mods\test\data\scripts\lib\unit.script 1100 'officer18' : begin objbase.maxhp := 125; SetObjBaseWeapon(objprop, objbase, 0, 50, 0, 35, 65, 0, 400, gc_obj_weapon_kind_pike, True); //SetObjBaseWeapon(objprop, objbase, 0, 50, 0, 35, 65, 0, 100000, gc_obj_weapon_kind_pike, True); SetObjBasePrice(objbase, 50, 0, 0, 200, 10, 0); SetObjBaseWeapon(objprop, objbase, 1, 0, 0, 400, 950, 400, 50000, gc_obj_weapon_kind_bullet, False); SetObjBaseMaterialCanKill(objprop, gc_obj_material_body, gc_obj_material_body, gc_obj_material_woodwall, 0, 0, 0); SetObjBaseSearchBuildVisionScore(objprop, objbase, 1000, 192{150}, 4, 10); //SetObjBaseSearchBuildVisionScore(objprop, objbase, 500, 192{150}, 4, 10); objprop.consume[gc_resource_type_gold] := 90; objprop.bstandground := True; objprop.bturnoff := True; objprop.usage := gc_obj_usage_lightinfantry; objprop.bofficer := True; objprop.aiforce := 2; objprop.walkintervalfactor := cWalkIntervalInf; end; 'drummer', 'drummerrus', 'drummertur', 'bagpiper', 'drummer18' : begin objbase.maxhp := 75; SetObjBasePrice(objbase, 60{50}, 0, 0, 20, 0, 0); SetObjBaseWeapon(objprop, objbase, 1, 0, 0, 400, 1000, 400, 50000, gc_obj_weapon_kind_bullet, False); SetObjBaseMaterialCanKill(objprop, gc_obj_material_body, gc_obj_material_body, 0, 0, 0, 0); SetObjBaseSearchBuildVisionScore(objprop, objbase, 1000, 160, 6, 10); //SetObjBaseMaterialCanKill(objprop, gc_obj_material_body, 0, 0, 0, 0, 0); //SetObjBaseSearchBuildVisionScore(objprop, objbase, 0, 160, 6, 10); objprop.bturnoff := True; objprop.usage := gc_obj_usage_lightinfantry; objprop.bdrummer := True; objprop.aiforce := 2; objprop.walkintervalfactor := cWalkIntervalInf;
I noticed a couple of odd effects when testing State vs Country in the in-game editor. One time a drummer became stuck after his formation attacked an enemy. He didn't march into the enemy but then he also would not march away after his formation had won the engagement. He was completely stuck. I also noticed the occasional unit in a formation die for no reason. Arquebusiers shooting at pikes on stand ground for a test. One arquebusier just died. I am sure these are rare events but it could mean there is a little bug or two somewhere.
One thing I have noticed about this is, if the Drummer (Standard Bearer) is left alive after all his troops have been killed he is no longer able to move, not a major problem just wondered if there was a fix for this.
Could somehow the classic: if (number of units) is less than / is equal to (number) set (officer_animation) to (death): work?
Who was left in front of the drummers ? Drummer will not react until he kills the target. Does the drummer now have a command to disable the attack?
I am interested to see the final outcome of this. Setting up drummers and officers so that they don't run ahead in musket attacks seems like a good idea to me. Would it be worthwhile to have pike officers who do advance with pike troops and musket officers who don't advance with musket troops? Maybe this has already been done, I don't know. I have a bunch of questions about client lag but I will start a new topic on that subject.
Did you change files? drummeralg.aaf, drummeraus.aaf, drummerbav.aaf ... drummerukr.aaf, drummerven.aaf (21 files) The files contain types of animations. You need to change them, as they need a transition from shooting to movement. The model for drummer is the misflagman model. You need to use misflagman.aaf for its purpose. There is an example file for the state Vs Country mod misflagman.aaf AAF 9 "idle",104,153,morph "idle0",155,254,morph "walk",1,24,morph "walk0",1,24,morph "death",49,102,morph "attack1",104,153,morph "attack0",26,48,morph "trans01",152,153,morph "trans10",152,153,morph
Another thing I've noticed, when the A.I produces a Squad with Officer and Drummer while moving all is fine, but after engaging the enemy the Drummer gets left behind.
I think I know why this is happening, in State vs Country the Flagman has melee ability, where as in my mod it doesn't.