View Full Version : Volley Speed
Is it possible to alter the amount of time between each volley with missile units, in order to change the firing rate?
KnightErrant
02-13-2007, 15:40
Try this and see if it works: Edit the export_descr_unit.txt file
and search for the archer unit you are interested in. Find this
line
stat_pri 6, 1, arrow, 120, 25, missile, missile_mechanical, piercing, none, 25, 1
The comments at the top of this file say that the next to last entry,
the one I colored blue, is the time between attacks in tenths of a
second. So if this works for missile units 25 means they shoot every
2.5 seconds. Try changing this to 100 and see if they slow down
a lot. Haven't tried this myself so its only a suggestion.~:)
No, it's not. I tried this for a different thread, and neither the delay in the archer's attack line, nor the fire_delay stat later on in the unit definition, had any effect whatsoever. I think the default value of 25 is locked in the code and ignored in the file entirely, as every unit I've seen has 25 in that spot.
stat_pri 6, 1, arrow, 120, 25, missile, missile_mechanical, piercing, none, -500, 0.2
Note last two values. Dunno why, but its working.
So it is possible to change the volley speeds then?
Could somebody else verify this? I'm not at a comp right now with M2 on it. I'll check it as soon as I can though.
Some fiddling with the animations and volley speeds could potentially allow us to include units with automatic weaponry without them looking terrible.
I found those things in darthmod. For e.g. before my musketeers had shot 3 rounds before swiss pikemans got them. After that change pikemens are dead in about 100 metres of their marching. Its just much faster :)
Interesting, thanks for the info.
lol automatic weapons would be great to make some modern war mod :) All is in game, just making hell on a battlefield would be nice haha
I'm working on that right now, and if we could get a fluid animation that doesn't look hokey, we could use it in the mod.
Check out my mod in progress. https://forums.totalwar.org/vb/showthread.php?t=79549
Lol i thought that ribault will be good to make deadly machine gun or something, but no haha if i force it to shoot a lot ammo fast and accurate it shows me clearly, it is shooting all that ammo into one point omg After reload it can aim again omg, i am starting to think about this game as a hardcoded shit
About that fast shooting it looks like it is related with animation, so when u make it faster, u can make it to that point when a soldier is not waiting after animaiton played, but shooting instantly. Its faster, however, a way to slow to call it as something with machine gun capabilities
I tried it and it doesn't work
Tried change
stat_pri 6, 1, arrow, 120, 25, missile, missile_mechanical, piercing, none, 500, 100
and
stat_fire_delay 18000
also
delay crossbow_bolt 18000.0
in descr_projectile.txt
nothing works
I'd like to make reload time longer, or rate of fire slower rather than longer...
bud I can't
I don't understand the values in DarthMod
in my system.log.txt are erors like
11:23:15.218 [script.err] [error] Script Error in Portvcale/data/descr_projectile.txt, at line 54, column 14
Unknown delay ammo type [steel_crossbow_bolt]
and the rate of fire stay the same whatever I change
What about changing values in
descr_skeleton.txt
like
"-mintd" and "-maxtd"
values
example:
anim ready_turn_cw_15 data/animations/MTW2_Bowman/MTW2_Bowman_ready_15_cw.cas -mintd:5 -maxtd:30
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