Fire arrow kit

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Contents

Description

Allows you and your troops to shoot burning arrows.

Knowledge/Tools Required

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

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

Credits

By El Guanche

Forum Link

http://forums.taleworlds.com/index.php/topic,200331.0.html

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