sets for the above triggers.
What might be the opacity setting for when a unit dies in battle. Char_opacity_range 0.4 - 0.6
Also under export_descr_unit.txt
stat_sec 7, 2, no, 0, 0, melee, other, fire, none, 25 ,1
stat_sec_attr fire