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  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

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