Gaiseric
05-07-2008, 15:56
Sorry this is an old thread.
I did put my game on the shelf for a while but I am playing MTW2 again because it's probably one of the best games I own.:2thumbsup:
Back to boiling oil. Faction Heir, I'll try to copy and paste some files for you to see if you can find what needs to be altered. These files are from the Stainless Steel Mod which uses boiling oil from the kingdoms expansion. If you can tell me what needs to be changed, I can fix it in my other mods as well.:yes:
This is from descr_boiling _oil.txt (If I delete this file it takes away the boiling oil animation but units will still take damage when rushing through gates)
effect boiling_oil
{
type particle
{
texture battlefield/fire/oil_4.tga
size_range 4.0, 0.2
initial_size 0.2, 0.5
age_range 2.0, 2.0
grow_range 2, 2
colour 150,150, 150
alpha_max 120 ; maximum alpha value
batched
sort_bias 0
fade_time 0.5
system_radius 20
max_particles 2500
blend_type standard
vel_range -3.5 , -0.0
spin_rate -0.01, 0.01
acceleration 0,-20.0,0
random_emit_radius 0.1, 0.1
offset_from_surface 0,10,0
keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 200, 255, 255, 255
2.0, 0, 255, 255, 255
4.0, 0, 255, 255, 255
}
emitter time
{
density 100 ; how many particles per second
offset_from_surface 0,0,0 ; offset from surface to emit from
emitter_falloff_dist 500 ; distance in meters to reduce emission over
emitter_falloff_bias 0.6 ;
}
clr_adjust_by_ambient_intensity
}
}
effect boiling_oil_width
{
type particle
{
texture battlefield/fire/Oil_3.tga
size_range 3.0, 0.2
initial_size 0.2, 1.0
age_range 1.5, 1.5
grow_range 2, 2
colour 150,150, 150
alpha_max 150 ; maximum alpha value
batched
sort_bias -0.5
fade_time 1.0
system_radius 20
max_particles 2500
blend_type standard
vel_range -0, -0
spin_rate -0.01, 0.01
acceleration 0,-8.0,0
random_emit_radius 0.2, 0.2
keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 200, 255, 255, 255
0.5, 200, 255, 255, 255
1.2, 0, 255, 255, 255
}
emitter time
{
density 100 ; how many particles per second
offset_from_surface 0,0,0 ; offset from surface to emit from
emitter_falloff_dist 500 ; distance in meters to reduce emission over
emitter_falloff_bias 0.6 ;
}
clr_adjust_by_ambient_intensity
}
}
effect boiling_oil_rising_smoke
{
type particle
{
texture battlefield/fire/oil_1.tga
size_range 3.0, 0.2
initial_size 1.5, 3.0
age_range 1.3, 3.0
grow_range 3, 3
alpha_max 100 ; maximum alpha value
batched
sort_bias -1
fade_time 1.0
system_radius 20
max_particles 2500
blend_type additive
vel_range -1.0,-8.0
spin_rate -0.01, 0.01
acceleration 0,1.0,-1
random_emit_radius 0.0, 0.0
offset_from_surface 0,-20,0 ; offset from surface to emit from
wind_modifier 7
keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 40, 255, 255, 255
2.0, 40, 255, 255, 255
3.0, 0, 255, 255, 255
}
emitter time
{
density 30 ; how many particles per second
offset_from_surface 0,-20,0 ; offset from surface to emit from
emitter_falloff_dist 500 ; distance in meters to reduce emission over
emitter_falloff_bias 0.6 ;
}
clr_adjust_by_ambient_intensity
}
}
effect boiling_oil_rising_smoke_ground
{
type particle
{
texture battlefield/fire/oil_1.tga
size_range 4.0, 1.2
initial_size 1.2, 4.0
age_range 1.3, 6.0
grow_range 1, 3
alpha_max 100 ; maximum alpha value
batched
sort_bias -1
fade_time 1.0
system_radius 20
max_particles 2500
blend_type additive
vel_range 0.4,0.0
spin_rate -0.01, 0.01
acceleration 0,0.1,0
random_emit_radius 3.0, 3.0
wind_modifier 7
keyframe_colour
{
0.0, 0, 150, 150, 150
0.1, 100, 150, 150, 150
2.0, 100, 150, 150, 150
4.0, 0, 150, 150, 150
}
emitter hemisphere
{
density 25 ; how many particles per second
