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descr_projectile.txt
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descr_projectile.txt
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; projectile descriptions text file
;
; to calculate projectile parameters take
; d = shot distance from export_unit_descr.txt
; d = v^2 / g (at 45 deg) -> v = sqrt(d*9.81)
; check weapon ranges with angle ranges using
; d = v^2 * sin(2*a) / g
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; IMPACT FLAGS
;
; bounce Will bounce when hits ground. Parameters are threshold velocity and normal
; component, and multipliers. When it's movement falls below threshold projectile
; will stick, shatter or vanish depending on other flags.
; 1st param: velocity threshold (will only bounce if velocity is above this % of the original)
; 2nd param: up vector threshold (will only bounce if up vector is above this % of the original)
; 3rd param: velocity dampener (% of velocity retained after bounce)
; 4th param: up vector dampener (% of up vector retained after bounce - ie get flatter with every bounce)
;
; body_piercing Indicates this projectile can hit several soldiers in a single tick (ie not
; stopped by soldiers). Will bounce, shatter or vanish when it hits the ground
; depending on other flags. There is also a bp flag in descr_engines.txt. This flag
; tells the AI the engine is capable of body piercing attacks. These two flags may
; be merged in a future release but for now the engine flag should be set if it is
; capable of firing a "body_piercing" projectile.
;
; ground_shatter Projectile shatters when it hits ground, package or soldiers (if not body_piercing)
; This flag is required for the area_effect tag.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ROCKETS
;
; Normal rockets have a min angle check as rockets can spiral after launch and a negative
; minimum angle could result in a rocket plowing into the ground almost immediately which
; could kill the launching crew. Rockets fired from elephants have a launch point about
; 4 metres in the air so reasonable negative angle is safe and necessary for can_hit_target
; tests later on. Elevated rockets and rockets are identical except for the minimum angle
; check.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Projectile Delays
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
delay standard 0.0
delay flaming 15.0
delay gunpowder 0.0
projectile arrow
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
effect_offset -1.5
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.05
affected_by_rain
min_angle -75
max_angle 65
velocity 20 48
display aimed
effect_only
projectile arrow_fiery
flaming arrow
effect arrows_fire_new_set
end_effect arrow_flaming_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_flaming_impact_wall_set
end_shatter_effect arrow_flaming_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_flaming_broken_impact_wall_set
effect_offset -0.85
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.07
affected_by_rain
fiery
min_angle -60
max_angle 65
velocity 20 48
display aimed
effect_only
projectile composite_arrow
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
effect_offset -1.5
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.04
affected_by_rain
min_angle -75
max_angle 65
velocity 20 48
display aimed
effect_only
projectile composite_arrow_fiery
flaming composite_arrow
effect arrows_fire_new_set
end_effect arrow_flaming_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_flaming_impact_wall_set
end_shatter_effect arrow_flaming_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_flaming_broken_impact_wall_set
effect_offset -0.85
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.06
affected_by_rain
fiery
min_angle -60
max_angle 65
velocity 20 48
display aimed
effect_only
projectile cav_composite_arrow
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
effect_offset -1.5
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.06
affected_by_rain
min_angle -75
max_angle 65
velocity 20 48
display aimed
effect_only
projectile cav_composite_arrow_fiery
flaming cav_composite_arrow
effect arrows_fire_new_set
end_effect arrow_flaming_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_flaming_impact_wall_set
end_shatter_effect arrow_flaming_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_flaming_broken_impact_wall_set
effect_offset -0.85
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.07
affected_by_rain
fiery
min_angle -60
max_angle 65
velocity 20 48
display aimed
effect_only
projectile bodkin_arrow
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
effect_offset -1.5
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.04
affected_by_rain
min_angle -75
max_angle 65
velocity 20 48
display aimed
effect_only
projectile bodkin_arrow_fiery
flaming bodkin_arrow
effect arrows_fire_new_set
end_effect arrow_flaming_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_flaming_impact_wall_set
end_shatter_effect arrow_flaming_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_flaming_broken_impact_wall_set
effect_offset -0.85
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.06
affected_by_rain
fiery
min_angle -60
max_angle 65
velocity 20 48
display aimed
effect_only
projectile cav_bodkin_arrow
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
