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Thread: flammable missile

  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default flammable missile

    I was wondering which types of missile can be flammed.
    It is sure that arrows and some siege equipment can, but I'd like to do some flammable javelins.
    Does anybody know if this is possible and how to do it?
    Thanks in advance.

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: flammable missile

    I don't know but I would guess not, simply because if there aren't any units in game wich have them, then they aren't likely to make the animation for it.

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    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: flammable missile

    You can use an existing flammable animation. For example is you wanted to give the spanish a javelin unit that could fire both flaming and non-flaming ammunitition, you could borrow the "flaming arrows." It is far from perfect, but it does work. Just change the stat_pri from "javelin" to "archer". The javelinmen do the normal animation...except that the missile observed is an arrow (and it moves much faster, 48 m/sec vs. 30 m/sec.) I have tested this and it works.

    You could probably also "hijack" a less used flaming missile and modify the speed to use javelin speed and also the textures uses to accomplish the same thing. (Of course then that other type of projectile would no longer work normally.) As far as I know, the "ability" is hard coded and applies specifically to the primary weapon listing. Changing the name of "arrow" to "arrow2" eliminates the flaming option.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: flammable missile

    Quote Originally Posted by Red Harvest
    ...For example is you wanted to give the spanish a javelin unit that could fire both flaming and non-flaming ammunitition...
    Did you read my mind?
    Thanks a lot. I will try this option.

  5. #5
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: flammable missile

    Quote Originally Posted by Monkwarrior
    Did you read my mind?
    Thanks a lot. I will try this option.
    Nah, just figured that we have been reading the same literature on the subject.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: flammable missile

    OK, it works. I have seen as the lusitanian guerrilla throw flaming misile to some pikemen. Just changing "javelin" by "arrow".

    Regarding the problem of the type of projectile, I wonder if it is possible to create a new type of projectile in descr_projectile.txt (or in descr_projectile_new.txt).
    In the same way as "projectile ballista" and "projectile flaming_ballista" in the case of javelin.
    If I find something interesting I will post it here.
    Thanks again.

  7. #7
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: flammable missile

    It's entirely possible, but only certain ammo types seem to give the flaming option. I haven't looked into it much, but I think it's hardcoded.

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    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: flammable missile

    Finally it seems possible to make flamming javelins.
    I have modified descr_projectile_new.txt creating a new type (javelin2) in this way:
    Code:
    projectile javelin2
    
    damage		0
    radius		0
    min_angle	-60
    max_angle	70
    velocity	30
    display		aimed invert_model_z 
    model		data/models_missile/weapon_javelin_high.cas, 40
    model		data/models_missile/weapon_javelin_low.cas,  max
    
    projectile flaming_javelin2
    
    flaming		javelin2
    effect 		fiery_arrow_set
    end_effect	fiery_arrow_explosion_set
    effect_offset	-0.85
    damage		0
    radius		0.1
    accuracy_vs_units		0.15
    fiery
    min_angle	-60
    max_angle	70
    velocity	30
    display		aimed particle_trail
    model		data/models_missile/weapon_javelin_high.cas, 40
    model		data/models_missile/weapon_javelin_low.cas,  max
    By giving a unit in export_descr_unit.txt the projectile javelin2, this unit has the possibility of activating the option flamming-projectile and it is shown in the battle. Perhaps the graphics are not perfect, as it keeps the flame form of an arrow, but it works. I'll try to take a screenshot.
    Perhaps it is the effect which is hardcoded or it could be created a new one in descr_arrow_trail_effects_final.txt, although it would require some new cas models.
    But for the moment, it is enough for me.

  9. #9
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: flammable missile

    Here the lusitanian guerrilla is throwing flamming javelins


    And here you have the first burnt hoplite


    It would be better to have the flame at the beginning of the javelin instead of at the end (it is not a rocket), but for the moment I don't know how to do it.
    Cheers.
    Last edited by Monkwarrior; 02-19-2005 at 09:04.

  10. #10
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: flammable missile

    Are you able to also hurl non-flaming javs with this unit now, or is it always burning? Does it produce ram damage? Or morale effects or is is more of an appearance thing?
    Rome Total War, it's not a game, it's a do-it-yourself project.

  11. #11
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: flammable missile

    It is possible to choose between flaming and normal javelin. This is a screenshot of the same unit. (look at the button in the right botom corner).


    Sorry, but I don't understand ram.
    It produces the effect of burning people, as an arrow, but it has not radius effect (although it would be possible to give it some).
    In a second experiment I have changed to this configuration:
    Code:
    projectile flaming_javelin2
    
    flaming		javelin2
    effect	    	fiery_ballista_trail_set
    end_effect	fiery_arrow_explosion_set
    effect_offset	-0.85
    damage		0
    radius		0.1
    accuracy_vs_units		0.15
    fiery
    min_angle	-60
    max_angle	70
    velocity	30
    display		aimed particle_trail
    model		data/models_missile/weapon_javelin_high.cas, 40
    model		data/models_missile/weapon_javelin_low.cas,  max
    and the result is this


    I will keep working in this idea.

  12. #12
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: flammable missile

    Ok, I see how it works now. Nice work! The "flaming" call actually binds it to a given weapon.

    When I mentioned ram I was referring to rams used in sieges. Now that I understand how you have made this work I can see that the flaming projectiles should work against rams.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  13. #13
    Member Member Elmo J Muppet's Avatar
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    Default Re: flammable missile

    Thanks, Monkwarrior, I've been trying to add flaming javelins for the Spanish too, but wasn't having any success until I found this thread . To move the flame to the front end of the javelin change the value of 'effect_offset'. I used 0.6 instead of -0.85 and now the flames come from just behind the head of the javelin. Also, adding invert_model_z to the display line for the flaming javelins stops them coming in backwards.


    Been to:


  14. #14
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: flammable missile

    A pitty you didn't see this before:
    https://forums.totalwar.org/vb/showthread.php?t=92861

    It was easier to find than that very old thread.

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