Fire arrow kit
From Mount&Blade Modding Wiki
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[edit] Description
Allows you and your troops to shoot burning arrows.
[edit] Knowledge/Tools Required
- Python ModuleSystem
- OpenBRF (You have to add fire arrow models in-game)
- You have to download fire arrows 3D models
- Warband Script Enhancer
[edit] Script
Place the below in module_items,
#Fire Arrows ["fire_arrow","Fire Arrows", [("fire_arrow",0),("fire_arrow_flying_missile",ixmesh_flying_ammo),("fire_quiver", ixmesh_carry)], itp_type_arrows|itp_merchandise|itp_default_ammo, itcf_carry_quiver_back, 920,weight(3.5)|abundance(80)|weapon_length(95)|thrust_damage(35,cut)|max_ammo(28),imodbits_missile, [(ti_on_init_missile, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ]), (ti_on_init_item, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ])]], ["fire_arrow_b","Khergit Fire Arrows", [("fire_arrow_b",0),("fire_arrow_flying_missile",ixmesh_flying_ammo),("fire_quiver_b", ixmesh_carry)], itp_type_arrows|itp_merchandise|itp_default_ammo, itcf_carry_quiver_back, 1782,weight(4)|abundance(15)|weapon_length(95)|thrust_damage(45,cut)|max_ammo(28),imodbits_missile, [(ti_on_init_missile, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ]), (ti_on_init_item, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ])]], ["fire_barbed_arrow","Fire Barbed Arrows", [("fire_barbed_arrow",0),("fire_arrow_flying_missile",ixmesh_flying_ammo),("fire_quiver_d", ixmesh_carry)], itp_type_arrows|itp_merchandise|itp_default_ammo, itcf_carry_quiver_back, 1120,weight(3.5)|abundance(35)|weapon_length(95)|thrust_damage(40,cut)|max_ammo(28),imodbits_missile, [(ti_on_init_missile, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ]), (ti_on_init_item, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ])]], ["fire_piercing_arrow","Fire Bodkin Arrows", [("fire_piercing_arrow",0),("fire_arrow_flying_missile",ixmesh_flying_ammo),("fire_quiver_c", ixmesh_carry)], itp_type_arrows|itp_merchandise|itp_default_ammo, itcf_carry_quiver_back, 1750,weight(3.5)|abundance(25)|weapon_length(95)|thrust_damage(45,cut)|max_ammo(26),imodbits_missile, [(ti_on_init_missile, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ]), (ti_on_init_item, [ (set_position_delta, 0, 100, 0), #change this to move the particle system's local position (particle_system_add_new, "psys_arrow_fire"), (particle_system_add_new, "psys_arrow_smoke"), (particle_system_add_new, "psys_arrow_fire_sparks"), (set_current_color,150, 130, 70), (add_point_light, 10, 30), ])]], #Fire Arrows
Place the below in module_particle_systems,
#Fire arrows ("arrow_fire", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1", 100, 1.3, 0.2, 0.03, 10.0, 10.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength (0.5, 0.8), (1, 0), #alpha keys (0.5, 1.0), (1, 0.9), #red keys (0.5, 0.7),(1, 0.3), #green keys (0.5, 0.2), (1, 0.0), #blue keys (0, 0.15), (0.4, 0.3), #scale keys (0.04, 0.04, 0.01), #emit box size (0, 0, 0.5), #emit velocity 0.0, #emit dir randomness 200, #rotation speed 0.5 #rotation damping ), ("arrow_smoke", psf_billboard_3d|psf_global_emit_dir|psf_always_emit, "prtcl_dust_a", 75, 1.5, 0.2, -0.2, 10.0, 0.1, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength (0.5, 0.25), (1, 0), #alpha keys (0.0, 0.2), (1, 0.1), #red keys (0.0, 0.2),(1, 0.09), #green keys (0.0, 0.2), (1, 0.08), #blue keys (0, 0.5), (0.8, 2.5), #scale keys (0.1, 0.1, 0.1), #emit box size (0, 0, 1.5), #emit velocity 0.1 #emit dir randomness ), ("arrow_fire_sparks", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size, "prt_sparks_mesh_1", 30, 1.5, 0.2, 0, 10.0, 0.02, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength (0.66, 1), (1, 0), #alpha keys (0.1, 0.7), (1, 0.7), #red keys (0.1, 0.5),(1, 0.5), #green keys (0.1, 0.1), (1, 0.1), #blue keys (0.1, 0.05), (1, 0.05), #scale keys (0.1, 0.1, 0.1), #emit box size (0, 0, 0.9), #emit velocity 0.0, #emit dir randomness 0, 0, ), ("bow_fire", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1", 10, 0.75, 0.1, 0.03, 10.0, 0.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength (0.5, 0.8), (1, 0), #alpha keys (0.5, 1.0), (1, 0.9), #red keys (0.5, 0.7),(1, 0.3), #green keys (0.5, 0.2), (1, 0.0), #blue keys (0, 0.15), (0.4, 0.3), #scale keys (0.04, 0.04, 0.01), #emit box size (0, 0, 0.5), #emit velocity 0.0, #emit dir randomness 200, #rotation speed 0.5 #rotation damping ), ("bow_smoke", psf_billboard_3d|psf_global_emit_dir|psf_always_emit, "prtcl_dust_a", 8, 0.2, 0.2, -0.2, 10.0, 0.1, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength (0.5, 0.25), (1, 0), #alpha keys (0.0, 0.2), (1, 0.1), #red keys (0.0, 0.2),(1, 0.09), #green keys (0.0, 0.2), (1, 0.08), #blue keys (0, 0.5), (0.8, 2.5), #scale keys (0.1, 0.1, 0.1), #emit box size (0, 0, 1.5), #emit velocity 0.1 #emit dir randomness ), ("bow_fire_sparks", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size, "prt_sparks_mesh_1", 15, 0.5, 0.2, 0, 10.0, 0.05, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength (0.66, 1), (1, 0), #alpha keys (0.1, 0.7), (1, 0.7), #red keys (0.1, 0.5),(1, 0.5), #green keys (0.1, 0.1), (1, 0.1), #blue keys (0.1, 0.05), (1, 0.05), #scale keys (0.1, 0.1, 0.1), #emit box size (0, 0, 0.9), #emit velocity 0.0, #emit dir randomness 0, 0, ), #Fire arrows
[edit] Notes
Don't forget to rebalance arrows parameters, price, amount, weight etc. Also if you wish your troops to shoot fire arrows then just edit module_troops.
Demo: http://www.youtube.com/watch?v=36oae5K0hKw&feature=youtu.be
[edit] Credits
By El Guanche