effect_offset -1.5
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.06
affected_by_rain
min_angle -75
max_angle 65
velocity 20 48
display aimed
effect_only
projectile cav_bodkin_arrow_fiery
flaming cav_bodkin_arrow
effect arrows_fire_new_set
end_effect arrow_flaming_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_flaming_impact_wall_set
end_shatter_effect arrow_flaming_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_flaming_broken_impact_wall_set
effect_offset -0.85
damage 0
radius 0.1
mass 0.05
accuracy_vs_units 0.07
affected_by_rain
fiery
min_angle -60
max_angle 65
velocity 20 48
display aimed
effect_only
projectile catapult
effect boulder_medium_set
end_effect ground_impact_medium_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_medium_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set
area_effect ae_mortar_shot
damage 30
damage_to_troops 30
radius 0.3
mass 2.4
area 2.0
accuracy_vs_units 0.0625
accuracy_vs_buildings 0.0500
accuracy_vs_towers 0.0325
min_angle -15
max_angle 70
velocity 75 ;61
ground_shatter
body_piercing
;bounce 0.5 0.6 0.5 0.4
display aimed
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
projectile fiery_catapult
flaming catapult
effect fiery_boulder_catapult_set
end_effect ground_fiery_impact_catapult_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_fiery_catapult_set
end_shatter_effect ground_fiery_impact_catapult_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_fiery_catapult_set
damage 30
damage_to_troops 30
radius 0.3
mass 0.8
area 2.5
accuracy_vs_units 0.0625
accuracy_vs_buildings 0.05
accuracy_vs_towers 0.035
fiery ; uncomment this to make all boulders fiery
min_angle -15
max_angle 70
velocity 75 ;61
ground_shatter
body_piercing
display aimed
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
projectile trebuchet
effect boulder_medium_set
end_effect ground_impact_treb_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_treb_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set
damage 90
damage_to_troops 10
radius 0.3
mass 2.4 ;appears to be units of 100kg (given a man is 0.8)
area 2.0
accuracy_vs_units 0.075
accuracy_vs_buildings 0.05
accuracy_vs_towers 0.0305
min_angle -15
max_angle 70
velocity 75 ;61
;bounce 0.01 0.01 0.93 0.5
body_piercing
display aimed
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
projectile fiery_trebuchet
flaming trebuchet
effect fiery_boulder_set
end_effect ground_fiery_impact_large_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_fiery_treb_set
end_shatter_effect ground_fiery_impact_large_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_fiery_treb_set
damage 90
damage_to_troops 40
radius 0.30
mass 0.8
area 3.0
accuracy_vs_units 0.125
accuracy_vs_buildings 0.075
accuracy_vs_towers 0.055
fiery ; uncomment this to make all boulders fiery
min_angle -15
max_angle 70
velocity 75 ;61
ground_shatter
body_piercing
display aimed
effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
projectile tarred_rock
damage 5
radius 0.3
mass 0.1
fiery
min_angle -15
max_angle 70
velocity 60
display particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model data/models_missile/onager_rock.CAS, max
projectile stone
effect small_arrow_trail_set
damage 0
radius 0.1
mass 0.05
min_angle -60
max_angle 70
velocity 60
display
model data/models_missile/sling_stone.cas, max
projectile bolt
damage 3
radius 0
mass 0.05
min_angle -60
max_angle 65
velocity 60
display aimed particle_trail invert_model_z
model data/models_missile/Bolt_high.CAS, 40.0
model data/models_missile/Bolt_med.CAS, 80.0
model data/models_missile/Bolt_low.CAS, max
projectile javelin
damage 0
radius 0
mass 0.05
accuracy_vs_units 0.03
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 cav_javelin
damage 0
radius 0
mass 0.05
accuracy_vs_units 0.03
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 ballista
effect large_arrow_trail_set
end_effect large_arrow_explode_set
end_man_effect man_impact_small_set
end_package_effect wall_impact_small_set
end_shatter_effect large_arrow_explode_set
end_shatter_man_effect man_impact_small_set
end_shatter_package_effect wall_impact_small_set
damage 10
damage_to_troops 5
radius 0
mass 0.8
accuracy_vs_units 0.005
accuracy_vs_buildings 0.05
accuracy_vs_towers 0.025
min_angle -30
max_angle 35
velocity 60
;bounce 0.5 0.6 0.5 0.4
body_piercing
display aimed particle_trail invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
projectile flaming_ballista
flaming ballista
effect flaming_ballista_projectile_set
end_effect ground_fiery_impact_ballista_set
end_man_effect man_impact_tiny_set
end_package_effect wall_impact_fiery_ballista_set
end_shatter_effect ground_fiery_impact_ballista_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect wall_impact_fiery_ballista_set
effect_offset 1.0
damage 10
damage_to_troops 5
radius 0
mass 0.8
accuracy_vs_units 0.01
accuracy_vs_buildings 0.05
accuracy_vs_towers 0.025
fiery
min_angle -60
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
body_piercing
display aimed invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
;tower ballistas are identical to normal ballistas, have do reduced damage
;intoduced when the number of artillery pieces per unit was reduced, as this
;required doubling the power of each hit to save having to rebalance all the
;wall and building hit points.
