
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.
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