View Full Version : Can anyone tell me how I......
Right now with a title like that maybe I will get some more people to look at my post. It doesn't matter if you don't know, just put I don't know how to do that then I actually know people don't know and that I'm not just being ignored.
OK enough of that, here is what I want to know how to do:
Change the speed of marching/running/charging for a unit.
Change the velocity of a missile for an individual missile unit.
Change the speed at which a missile unit can fire after just firing.
Change the accuracy of projectiles.
I know all this can be done in Medieval 1 and I have messed with those stats in that game so I don't see why they shouldn't be present in this one. Problem is I can't find them and if they don't exist please can someone say so, Thank You.
Yeah I don't exactly know how... Please give your threads a more meaningful titles or I'll ignore them :laugh4:
You can't change the running speeds for single units until KE and GOM came up with an animation converter. There's a text file in the data folder to decrease movement through the bank though.
Not sure about v but you there's an accuracy line in descr_projectiles I think (in 1.2 at least)
And there is some setting on the weapon line that can impose a wait until the reload animation is triggered next in edu, not sure which one
KnightErrant
05-10-2007, 19:20
If you do want to play around with animations there are fullanimmerge.py
and fullanimextract.py Python scripts. You can get them from here:
http://www.twcenter.net/forums/downloads.php?do=file&id=1341
You will need Milkshape 1.8 for this. However, if you change a walk or
run animation, remember it will apply to ALL units that use that animation.
The only way I know of to affect a single unit is to make a separate
new animation name and copy all the anims into that directory and change
descr_skeletons.txt to add in the new animation type, and then give
that unit the new animation name. I have not got that to
work yet so I don't have a procedure to tell you.
Edit: Left out the most important thing. You need to do this with
Caliban's unpacked animations directory. You can find that here:
http://www.mediafire.com/?7ydzbziijmy
KnightErrant
05-11-2007, 04:44
Okay, got it to work so here's the procedure:
Copy the directory that has the anims you want to
change. For instance, say its a Spear unit. You make
a new directory in Caliban's unpacked anims folder called
mySpear and copy over the files in MTW2_Spear.
Edit descr_skeletons.txt and copy the spear animations
section to mySpear and change all the paths and the
animation names to mySpear. Now use fullanimmerge.py
to merge a desired animation with a base unit to change the
animation. Use fullanimextract.py to pull the new animation
out again and rename it to the animation you want. Voila!
a new and faster (or slower) walk or run animation for that
unit, assuming you change battle_models.modeldb to use the
new animation name.
Not much joy on non-standard skels yet, I seem to be having
mesh problems with Bwian's dwarf. Post again if I have a solution.
Thanks for the replies guys and I will have to give that animation thing ago :beam:
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