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  1. #1

    Default Re: Changing rate of fire

    in export unit there is also a delay modifer near the bottom of the units entry.
    its after the mental/training and heateffect.

    also get urself Darths arrows. in the projectile script u can change the rate of reloads and fire times.

    With his new arrows there is a big NOTICABLE change. for example the longbowmen fire about 30% faster and the volosity is also increased.

    um the road to jerusalem mod uses this, i downloaded the mod, took those files and used them. Darths new script also makes crossbows ONLY fire if the enimy is in sight. so no more firing cbows like bows. they act like muskets.

  2. #2
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Changing rate of fire

    I see what you're talking about now. I just tried it, and it didn't have any appreciable impact either, tried ranges from -500 to 500 with no effect. Also if you look at the comment at the top, it says " stat_fire_delay Extra delay over that imposed by animation, hetween volleys", so it is as we thought, limited by animation.

    Regarding the arrows, I think that has to do with how the game calculates the shots and impacts. My bet is that the game can only handle one salvo in the air per unit, so trying to have multiple flights of arrows in the air at the same time isn't going to work. Logically, if you make the arrows fly much faster, they'll impact sooner, thus triggering the fire animation all over again at a faster rate.

    The bottom line is it appears we still have no actual direct control over rate of fire/swing speeds, which are governed by the animations.

    One last note dietre, and please don't get me wrong, this isn't to be mean or rude at all... But it's really hard to read your posts with bad spelling and grammar. I think I understood all you had to say though.

    Thanks.


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  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Changing rate of fire

    Whacker: I'd think the engine would treat projectiles as a separate entity once they are fired. Could be wrong, but anyways the reload time is always longer than the air time for the missile.
    So, if we just could edit animations... hmm

  4. #4
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Smile Re: Changing rate of fire

    Quote Originally Posted by dietre
    in export unit there is also a delay modifer near the bottom of the units entry.
    its after the mental/training and heateffect.

    also get urself Darths arrows. in the projectile script u can change the rate of reloads and fire times.

    With his new arrows there is a big NOTICABLE change. for example the longbowmen fire about 30% faster and the volosity is also increased.

    um the road to jerusalem mod uses this, i downloaded the mod, took those files and used them. Darths new script also makes crossbows ONLY fire if the enimy is in sight. so no more firing cbows like bows. they act like muskets.
    Well I don't see how it is possible to make Lbs fire faster than anyone else, since:

    1. The rate of fire stat is already at minimum i.e normal, and cannot go lower.
    2. The LB uses the SAME projectile as all the other bow armed archers.

    So in order to change ONLY the LB, it has to be given it's own projectile.

    Where is that mod I'd like to sure see how he did it, sounds impossible to me at the moment. Bear in mind I'm a n00b modder so I could be wrong.

    The only way you can increase the rate of fire as I see things now is to increase ACROSS the board the velocity for ALL archers, which is ridiculous ofc.
    Last edited by Shahed; 04-11-2007 at 17:27.
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