Discussion in 'Modding' started by azo, Nov 22, 2016.

  1. azo

    azo New Member

    Hey guys can anyone work on where we can the projectile when musket are fired like napoleon total war Kind of I believe it would look great..
  2. Francesco_Cavalli

    Francesco_Cavalli Active Member

    You would have to create a new projectile in weapons.script, following the same procedure as the cannon projectiles to make it a physical object (there are three steps - the musket fire, the projectile omitted and the point it strikes). In the vanilla game muskets work like lasers and instantly apply damage to their target.

    There are no models small enough to be musket balls at the moment though so you'd have to make a new model. Don't know how easy that would be to get in the game
    azo likes this.
  3. azo

    azo New Member

    wouldnt the projectile for the howitzer fragment work.
  4. Hansol333

    Hansol333 Active Member

    hi, is there any way to give bullets random dispersion?
    I looked at units under cannons:
    objbase.weapon[0].dispertion := _misc_PixelsToTiles(100);

    if I get that musketeers however they always hit even if I set the value to 1000.
  5. Francesco_Cavalli

    Francesco_Cavalli Active Member

    As I mentioned, you need to structure the whole musket projectile like the multibarrel one. If you download my mod (on the slower based combat thread) and open the weapons.script folder you'll be able to see how to do it better than I can explain. The downside is that removing the friendly fire you then get is very difficult.
  6. colonelburton

    colonelburton Active Member

    But it's more realistic :)
  7. Francesco_Cavalli

    Francesco_Cavalli Active Member

    The problem is that single pikemen are then really dangerous because when they make it to your lines you suddenly lose 20+ of your own men. I'm trying to get the code that prevents howitzers shooting when your men are nearby to copy over to musketeers, but so far it just crashes the game
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