Total War: ATTILA

Total War: ATTILA

Wooden Screen Deployable
34 条留言
abc 2024 年 9 月 12 日 上午 6:38 
any chance you can make civilians stop attacking it during city siege defense battles, pretty annoying i place them to screen infantry from arrows and a mob runs up and destroys it. they seem to think its hostile, they actively go looking for it and attack them.
唐木悠悠 2024 年 3 月 13 日 下午 12:58 
reminds me abt shogun2
Black Hole Kitten 2023 年 12 月 8 日 上午 7:31 
海绵宝宝可爱捏!
Sophie 2023 年 5 月 14 日 上午 11:23 
Works with 1212 :Crowned:
Psync×シ 2023 年 3 月 15 日 下午 3:23 
@APX "-Big artillery shots barely damage the screen, which is weird knowing elephants break them instantly.-"

I'm no Modder, but maybe it has to do with missile damage and the barricade HP maybe?
Psync×シ 2023 年 3 月 15 日 下午 3:21 
@TTV/CenTralRL when you're dragging the Wooden Screen Deployable on the ground, you need to have your mouse cursor as close as possible to the wooden screen, once you do this, you'll be able to drag it out. Mess around with it, and you'll figure it out just like me :steamhappy:

@APX Love the mod! But we need a fix to this dragging the wooden screen out when holding down right click mouse button. I'm not telling you what to do ofc, simply stating a problem with the mod. :steamhappy:
wm.j.olson 2022 年 10 月 13 日 下午 9:21 
Barricades won't deploy on order. Can't drag them out in a line.
Palatine Aquilla 2022 年 5 月 1 日 上午 1:56 
hey havning an problem where they deploy behing eachother, meaning that they wont deploy across any ideas why
BrokenBuck 2022 年 4 月 7 日 下午 3:30 
I would love to make it so defenders get deployables like stakes on field battles, do you know how to do that?
CenTral 2022 年 3 月 26 日 上午 10:11 
screens wont spread out for me. when i place them theyre all huddled into one spot. Any known fix for me?
returrn fire 2022 年 1 月 11 日 上午 5:48 
make more stuff please
returrn fire 2022 年 1 月 11 日 上午 5:47 
awesome
quocdat9925 2021 年 11 月 2 日 上午 1:48 
took 5 year to see this
chryssjanzonio 2021 年 10 月 31 日 下午 9:28 
love your mod pls make more deployables
Adam Octorachmadi  [作者] 2021 年 10 月 10 日 上午 9:32 
Sir Palotti its in every model folder,
for barricade its inside [model2.pack]
under -- rigidmodels/buildings/deployable_barricade

something like - "deployable_barricade_piece01_destruct01.meta" -
i'm not really understand how it work, but its logic and properties change if you use different .meta from another model. so i just experiment and hijack from another model.

yes, you have to extract the meta and put in the same with your model file,
it must use the same name as the model, like..
"deployable_barricade_piece01_destruct01[.meta]" <-- this is the .meta file
"deployable_barricade_piece01_destruct01[.rigid_model_v2]" <--- this is the model file


then,
"deployable_barricade_piece01_destruct02.meta"
logic will apply to..
"deployable_barricade_piece01_destruct02.rigid_model_v2"


destruct01 is the first form of the model, before it get transitioned to the next model which is,
destruct02.
to link both you'll also need .anim file, theyre all one in the same folder.
Sir Palotti 2021 年 10 月 10 日 上午 6:49 
Can you tell where it is the .meta file? I need to use PFM and save it into a pack file?
Adam Octorachmadi  [作者] 2021 年 10 月 10 日 上午 2:11 
Sir Palotti ---- if the property mean the object logic/animation, i used the .meta from original barricade, they're in the same folder as the model itself, i've only simply renamed it so the game think "this is the file we looking for" ... it just magically work and not bad, the logic still follow original barricade, like how it trigger unit try to smash it when they stand close.
Before that, i just browse and experiment with every .meta file and renamed it from model pack.

i have no experience in coding or modding before, so i cant really explain much, i did it purely just by trial and mixing thing together, nothing in this mod is "custom" or self made code..
Adam Octorachmadi  [作者] 2021 年 10 月 10 日 上午 2:11 
Sir Palotti i dont understand with property.. but i try to answer what i think it is;
i dont know if we can create "new" deployable, i've tried created new custom deployable key, but it crashed.. thats why i hijacked the barricade key, there is also another unused line which is "barricade_2" if you open table editor using the kit, but its not used anymore in the game.

i think you can just use those 2 unused key, "barricade" which i'm using to insert this screen and "barricade_2" as for the logic and meta, i just borrow it from another model.

