Is it possible to alter the amount of time between each volley with missile units, in order to change the firing rate?
Is it possible to alter the amount of time between each volley with missile units, in order to change the firing rate?
Try this and see if it works: Edit the export_descr_unit.txt file
and search for the archer unit you are interested in. Find this
line
The comments at the top of this file say that the next to last entry,Code:stat_pri 6, 1, arrow, 120, 25, missile, missile_mechanical, piercing, none, 25, 1
the one I colored blue, is the time between attacks in tenths of a
second. So if this works for missile units 25 means they shoot every
2.5 seconds. Try changing this to 100 and see if they slow down
a lot. Haven't tried this myself so its only a suggestion.![]()
No, it's not. I tried this for a different thread, and neither the delay in the archer's attack line, nor the fire_delay stat later on in the unit definition, had any effect whatsoever. I think the default value of 25 is locked in the code and ignored in the file entirely, as every unit I've seen has 25 in that spot.
stat_pri 6, 1, arrow, 120, 25, missile, missile_mechanical, piercing, none, -500, 0.2
Note last two values. Dunno why, but its working.
So it is possible to change the volley speeds then?
Could somebody else verify this? I'm not at a comp right now with M2 on it. I'll check it as soon as I can though.
Some fiddling with the animations and volley speeds could potentially allow us to include units with automatic weaponry without them looking terrible.
I found those things in darthmod. For e.g. before my musketeers had shot 3 rounds before swiss pikemans got them. After that change pikemens are dead in about 100 metres of their marching. Its just much faster :)
Interesting, thanks for the info.
lol automatic weapons would be great to make some modern war mod :) All is in game, just making hell on a battlefield would be nice haha
I'm working on that right now, and if we could get a fluid animation that doesn't look hokey, we could use it in the mod.
Check out my mod in progress. https://forums.totalwar.org/vb/showthread.php?t=79549
Lol i thought that ribault will be good to make deadly machine gun or something, but no haha if i force it to shoot a lot ammo fast and accurate it shows me clearly, it is shooting all that ammo into one point omg After reload it can aim again omg, i am starting to think about this game as a hardcoded shit
About that fast shooting it looks like it is related with animation, so when u make it faster, u can make it to that point when a soldier is not waiting after animaiton played, but shooting instantly. Its faster, however, a way to slow to call it as something with machine gun capabilities
I tried it and it doesn't work
Tried change
stat_pri 6, 1, arrow, 120, 25, missile, missile_mechanical, piercing, none, 500, 100
and
stat_fire_delay 18000
also
delay crossbow_bolt 18000.0
in descr_projectile.txt
nothing works
I'd like to make reload time longer, or rate of fire slower rather than longer...
bud I can't
I don't understand the values in DarthMod
in my system.log.txt are erors like
11:23:15.218 [script.err] [error] Script Error in Portvcale/data/descr_projectile.txt, at line 54, column 14
Unknown delay ammo type [steel_crossbow_bolt]
and the rate of fire stay the same whatever I change
What about changing values in
descr_skeleton.txt
like
"-mintd" and "-maxtd"
values
example:
anim ready_turn_cw_15 data/animations/MTW2_Bowman/MTW2_Bowman_ready_15_cw.cas -mintd:5 -maxtd:30
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