min_angle 0 ; minimum angle up from horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to emit in
shrink_factor 0.5
}
clr_adjust_by_ambient_intensity
}
}
effect boiling_oil_splash
{
type particle
{
texture battlefield/fire/Oil_spray.tga
size_range 3.0, 0.2
initial_size 2.5, 2.0
age_range 0.5, 2.0
grow_range 2, 2
colour 150,150, 150
alpha_max 255 ; maximum alpha value
batched
sort_bias 0
fade_time 1.0
system_radius 20
max_particles 2500
blend_type standard
vel_range 5.5, 3.3
spin_rate -0.01, 0.01
acceleration 0,-5.8,0
offset 0,0,-1
random_emit_radius 0.0, 0.5
keyframe_colour
{
0.0, 0, 200, 200, 200
0.1, 255, 200, 200, 200
1.0, 255, 200, 200, 200
2.0, 0, 200, 200, 200
}
emitter hemisphere
{
density 50 ; how many particles per second
min_angle 80 ; minimum angle up from horizontal to emit in
max_angle 90 ; maximum angle up from horizontal to emit in
shrink_factor 0.5
}
clr_adjust_by_ambient_intensity
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
effect_set boiling_oil_set
{
play_time 2.5
lod 1000
{
boiling_oil_rising_smoke
boiling_oil_width
boiling_oil
boiling_oil_sound
}
}
effect_set boiling_oil_ground_impact_set
{
play_time 2
lod 1000
{
boiling_oil_rising_smoke_ground
boiling_oil_splash
}
}
This is from export_descr_buildings.txt (city and castle walls)
;SS 5.0
;This file is generated from a spreadsheet
;Please do not modify by hand
hidden_resources and hidden_resource Constable Iqta Firethrower Khassaki Mongol_Heavy_Archers Mongol_Heavy_Lancers sparta rome briton america atlantic explorers_guild swordsmiths_guild woodsmens_guild teutonic_knights_chapter_house templars_chapter_house knights_of_santiago_chapter_house crusade jihad arguin horde_target no_pirates no_brigands
building core_building
{
convert_to core_castle_building
levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall
{
wooden_pallisade city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 1
recruitment_slots 1
}
material wooden
construction 3
cost 800
settlement_min village
upgrades
{
wooden_wall
}
}
wooden_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruit_pool "Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Dismounted Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america
wall_level 1
gate_strength 2
tower_level 1
free_upkeep bonus 3
happiness_bonus bonus 1
recruitment_slots 2
}
material wooden
construction 3
cost 1500
settlement_min town
upgrades
{
stone_wall
}
}
stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Papal Guard" 1 0.5 4 0 requires factions { papal_states, }
recruit_pool "Dismounted Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Aztec Spear Throwers" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Jaguar Warriors" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Eagle Warriors" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Aztec Bodyguard" 1 0.25 1 0 requires factions { aztecs, }
wall_level 2
tower_level 1
gate_strength 3
free_upkeep bonus 4
happiness_bonus bonus 1
recruitment_slots 3
}
material stone
construction 4
cost 3000
settlement_min large_town
upgrades
{
large_stone_wall
}
}
large_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Dismounted Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Swiss Guard" 1 0.5 4 0 requires factions { papal_states, }
recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Aztec Spear Throwers" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Jaguar Warriors" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Eagle Warriors" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Aztec Bodyguard" 1 0.25 1 0 requires factions { aztecs, }
wall_level 3
tower_level 1
gate_strength 4
free_upkeep bonus 5
happiness_bonus bonus 2
recruitment_slots 4
}