projectile tower_ballista
effect large_arrow_trail_set
end_effect large_arrow_explode_set
end_man_effect man_impact_small_set
damage 1
damage_to_troops 5
radius 0
mass 0.05
accuracy_vs_units 0.05
accuracy_vs_buildings 0.0001
min_angle -30
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
display aimed particle_trail invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
projectile tower_flaming_ballista
flaming tower_ballista
effect flaming_ballista_projectile_set
end_effect ground_fiery_impact_ballista_set
end_man_effect man_impact_explosive_small_set
end_package_effect wall_impact_fiery_ballista_set
end_shatter_effect ground_fiery_impact_ballista_set
end_shatter_man_effect man_impact_explosive_small_set
end_shatter_package_effect wall_impact_fiery_ballista_set
effect_offset 1.0
damage 6
damage_to_troops 5
radius 0
mass 0.05
accuracy_vs_units 0.04 ;This effects siege towers
accuracy_vs_buildings 0.05
fiery
min_angle -60
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
display aimed invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
projectile scorpion
effect large_arrow_trail_set
end_effect large_arrow_explode_set
damage 0
damage_to_troops 2
radius 0
mass 0.05
min_angle -30
max_angle 70
velocity 90
display aimed particle_trail
model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
model data/models_missile/missile_scorpion_bolt_low.CAS, max
projectile flaming_scorpion
flaming scorpion
effect fiery_ballista_trail_set
end_effect fiery_ballista_explosion_set
effect_offset 1.0
damage 0
damage_to_troops 2
radius 0
mass 0.05
accuracy_vs_units 0.15
fiery
min_angle -60
max_angle 70
velocity 90
display aimed particle_trail
model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
model data/models_missile/missile_scorpion_bolt_low.CAS, max
projectile repeating_ballista
effect large_arrow_trail_set
end_effect large_arrow_explode_set
damage 0
damage_to_troops 2
radius 0
mass 0.05
accuracy_vs_units 0.15
min_angle -30
max_angle 70
velocity 60
display aimed particle_trail
model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
model data/models_missile/missile_scorpion_bolt_low.CAS, max
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; NEW MTW Cannon Shots
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
projectile bombard_shot
effect bombard_set
end_effect ground_impact_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set
damage 120
damage_to_troops 10
radius 0.3
mass 6.0
area 2.0
accuracy_vs_units 0.0725
accuracy_vs_buildings 0.0455
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
bounce 0.01 0.01 0.93 0.5
body_piercing
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
projectile flaming_bombard_shot
flaming bombard_shot
effect fiery_boulder_bombard_set
end_effect ground_fiery_impact_medium_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_fiery_treb_set
end_shatter_effect ground_fiery_impact_medium_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_fiery_treb_set
damage 75
damage_to_troops 30
radius 0.3
mass 0.8
area 1.5
accuracy_vs_units 0.0825
accuracy_vs_buildings 0.0455
accuracy_vs_towers 0.025
fiery
min_angle -10
max_angle 40
velocity 80
ground_shatter
body_piercing
display aimed
effect_only
projectile bombard_tower_shot
effect bombard_set
end_effect ground_impact_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set
damage 120
damage_to_troops 10
radius 0.3
mass 6.0
area 2.0
accuracy_vs_units 0.0525
accuracy_vs_buildings 0.0455
accuracy_vs_towers 0.025
min_angle -30
max_angle 30
velocity 90
bounce 0.01 0.01 0.93 0.5
body_piercing
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
;*********************************************
projectile ribault_shot
effect ribault_shot_set
end_effect ground_impact_ribault_set
end_man_effect man_impact_small_set
end_package_effect wall_impact_small_set
end_shatter_effect ground_impact_ribault_set
end_shatter_man_effect man_impact_small_set
end_shatter_package_effect wall_impact_small_set
damage 5
damage_to_troops 10
radius 0.3
mass 0.1
area 1.0
accuracy_vs_units 0.04
accuracy_vs_buildings 0.0625
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
ground_shatter
;bounce 0.01 0.01 0.93 0.5
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
model data/models_effects/none.CAS, max, max
model data/models_effects/none.CAS, 40.0
