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Thread: How to make a projectile spawn another (Kingdoms)

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  1. #1
    feed me! Member Ashdnazg's Avatar
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    Default Re: How to make a projectile spawn another (Kingdoms)

    I suppose Canister can be done by making it explode after 0 or so seconds, and throw a nice amount of musket balls.
    a.k.a Lord hokomoko @ the Lordz Modding Collective

  2. #2

    Default Re: How to make a projectile spawn another (Kingdoms)

    Yeah, but judging by the mangonel explosion, it seems to go all directions, so you would end up killing your own troops.

  3. #3
    feed me! Member Ashdnazg's Avatar
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    Default Re: How to make a projectile spawn another (Kingdoms)

    I believe that's why the scatter angle and preserve_momentum exist :)
    a.k.a Lord hokomoko @ the Lordz Modding Collective

  4. #4

    Default Re: How to make a projectile spawn another (Kingdoms)

    Does the projectiles spawning other projectiles only work with artillery? I'm trying to create a scattergun type effect with muskets, but it isn't working. I've even tried changing the musket to ribault shot in case it had something to do with ammo type. Any chance for this to work?
    Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.

  5. #5

    Default Re: How to make a projectile spawn another (Kingdoms)

    Yeah just change the entry for the musket_shot projectile the same as you would change an entry for an artillery shot. Of course, you would want the effect to create a smaller number of projectiles.

  6. #6

    Default Re: How to make a projectile spawn another (Kingdoms)

    Quote Originally Posted by Furious Mental
    Yeah just change the entry for the musket_shot projectile the same as you would change an entry for an artillery shot. Of course, you would want the effect to create a smaller number of projectiles.
    I tried doing that, I more or less followed the steps outlined by the OP (even the cow_carcass!), modifying it as needed to suit the musket_shot type. Would it make a difference that I'm trying to do it in the americas expansion? Would that type of effect be disabled for mods that don't use the mangonel normally?
    Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.

  7. #7
    Member Member PBI's Avatar
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    Default Re: How to make a projectile spawn another (Kingdoms)

    Will this work for vanilla or does it only work in Kingdoms? I tried setting up grapeshot but the cannonballs just disappear, they don't spawn anything.

  8. #8

    Default Re: How to make a projectile spawn another (Kingdoms)

    Quote Originally Posted by Shadow_Wolf33
    I tried doing that, I more or less followed the steps outlined by the OP (even the cow_carcass!), modifying it as needed to suit the musket_shot type. Would it make a difference that I'm trying to do it in the americas expansion? Would that type of effect be disabled for mods that don't use the mangonel normally?

    I believe this only works for Kingdoms because it is hardcoded in Kingdoms.exe. Please correct me if I'm wrong on this.

    It should work in any Kingdoms mods as long as you have all the .cas files and everything done properly in descr_proj and all the relevant effects files.

    For example,you could make an exploding beehive grenade with a shrapnel effect that would randomly hit different members of a group within a certain radius, instead of just an area effect that would effect every single unit in the area radius.

    Personally I want to see if I can create an exploding shell for basilisks and cannon, etc that will emit a damaging shrapnel.cas beyond the cannon ball's usual damage radius, and have a sound.evt attached to it.

    I'm already working on a bullet effects set that if I finish it and make available for release, should be able to be added to just about any mtw2 mod.

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