material stone
construction 5
cost 6000
settlement_min city
upgrades
{
huge_stone_wall
}
}
huge_stone_wall city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Conquistadores" 1 0.5 5 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Dismounted Conquistadores" 1 0.7 5 0 requires factions { spain, portugal, } and hidden_resource america
recruit_pool "Swiss Guard" 1 0.5 5 0 requires factions { papal_states, }
recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Aztec Spear Throwers" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }
recruit_pool "Jaguar Warriors" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Eagle Warriors" 1 0.5 4 0 requires factions { aztecs, }
recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }
recruit_pool "Aztec Bodyguard" 1 0.34 1 0 requires factions { aztecs, }
wall_level 4
tower_level 1
gate_strength 5
free_upkeep bonus 6
happiness_bonus bonus 3
recruitment_slots 5
}
material stone
construction 6
cost 12000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building core_castle_building
{
convert_to core_building
levels motte_and_bailey wooden_castle castle fortress citadel
{
motte_and_bailey castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 1
}
material wooden
construction 3
cost 800
settlement_min village
upgrades
{
wooden_castle
}
}
wooden_castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
wall_level 1
tower_level 1
gate_strength 2
law_bonus bonus 2
recruitment_slots 2
}
material wooden
construction 3
cost 1500
settlement_min village
upgrades
{
castle
}
}
castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
wall_level 2
tower_level 1
gate_strength 3
free_upkeep bonus 1
law_bonus bonus 3
recruitment_slots 3
}
material stone
construction 4
cost 3000
settlement_min town
upgrades
{
fortress
}
}
fortress castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
wall_level 3
tower_level 1
gate_strength 4
free_upkeep bonus 1
law_bonus bonus 4
recruitment_slots 4
}
material stone
construction 5
cost 6000
settlement_min large_town
upgrades
{
citadel
}
}
citadel castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
wall_level 4
tower_level 1
gate_strength 5
free_upkeep bonus 2
law_bonus bonus 5
recruitment_slots 5
}
material stone
construction 6
cost 12000
settlement_min city
upgrades
This is from descr_walls.txt (I know how to turn off tower arrows but not boiling oil effect)
;
; Gates: model plus left and right gate models, offsets and sizes.
; Assumed the gates face outward along Z.
; NO double gates, please.
; Using none anywhere here means the items are simply ignored.
;
; Gate types: wooden; reinforced; iron.
; Short gate - wooden only
; Medium gate - all three
; Huge gate - all three
;
; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
;
gates
{
gate short_wooden
{
full_health 250
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_wooden
{
full_health 300
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_wooden
{
full_health 350
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_reinforced
{
full_health 400
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_reinforced
{
full_health 400
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_iron
{
full_health 450
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_iron
{
full_health 500
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
}
; SHORT WOODEN WALLS
wall
{
level 0
siege_tower_size too_small
wall
{
full_health 250
battle_stats flammability_medium impact_damage_high
localised_name wall
}
gateway
{
full_health 200
battle_stats flammability_medium impact_damage_high
localised_name gateway
projectile_impacts_all_hit_gate
short_wooden ; Just one type allowed!
