Released - BlueGreyIcon - Mod + FiringModV2

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
ADukes
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Re:Released - BlueGreyIcon - Mod + FiringModV2

Post by ADukes »

There is smoke for every musket that fires. If there isn't, the specific man did not fire.
Davinci
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Re:Released - BlueGreyIcon - Mod + FiringModV2

Post 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
The only true logic is that, there is no true logic!
Amish John
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Re:Released - BlueGreyIcon - Mod + FiringModV2

Post 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.
You can get farther with a kind word and a gun than you can with a kind word alone.
ADukes
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Re:Released - BlueGreyIcon - Mod + FiringModV2

Post by ADukes »

Correct.
Davinci
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Re:Released - BlueGreyIcon - Mod + FiringModV2

Post 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
The only true logic is that, there is no true logic!
Damned Black Hat
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Re: Released - BlueGreyIcon - Mod + FiringModV2

Post 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?
Davinci
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Re: Released - BlueGreyIcon - Mod + FiringModV2

Post 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
Last edited by Davinci on Thu Mar 24, 2011 6:27 pm, edited 1 time in total.
The only true logic is that, there is no true logic!
Davinci
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Re: Released - BlueGreyIcon - Mod + FiringModV2

Post by Davinci »

A double post - deleted

davinci
Last edited by Davinci on Thu Mar 24, 2011 6:27 pm, edited 1 time in total.
The only true logic is that, there is no true logic!
Damned Black Hat
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Re: Released - BlueGreyIcon - Mod + FiringModV2

Post 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.
Davinci
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Re: Released - BlueGreyIcon - Mod + FiringModV2

Post 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
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Firing_Mod_Ver3.rar
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The only true logic is that, there is no true logic!
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