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Thread: Changing the Rate of Fire/Reload Time??

  1. #1
    Member Member DungeonMaster125's Avatar
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    Question Changing the Rate of Fire/Reload Time??

    Hey, I'm trying to mess around with the firing speeds of archers and other missile units, but I'm having a HECK of a time finding any stat that allows you to increase the rate of fire (ie decrease reload and aim time). Here is my thread from TWcenter.net:

    ROF/Reload Modding Thread

    As you can see, I haven't gotten much tangible help, even though the effort is greatly appreciated. I was wondering if one of the crazy guys from CA could post on this?

    Thanks in advance

  2. #2

    Default Re: Changing the Rate of Fire/Reload Time??

    Did you ever find out anything useful about this?

  3. #3

    Default Re: Changing the Rate of Fire/Reload Time??

    In caligula unit editor there is a box where you can edit the "swing speed" i think its how fast a unit strikes. Same goes with archers a guess.

  4. #4

    Default Re: Changing the Rate of Fire/Reload Time??

    It doesn't seem to have any effect. There are stats for minimum delay between attacks, and there is a line called stat_fire_delay (which sounds like just the thing) but neither seem to make any difference.

  5. #5

    Default Re: Changing the Rate of Fire/Reload Time??

    Put simply....forget it!

    The archers will NEVER fire more than once per 'turn' no matter how you tweak the stats or animations.

    There is a stat in the Export_descr)unit file which allows you to set a longer delay between firing, but reducing that to zero does not affect the miminum. It was also mooted that the length of the animation would speed it up...nope. I created an archer set with a single frame for each of the firing animations, and all I got was lots of flickering movement, and no extra arrows launched.

    The conclusion I reached was that the actual act of firing arrows happens at fixed intervals. Artificial delays can be introduced, but you cannot speed it up.

    Feel free to experiment....but thats what I looked at, and I could find no way to increase the rate of fire.
    Careless Orc Costs Lives!

  6. #6

    Default Re: Changing the Rate of Fire/Reload Time??

    Thanks for the info Bwian. I was about to embark on a long and apparently futile study of animation editing .

    I have made a Gastraphetes (ancient Greek crossbow) unit and I wanted to give it a slow rate of fire. I guess the best approximation of what I want will be to reduce the lethality and give them more ammunition, so it will just take them longer to rack up the kills.

  7. #7

    Default Re: Changing the Rate of Fire/Reload Time??

    You can slow down the firing by adding in a delay, the figure in the stats puts in a pause ... which is what you want.

    I tried to make a 'machine gun' effect by really ramping up the archer speed, and it just didn't work. The animation played multiple times before an arrow salvo launched.
    Careless Orc Costs Lives!

  8. #8

    Default Re: Changing the Rate of Fire/Reload Time??

    I tried using stat_fire_delay but it really didn't seem to make a difference. I'll give it another try and see how it goes. I assumed the units were 1/10ths of a second, maybe I just need to use a bigger number.

    *Edit* I tried values up to 500 and saw no difference at all.
    Last edited by DimeBagHo; 11-01-2005 at 00:40.

  9. #9

    Default Re: Changing the Rate of Fire/Reload Time??

    Anybody has successfully changed this? Searched the forum but can't seem to find an answer on changing the rate of fire.

  10. #10

    Default Re: Changing the Rate of Fire/Reload Time??

    The minimum delay stat (25 in the example below)

    stat_pri 7, 26, arrow, 130, 5, missile, archery, piercing, none, 25 , 1

    effects how long it takes to switch between primary and secondary weapon. so it can effect things like horse archers/katas charging, legionary pilum/sword switching etc.

    I've never tried to speed up archery so no help on original question i'm afraid.
    It's not a map.

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