Results 1 to 3 of 3

Thread: Getting Rid of Boiling Oil (at last!)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Getting Rid of Boiling Oil (at last!)

    As some of you will know - and as some of you will empathise! - I have wanted to get rid of boiling oil for what must be a year or more though have had little time to look into it myself. Well, I bugged Wlesmana about it and he came through. I cannot claim any credit for this one but I'm posting the tutorial for him and with his permission (it was discussed under the auspices of the fa:tw/lotr:tw "alliance")...

    How to Get Rid of Boiling Oil

    In the data folder (the base Rome data folder if you are modding BI) you will find a file called descr_oil_effect.txt. Simply change the fifth line of code as shown below in red (the comment in blue is the original data set):

    model_file data/models_building/models_spot/boiling_oil.cas
    envmap_tex data/textures/oil_envmap.dds ; checker_tex.tga ;data/textures/envmap.tga
    spurt_length 0.75 ; length of time to bbring spurt in and out.
    effect_length 2.0 ; length of time to play main main
    contact_pos_offset 100 100 100 ; offset in world units to ground contact position 0 -12 -5
    envmap_blend 0.75 ; blend factor between envmap and texture
    smoke_colour 75 75 75 ; red green blue
    anim_speed_mul 6 ; Play the anim at this times normal speed
    tex_scroll_speed 4 ; Units to scroll the texture per update.

    effect_contact_pos_offset -1 -12 -2 ; offset in world units to ground contact position
    effect_name burning_oil_set
    impact_effect_name burning_oil_steam_set
    Gatehouse/Tower Defences Modding/Negation - by Wlesmana, lotr:tw

    - Go to desc_projectile_new.txt (or whatever file is controlling projectiles since BI has a different one)
    - Make a copy of the entry "arrow", call it something else like "arrow2"
    - Change arrow_fiery entry's flaming with "arrow2" instead of "arrow". This makes flaming arrows secondary to units with arrow2.
    - Back in "arrow", change the min_angle and max_angle both with a value of 100. This will prevent arrows being shot at all because the angle is impossible
    - Do the same to the entry tower_ballista and tower_flaming_ballista
    - Do the same to scorpion entry to remove missiles from siege towers. Copy the entry first if you have scorpions in your game and rename to scorpion2
    - Go to EDU.txt and change all "arrow" entry in missile type into "arrow2"
    - Do the same to scorpion if you have it
    Last edited by Dol Guldur; 02-16-2006 at 18:41.
    "One of the most sophisticated Total War mods ever developed..."

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Getting Rid of Boiling Oil (at last!)

    Edited to include second section on Gatehouse/Tower Defences Modding/Negation.

    I've used this technique myself to allow some archery units to have flaming arrows and others not. Very useful.
    "One of the most sophisticated Total War mods ever developed..."

  3. #3
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Getting Rid of Boiling Oil (at last!)

    Thanks Dol Guldur, as is often the case, thats a very neat way around the problem.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO