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Thread: How to; allow officers to keep weapons on precursor units

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  1. #1
    Notepad user Member Red Spot's Avatar
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    Default How to; allow officers to keep weapons on precursor units

    Guess we all know the Romans and their precursor-infantry, so guess I dont have to tell anyone that if a precursor-unit runs out of "primairy weapons" (the pilum) than the officer stops showing its weapon and seems to be able to kill enemies with "tick air" ....

    Being pretty annoyed by it I've in the past set generals/officers to have a secondary weapon and some other mostly copy-and-paste kind of stuff without any success...

    Now that I've grown a wee bit of experiance using 3D-Max, at least know more a bit more than how to move a vertex I just wanted to try and solve the "weaponless officer" issue ..
    [edit]Also make sure to read this, its a bit easier method. https://forums.totalwar.org/vb/showp...15&postcount=6[/edit]

    Wich is actually pretty easy so this hardly is a true guide or "how to", but I figured as I so far havent seen anyone do a similair thing that its not the best of known things that can be done ...


    Anyway the simple little trick I pull is that I hide a small "primairy weapon" inside a dummy weapon that will stay no matter if units run out of ammo.

    the swords I used;


    when you zoom in so closelly that you are inside the units sword you can, if paying close attention, see the real sword hidden inside the dummy sword;


    from a little distance;


    All I did was use the actual sword (the big one), flatened it, removed every vertex except for the basic few to make a crude sword-shaped object than made sure it has almost the same length as the original (not sure and I doubt it but just incase "weapon-objects" are taken into battle-calculations) however made it flat enough to be hardly visible and alligned it with the big sword than linked both as ussual to the right hand bone


    Not much of a find, but something that solves something thats been bugging me since I first played this game ...


    G
    Last edited by Red Spot; 05-16-2009 at 14:13.

  2. #2

    Default Re: How to; allow officers to keep weapons on precursor units

    Nice one, Red Spot! It seems you just can't stop tinkering. :)

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  3. #3
    Notepad user Member Red Spot's Avatar
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    Default Re: How to; allow officers to keep weapons on precursor units

    Someday I will, when my eyes close and at the same time my breething stops, thats probably the first day of retirement ....


    G

  4. #4

    Thumbs up Re: How to; allow officers to keep weapons on precursor units

    Genius! I never thought about it like that until now. Thanks
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  5. #5
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: How to; allow officers to keep weapons on precursor units

    I solved it by simply cloning the weapon twice and renaming them as secondary weapon and fakeweapon. I hope nobody will look so closely to my models.

  6. #6

    Default Re: How to; allow officers to keep weapons on precursor units

    I solved it by renaming the primary weapon to weapon so the engine won't recognise it as a weapon and just as another part of the model

  7. #7
    The Dark Knight Member wlesmana's Avatar
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    Default Re: How to; allow officers to keep weapons on precursor units

    Quote Originally Posted by Monkwarrior View Post
    I solved it by simply cloning the weapon twice and renaming them as secondary weapon and fakeweapon. I hope nobody will look so closely to my models.
    Actually, just clone the weapon, call one "primary weapon" and the other "secondary weapon". All this does is make the file slightly larger by a few bytes. In-game the model will only show either primary or secondary weapon. Of course, you also have the option of not labelling the weapon either primary or secondary weapon. The downside to this is the weapon stays with the model even when the soldier/officer dies.

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