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Re:Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Sep 04, 2010 5:58 am
by ADukes
There is smoke for every musket that fires. If there isn't, the specific man did not fire.
Re:Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Sep 04, 2010 10:06 am
by Davinci
ADukes wrote:
There is smoke for every musket that fires. If there isn't, the specific man did not fire.
Thanks,
ADukes !
So, if the
misfire can be adjusted in
rifles – everyone should display smoke from the muskets when firing!
I try this approach first.
davinci
Re:Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Sep 04, 2010 1:03 pm
by Amish John
ADukes wrote:
There is smoke for every musket that fires. If there isn't, the specific man did not fire.
Ok, I think I understand. The animations keep on cycling, which for every man shows him loading, and bringing the musket up to the aim position, but at that point depending on the game calculations he may or may not fire. If the game calcs tell him to fire we see the smoke. If the game calcs don't tell him to fire, we don't see smoke, he reloads, and the animation cycles through another loading sequence.
Re:Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Sep 04, 2010 4:39 pm
by ADukes
Correct.
Re:Released - BlueGreyIcon - Mod + FiringModV2
Posted: Mon Sep 06, 2010 12:04 am
by Davinci
OK, taking into consideration what ADukes has said, and watching the soldiers in action this is my take on it.
Each sprite can represent more than one soldier, so if sprite 3 - soldier is in action, whether he is shooting or not, one of the other soldiers contained within sprite 3 may be firing his weapon, and this will produce the smoke effect .
So, with that said, I don't think that it is possible to have the smoke only displayed when the sprite that is seen is firing his weapon.
This may not be correct, but I think that the smoke is more of a symbolic gesture is represent that firing is taking place, instead of firing is only taking place with the soldier that we are actually seeing.
davinci
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Thu Mar 24, 2011 9:58 am
by Damned Black Hat
I believe the firing mod is now conflicting with the new patch. I have gotten CTDs whenever a regiment begins to open fire on another unit (artillery is not affected). Is there a quick fix I can make to the file that will allow it to function properly?
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Thu Mar 24, 2011 6:23 pm
by Davinci
I believe the firing mod is now conflicting with the new patch.
The
Mod has to be redone, I'll try to have it posted by saturday.
Basically, the units that were listed in the
gfx file, have been moved to a new file called
unitgfx .
davinci
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Thu Mar 24, 2011 6:25 pm
by Davinci
A double post - deleted
davinci
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Thu Mar 24, 2011 6:55 pm
by Damned Black Hat
Much thanks to you. Every time I play without it I keep hearing Buster telling me to watch out for the guys who keep loading and loading and go home without ever firing a shot.
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Mar 26, 2011 8:15 pm
by Davinci
Damned Black Hat - if you get the time , try out this one and let me know if it works.
Only good with the default units!
davinci