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Thread: Flaming Javelins

  1. #1

    Default Flaming Javelins

    Possible?
    ________________________________________________


  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Flaming Javelins

    Quote Originally Posted by Captn. James Crunch
    Possible?
    Yes.



  3. #3

    Default Re: Flaming Javelins

    NICE
    Two questions; First, does it replace the fiery arrows? and How do I do it myself?????
    ________________________________________________


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

    Quote Originally Posted by Captn. James Crunch
    NICE
    Two questions; First, does it replace the fiery arrows? and How do I do it myself?????
    No. I created a new javelin projectile.

    In descr_projectile_new.txt
    Code:
    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 javelin2
    
    damage		0
    radius		0
    accuracy_vs_units		0.03
    min_angle	-60
    max_angle	70
    velocity	30
    display		aimed invert_model_z 
    model		ITW/data/models_missile/falarica_high.cas, 40
    model		ITW/data/models_missile/falarica_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		ITW/data/models_missile/falarica_high.cas, 40
    model		ITW/data/models_missile/falarica_low.cas,  max
    The first one is the original javelin projectile.
    I cloned this to make a new javelin2 projectile, and I changed the cas model to make it heavier, but without the shape of a pilum.
    Then I cloned the flaming_arrow entry but renamed it as flamin_javelin2. Depending on the size of the projectile model, you must play with the effect_offset value to adjust the position of the flames.

    Finally, you must include the reference to javelin2 in export_descr_unit.txt, for the units you want to use this weapon.

    And that's all.

  5. #5

    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?

  6. #6
    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

  7. #7
    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

  8. #8
    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).

  9. #9
    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

  10. #10
    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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