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  1. #1

    Default Re: Flaming Javelins

    If you changed the accuracy against units to 1 would that mean that if 20 velites attacked 20 hastati for example then the Hastati would be dead in one throw?

  2. #2
    Notepad user Member Red Spot's Avatar
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    Default Re: Flaming Javelins

    nope, this accuracy (in descr_projectile_new) works more or less in against nature, meaning 1.0 is very inaccurate and 0.01 is (possibly!)pretty accurate (its somewhat trial and error what works best for your needs)


    G

  3. #3
    protector of Taxandria Member Marcus Furius Camillus's Avatar
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    Exclamation Re: Flaming Javelins

    you don't want to share your CAS model, don't you ?
    ( I haven't installed yet/ can't install the CAS exporter )
    Is a new CAS model really required ?
    -Once killing starts, it is difficult to draw the line


    - C. Cornelius Tacitus

  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Flaming Javelins

    Quote Originally Posted by Marcus Furius Camillus
    you don't want to share your CAS model, don't you ?
    ( I haven't installed yet/ can't install the CAS exporter )
    Is a new CAS model really required ?
    It is not required, if you want that the javelin "flying in flames" is the same as the original one. Or you can copy the model of pilum, if you want to use "flaming pila".

    I don't remember if there are more missile models in RTW vanilla (apart from arrows and stones).

  5. #5
    protector of Taxandria Member Marcus Furius Camillus's Avatar
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    Exclamation Re: Flaming Javelins

    So it's just a question of copying the javelin- part, using the same .cas model, and add something to the javelin, so it will become flamin'


    projectile javelin

    damage 0
    radius 0
    accuracy_vs_units 0.15
    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 0.05
    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


    something like this ?
    -Once killing starts, it is difficult to draw the line


    - C. Cornelius Tacitus

  6. #6
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Flaming Javelins

    @Marcus Furius Camillus

    You must copy the javelin entry and rename javelin2. If not, the flaming javelin2 is referring to a projectile that doesn't exist.

    I forgot another detail.

    This line in the normal model:
    Code:
    display aimed invert_model_z
    indicates that the 3d model is in the wrong way. If you put simply
    Code:
    display aimed
    you will see the the javelins flying with the point towards the javeliner.

    The simplest solution would be to use this line in the flaming javelin:
    Code:
    display aimed invert_model_z particle_trail
    but in fact I haven't used it.
    I changed the orientation of the 3d model, and eliminated the invert_model_z option from the non-flaming projectile.

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