model data/models_effects/none.CAS, 80.0
model data/models_effects/none.CAS, max
;*********************************************
projectile monster_ribault_shot
effect monster_ribault_shot_set
end_effect ground_impact_ribault_set
end_man_effect man_impact_small_set
end_package_effect wall_impact_small_set
end_shatter_effect ground_impact_ribault_set
end_shatter_man_effect man_impact_small_set
end_shatter_package_effect wall_impact_small_set
damage 5
damage_to_troops 5
radius 0.3
mass 0.1
area 1.0
accuracy_vs_units 0.040
accuracy_vs_buildings 0.0625
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
;bounce 0.01 0.01 0.93 0.5
ground_shatter
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
;*********************************************
projectile grand_bombard_shot
effect bombard_set
end_effect ground_impact_grand_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_grand_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set
;area_effect ae_cannon_shot_large
damage 180
damage_to_troops 10
radius 0.5
mass 3.5
area 2.0
accuracy_vs_units 0.055
accuracy_vs_buildings 0.040
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
;ground_shatter`
bounce 0.01 0.01 0.93 0.5
;bounce 0.01 0.01 0.93 0.93
body_piercing
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
projectile flaming_grand_bombard_shot
flaming grand_bombard_shot
effect fiery_boulder_grand_bombard_set
end_effect ground_fiery_impact_grand_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_fiery_grand_bombard_set
end_shatter_effect ground_fiery_impact_grand_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_fiery_grand_bombard_set
damage 180
damage_to_troops 10
radius 0.3
mass 0.8
area 1.5
accuracy_vs_units 0.075
accuracy_vs_buildings 0.0425
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
ground_shatter
body_piercing
;bounce 0.5 0.6 0.5 0.4
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
projectile monster_bombard_shot
effect huge_cannon_ball_set
end_effect ground_impact_large_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_monster_set
end_shatter_effect ground_impact_large_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_monster_set
;area_effect ae_monster_shot_large
damage 1000
damage_to_troops 50
radius 1.0
mass 6.0
area 2.0
accuracy_vs_units 0.09
accuracy_vs_buildings 0.04
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 110
bounce 0.01 0.01 0.93 0.5
body_piercing
;ground_shatter
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
projectile cannon_shot
effect cannon_ball_medium_set
end_effect ground_impact_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_cannons_set
end_shatter_effect ground_impact_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_cannons_set
;area_effect ae_cannon_shot_large
damage 250
damage_to_troops 30
radius 0.3
mass 3.5
area 12.0
accuracy_vs_units 0.03
accuracy_vs_buildings 0.035
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
;ground_shatter
bounce 0.01 0.01 0.93 0.5
body_piercing
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
projectile exploding_cannon_shot
exploding cannon_shot
effect cannon_ball_medium_set
end_effect ground_impact_explosion_culvern_set
end_man_effect man_impact_catapult_set
end_package_effect ground_impact_wall_explosion_culvern_set
end_shatter_effect ground_impact_explosion_culvern_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect ground_impact_wall_explosion_culvern_set
area_effect ae_cannon_shot_large
damage 250
damage_to_troops 30
radius 0.3
mass 4.5
area 15.0
accuracy_vs_units 0.04
accuracy_vs_buildings 0.0375
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
ground_shatter
body_piercing
;bounce 0.5 0.6 0.5 0.4
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only
projectile culverin_shot
effect cannon_ball_medium_set
end_effect ground_impact_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_cannons_set
end_shatter_effect ground_impact_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_cannons_set
;area_effect ae_cannon_shot_large
damage 230
damage_to_troops 30
radius 0.3
mass 3.5
area 2.0
accuracy_vs_units 0.010
accuracy_vs_buildings 0.035
accuracy_vs_towers 0.025
min_angle -15
max_angle 30
velocity 90
;ground_shatter
bounce 0.01 0.01 0.93 0.5
body_piercing
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?