Sir Palotti 2021 年 10 月 9 日 下午 7:07 
I mean, by doing your process of reactivating the deployable, it could be actually possible to do custom deployables with custom properties?
Adam Octorachmadi  [作者] 2021 年 10 月 9 日 下午 12:27 
@Sir Palotti sorry for laste replies, im only available during weekend, i am not understand what you exactly mean, but this basically just replace the original "Barricade" from Rome II and reactivate it, the data of barricade is still exist but hidden in Attila, you can view all the unused table using Assembly kit table tool.
Sir Palotti 2021 年 10 月 1 日 下午 2:54 
I see your work, amazing, me and one friend of mine are trying to create some custom traps/deployables, but we are getting completely confused, can you tell us how did you do it? If you want of course
the_moon_wolfy 2021 年 9 月 25 日 上午 12:44 
This is perfect for 1212AD
TheBlackGrouse 2021 年 9 月 24 日 下午 3:54 
Thanks, I'll give it a try.
Adam Octorachmadi  [作者] 2021 年 9 月 24 日 上午 9:17 
@TheBlackGrouse you can extract the model and rename it with sharpstone so the model will appear instead of the stone, thats what i do as well.. if you remove the model folder from my mod, the old barricade will appear.
There is also baricade_2 line in deployables table which is not exist in the game, possibly can use that line to make new deployable item.
you can also adjust the logic of the deployable in
models_deployables_tables
like if you link it to stake_tech.xml, unit will just walk thru the gap and wont attack it. but they become hollow to projectile. at the moment i dont know how to create new logic so just experiment by mixing them together.
TheBlackGrouse 2021 年 9 月 24 日 上午 7:24 
Thanks for your quick answer!

Right now I'm working on it but it takes some time. Besides, I was thinking if it is possible to replace the useless Sharp Stones for the Wooden Screen. This way, it follows all the game rules, a trick I often use when I have weird crashes. But yes, it's dirty modding :steammocking:

Don't think anyone likes these Sharp Stones, at least I never use them.
Adam Octorachmadi  [作者] 2021 年 9 月 24 日 上午 6:43 
@TheBlackGrouse
Have you tried extracting my mod and add everything to your mod and just merge them? including the model, text and ui.

the barricade key is actually existing one,
but they removed the old barricade from rome 2, i only added it back in
[effect_bonus_value_battlefield_deployables_junctions_tables]
and use the screen model to replace the old barricade.

I'll add/change the line to something easier to adjust if you still can't fix it.

Yea, arrow can still arc their fire with some angle, it only work best if the enemy missile troop have straight or low arc of fire like sling, scorpion bolt or javelin,
TheBlackGrouse 2021 年 9 月 24 日 上午 6:22 
The screen works fine and I really like it as a combination of an arrow screen and a movable barricade. Still, the enemy is able to hit the archers from above with their arrows. But I don't think that's moddable. Anyway, archers at short distances can't hit your units.

It's about the building_effects table. In the campaign buildings can give extra deployables to forces (I have a slave prison-building and those guys really like to work on deployables), an example for spikes: att_effect_force_army_battle_enable_defensive_deployables_spikes.

The games crashes when I try this effect for the screen, probably it doesn't exist. Maybe it's because you are using the light battery ram as some sort of work-around and I need a different effect. Is it possible to add this screen to the set of deployables for campaign battles?

Adam Octorachmadi  [作者] 2021 年 9 月 24 日 上午 2:13 
@TheBlackGrouse
which table to you use in your mod? if you have no conflicting tables, you can load your mod on top so it use your value.
TheBlackGrouse 2021 年 9 月 23 日 上午 11:44 
Works fine but I can't add these nice screens to (my modded) buildings that give extra deployables to regions in my campaign. There is no building effect. Tried some things with the Ram but they didn't work. Do you have a solution for this?
Alcartagena 2021 年 9 月 20 日 下午 3:01 
Great!
nelsonoteroaz.2014 2021 年 9 月 19 日 下午 7:11 
nice
Jesus Christ 2021 年 9 月 19 日 上午 9:26 
piola
juanliam 2021 年 9 月 19 日 上午 2:53 
Bien.
twomillionupstarts 2021 年 9 月 18 日 上午 9:07 
GREAT IDEA