}
tower
{
full_health 200
control_area_radius 30
manned 1
battle_stats flammability_medium impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 8, 0, arrow, 100, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 100
; unit size reload_ms flaming_reload_ms
fire_rate small 5000 3250
fire_rate normal 4500 3250
fire_rate large 4000 3250
fire_rate huge 3500 3250
}
}
}
; TALL WOODEN WALLS
wall
{
level 1
siege_tower_size small
wall
{
full_health 500
battle_stats flammability_medium impact_damage_high
localised_name wall
}
gateway
{
full_health 400
battle_stats flammability_medium impact_damage_high
localised_name gateway
projectile_impacts_all_hit_gate
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 400
control_area_radius 30
manned 1
battle_stats flammability_medium impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 100
; unit size reload_ms flaming_reload_ms
fire_rate small 5000 3250
fire_rate normal 4500 3250
fire_rate large 4000 3250
fire_rate huge 3500 3250
}
}
}
; SMALL STONE/TOWN WALLS
wall
{
level 2
siege_tower_size small
wall
{
full_health 1500
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 800
battle_stats flammability_none impact_damage_high
localised_name gateway
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 800
control_area_radius 30
manned 1
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 100
; unit size reload_ms flaming_reload_ms
fire_rate small 5000 3250
fire_rate normal 4500 3250
fire_rate large 4000 3250
fire_rate huge 3500 3250
}
level
{
stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr no
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 70
; unit size reload_ms flaming_reload_ms
fire_rate small 15000 6500
fire_rate normal 14000 6500
fire_rate large 13000 6500
fire_rate huge 12000 6500
}
}
gatehouse
{
full_health 1000
control_area_radius 10
manned 1
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1500
}
oil_level
{
stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx boiling_oil_set
fire_angle 90
slot_yaw -135 135
slot_pitch -95 -70
; unit size reload_ms flaming_reload_ms
fire_rate small 32500 31000
fire_rate normal 32500 31000
fire_rate large 32500 31000
fire_rate huge 32500 31000
}
}
}
wall
{
level 3
siege_tower_size medium
wall
{
full_health 2500
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 1500
battle_stats flammability_none impact_damage_high
localised_name gateway
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 1200
control_area_radius 30
manned 1
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 100
; unit size reload_ms flaming_reload_ms
fire_rate small 5000 3250
fire_rate normal 4500 3250
fire_rate large 4000 3250
fire_rate huge 3500 3250
}
level
{
stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr no
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 70
; unit size reload_ms flaming_reload_ms
fire_rate small 15000 6500
fire_rate normal 14000 6500
fire_rate large 13000 6500
fire_rate huge 12000 6500
}
level
{
stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
stat_attr no
shot_sfx CANNON_FIRING
fire_angle 70
; unit size reload_ms flaming_reload_ms
fire_rate small 25000 13000
fire_rate normal 23500 13000
fire_rate large 22000 13000
fire_rate huge 20500 13000
}
}
gatehouse
{
full_health 1500
control_area_radius 10
manned 1
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1500
}
oil_level
{
stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx boiling_oil_set
fire_angle 90
slot_yaw -135 135
slot_pitch -95 -70
; unit size reload_ms flaming_reload_ms
fire_rate small 32500 31000
fire_rate normal 32500 31000
fire_rate large 32500 31000
fire_rate huge 32500 31000
}
}
}
wall
{
level 4
siege_tower_size large
wall
{
full_health 4000
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 2500
battle_stats flammability_none impact_damage_high
localised_name gateway
huge_wooden
huge_reinforced
huge_iron
}
tower
{
full_health 1200
control_area_radius 30
manned 1
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 100
; unit size reload_ms flaming_reload_ms
fire_rate small 5000 3250
fire_rate normal 4500 3250
fire_rate large 4000 3250
fire_rate huge 3500 3250
}
level
{
stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr no
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 70
; unit size reload_ms flaming_reload_ms
fire_rate small 15000 6500
fire_rate normal 14000 6500
fire_rate large 13000 6500
fire_rate huge 12000 6500
}
level
{
stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
stat_attr no
shot_sfx CANNON_FIRING
fire_angle 70
; unit size reload_ms flaming_reload_ms
fire_rate small 25000 13000
fire_rate normal 23500 13000
fire_rate large 22000 13000
fire_rate huge 20500 13000
}
}
gatehouse
{
full_health 2000
control_area_radius 10
manned 1
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1500
}
oil_level
{
stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx boiling_oil_set
fire_angle 90
slot_yaw -135 135
slot_pitch -95 -70
; unit size reload_ms flaming_reload_ms
fire_rate small 32500 31000
fire_rate normal 32500 31000
fire_rate large 32500 31000
fire_rate huge 32500 31000
}
}
}
Again, Thanks for the Help. The removal of boiling oil will speed up my campaign and also help the AI when it besieges my settlements. :beam:
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