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  1. #1
    Member Member GaugamelaTC's Avatar
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    Default Re: Heavy Machine Gun Mod ;)

    wow please release that if possible for BI, it would funny to use now and again. Just for custom battles pleaaaaaase!! BTW that is fantastic, your skill is amazing, please release please please :)
    A rich man can be happy, but a poor man can sleep at night- Mesapotamian proverb

  2. #2
    Member Member Alexander the Pretty Good's Avatar
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    Default Re: Heavy Machine Gun Mod ;)

    Remove the flame effect!

    Sounds cool, though.

  3. #3

    Default Re: Heavy Machine Gun Mod ;)

    here you go:

    first: " descr_engines" file
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type scorpion
    culture all
    class tower
    variant large
    projectile flaming_scorpion

    engine_model_group normal
    engine_skeleton scorpion
    engine_collision data/models_engine/Scorpion_very_low_lod.CAS
    engine_model data/models_engine/scorpion.CAS, 10.0
    engine_model data/models_engine/Scorpion_med_lod.CAS, 20.0
    engine_model data/models_engine/Scorpion_low_lod.CAS, 40.0
    engine_model data/models_engine/Scorpion_very_low_lod.CAS, max
    engine_platforms none

    engine_model_group dying
    engine_skeleton scorpion_dying
    engine_model data/models_engine/scorpion_dying_model.CAS, max
    engine_platforms none

    engine_model_group dead
    engine_model data/models_engine/scorpion_dead.CAS, max
    engine_platforms none

    engine_shadow none

    engine_radius 1
    engine_length 2
    engine_width 1.5
    engine_height 1.5
    engine_mass 2
    engine_dock_dist 1.5
    engine_mob_dist 4
    engine_flammable true
    engine_ignition 2.5
    fire_effect engine_fire_ballista_set

    obstacle_shape drop
    obstacle_x_radius 0.5
    obstacle_y_radius 1.0

    engine_spo

    engine_push_point 0.0 -1.85
    engine_station crank 0.0 -1.93

    engine_spotfx models_engine/heliopolis_spotfx.cas
    engine_health 1000
    ;engine_weapon ballista
    ;engine_armour siege tower

    attack_stat 20, 2, flaming_scorpion, 100, 50000, siege_missile, blade, piercing
    attack_stat_attr ap, bp

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 9
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 9
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 9
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    missile_model data/models_engine/Bolt_high.CAS, 20.0
    missile_model data/models_engine/Bolt_high.CAS, 40.0
    missile_model data/models_engine/Bolt_high.CAS, max
    missile_pos 0.0 22 0.0
    missile_radius 1
    missile_height 2.5
    missile_mass 7


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    some changes at "descr_projectile_new" file:


    projectile flaming_scorpion

    flaming scorpion
    effect fiery_arrow_set
    end_effect fiery_arrow_explosion_set
    effect_offset 1.0
    damage 5
    damage_to_troops 6
    radius 0
    mass 3
    accuracy_vs_units 0.001
    fiery
    min_angle -10
    max_angle 10
    velocity 1000
    display aimed particle_trail
    model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
    model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
    model data/models_missile/missile_scorpion_bolt_low.CAS, max

    and that's it !

    feel free to make any changes to improve effect (including MG model maybe)

    cheers

    Morano

  4. #4
    Urban Cohort Fanatic Member Lanemerkel1's Avatar
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    Default Re: Heavy Machine Gun Mod ;)

    Quote Originally Posted by morano
    here you go:

    first: " descr_engines" file
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type scorpion
    culture all
    class tower
    variant large
    projectile flaming_scorpion

    engine_model_group normal
    engine_skeleton scorpion
    engine_collision data/models_engine/Scorpion_very_low_lod.CAS
    engine_model data/models_engine/scorpion.CAS, 10.0
    engine_model data/models_engine/Scorpion_med_lod.CAS, 20.0
    engine_model data/models_engine/Scorpion_low_lod.CAS, 40.0
    engine_model data/models_engine/Scorpion_very_low_lod.CAS, max
    engine_platforms none

    engine_model_group dying
    engine_skeleton scorpion_dying
    engine_model data/models_engine/scorpion_dying_model.CAS, max
    engine_platforms none

    engine_model_group dead
    engine_model data/models_engine/scorpion_dead.CAS, max
    engine_platforms none

    engine_shadow none

    engine_radius 1
    engine_length 2
    engine_width 1.5
    engine_height 1.5
    engine_mass 2
    engine_dock_dist 1.5
    engine_mob_dist 4
    engine_flammable true
    engine_ignition 2.5
    fire_effect engine_fire_ballista_set

    obstacle_shape drop
    obstacle_x_radius 0.5
    obstacle_y_radius 1.0

    engine_spo

    engine_push_point 0.0 -1.85
    engine_station crank 0.0 -1.93

    engine_spotfx models_engine/heliopolis_spotfx.cas
    engine_health 1000
    ;engine_weapon ballista
    ;engine_armour siege tower

    attack_stat 20, 2, flaming_scorpion, 100, 50000, siege_missile, blade, piercing
    attack_stat_attr ap, bp

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 6.4
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 9
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 9
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    arrow_generator 0 2 9
    aim_dir 0.0 0.0 1.0
    aim_arc 1.0
    fire_interval 0.01

    missile_model data/models_engine/Bolt_high.CAS, 20.0
    missile_model data/models_engine/Bolt_high.CAS, 40.0
    missile_model data/models_engine/Bolt_high.CAS, max
    missile_pos 0.0 22 0.0
    missile_radius 1
    missile_height 2.5
    missile_mass 7


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    some changes at "descr_projectile_new" file:


    projectile flaming_scorpion

    flaming scorpion
    effect fiery_arrow_set
    end_effect fiery_arrow_explosion_set
    effect_offset 1.0
    damage 5
    damage_to_troops 6
    radius 0
    mass 3
    accuracy_vs_units 0.001
    fiery
    min_angle -10
    max_angle 10
    velocity 1000
    display aimed particle_trail
    model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
    model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
    model data/models_missile/missile_scorpion_bolt_low.CAS, max

    and that's it !

    feel free to make any changes to improve effect (including MG model maybe)

    cheers

    Morano


    this thing only needs to edit those two files?



    just asking to be sure



    Quote Originally Posted by strike for the south
    If I werent playing games Id be killing small anamils at a higher rate than I am now

  5. #5
    Senior Member Senior Member Reenk Roink's Avatar
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    Default Re: Heavy Machine Gun Mod ;)

    I love these experiments.

  6. #6

    Default Re: Heavy Machine Gun Mod ;)

    yes i did some changes in "unit desc stat" on roman scorpion ,too but it doesn't seams to be any diffrent,so lets keep it only on those two.

    I think the main change is to use scorpion as a siege tower with arrow generators

    i forgot to tell you this mod cause some mistakes:

    1. when you bulid large siege towers ( heliopolis i think) you get our " MG's" instead. They are powerfull but you can't capture city with them :(

    2. for some reason MG's are usless for elephants and cavalry ! i think that is because I set participle "against unit accuracy " to 0,005 - so MG's fireing only on people mouted on horses or elephants it is easy to fix...

  7. #7

    Default Re: Heavy Machine Gun Mod ;)

    Lovely! Looks like a WW1 mod may be possible after all

    Great find Morano!

    de Clare
    "Ad majoram Dei gloriam"

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